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Since recent update tracking has both improved and worsened

arminkraemer
Honored Guest

I play iRacing in VR with the Rift S. Before the update if I had tracking issues my game would sometimes be interrupted to reset the boundaries. I do hope it was for tracking, because I always sit while playing so I have absolutely no need for a boundary, expect if it helps tracking. Anyway, after the update I noticed my game would get interrupted in the same way, but there would first be very obvious attempts by the the software trying to recalibrate, keeping my head still would help. But the weird thing is, when racing my neck might stiffen a bit, partly because it would in real life, trying to remain upright despite the lateral forces, but what happens is this often causes the headset to completely lose tracking. Simply holding my head firmly in place, albeit at somewhat of a small angle, and the tracking seems to go haywire, like anything slightly off absolute center and too still is a problem. I suppose a slightly but constantly moving head makes certain movements that suggest uprightness and natural responsiveness that is tracked as human lead orientation, so that stiffness seems unnatural, and I get that it is, but it's become a nuisance of tracking issues. In short, reconsider what you've got currently on the latest update that includes the Rift S. And put some information out there for how to best setup one's space, e.g. not all spaces are for walking around, as I said I always sit while using VR, and what about straight lines vs curved, dark versus light, high versus low constrast, like dark furniture with light background floors and walls, or highly reflective surfaces vs dark, small lights or reflectors, are these helpful or bad? There's so little information it's almost all just heresay. 

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