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Update 1.12 FTW (pre-release beta)

Wildt
Consultant
Yup, it's a big improvement for sure!

Height drift is sorta still there, but it auto corrects itself, so you won't notice unless you touch the floor constantly like I did to check up on it. IMO, this issue is now solved.

There is still the occasional 1-2 frame hand position skip when changing primary camera (cause assumption), but it's not to a degree I can complain about when playing games. Artists wanting to draw with smooth curvy strokes in Quill might still not be 100% happy.

I've got a 3 sensor setup: front sensors 2 meters up and the rear sensor 1.4 meters up. All in corners of the room (as recommended) pointing at chest height. Front sensors both in the recommended Inateck 4 port card, and the rear in a onboard USB 2 port. Cable length to one of the front sensors is long, so it connects with USB 2 speeds.

HMD is connected to onboard USB3 port (Etron).

This is what 1.11 SHOULD have been.


74 REPLIES 74

hoochyuk
Heroic Explorer
Lol you go on about the light house system ,have any of you actually used it as from what I've seen of the 1.12 patch it's up there with my vive,my oculus experience  has not been to bad so far,height glitch but I use mainly steam so was easily rectified.but believe vive suffers from little glitches aswell I used a few vive set ups and all had little flickers in certain areas.on onward I do aswell as any vive user and I do much better on my rift than I do with my vive

Anonymous
Not applicable

roadczar said:


Mradr said:


roadczar said:

Freaking Oculus they rush a 1.11 to break everyone's tracking, but now sitting on the release that fixes it.


Dam if you - dam if you don't -- get over it xD


Easily solved by releasing  good software in the first place.


Sure:) Lets start with you first ^-^

vanfanel
Heroic Explorer
@Alehandoro my 4 sensor setup with this latest patch is still perfect using the quill test.  I tested at various heights and still have 0 jitter/handoff issues.

Mr_Creepy
Rising Star
@Alehandoro I'm happy it's getting better, I just expected a little more... Especially sinnce I was positvely surprised at first at how accurate the tracking was, but then I discovered the issues. I'll see how it feels, I would definitely get a Vive if I could afford, I would love to have both. I still prefer the Rift in some areas, but I'd like to have sommething that has better tracking for those experiences were it bugs me.

elboffor said:

Vive is NOT fault free.
I talk from personal experience.


True but I can tell that Vive owners can do things that I can't do. It's not like the Vive is perfect but it's more accurate than Rifts tracking.


jayhawk
Superstar

Mr.Creepy said:






True but I can tell that Vive owners can do things that I can't do. It's not like the Vive is perfect but it's more accurate than Rifts tracking.





What can they do the Rift can't via tracking. I still couldn't be happier I chose Oculus over Vive myself.

paulohotline
Explorer
Owning both the Vive and the CV1 and PSVR, the Vive has been hands down the winner in tracking and less software problems. I played VRGolf for 2 glorious hours with the Vive with perfect tracking and no issues over live multiplayer on Friday and it was a blast. Later in the evening in my 2nd setup in my basement with my CV1 I could not even get the damn swing to track properly without major juddering on HOLE 1. The next release better solve a ton of these issues and also allow a 4th sensor to be used without issues. As well, the alpha should be an option open to everyone with an opt in option in Oculus Home.
[Paulo Carvalho Mobile - 204-294-4389] http://www.pinballowners.com/paulohotline "Life is like pinball, your always trying to keep your balls in play, but in the end, they drop down the middle :)"

Javelin396
Adventurer

Wildt said:

Latest update feels the same to me (which isn't a bad thing). Still very minor skips every now and then when rotating holding the controllers at tummy height.

Impressive tracking when facing the corner with no camera.

My conclusion hasn't changed from the OP.


feels slightly worse to me than the day i first tried the alpha build for 1.12.  i think i prefered the 1.12.0.347528 (1.12.0.347501) verison

Javelin396
Adventurer
Ive also seen a couple of little things  when doing the  sensor setup. With 1.11 and previous releases, when setting up the guardian system, i know alot of people have been complaining about how their sensors would drift slightly as they view the screen where they have to trace their boundaries. i've had that happen too with the 1.11 release, but ever since i updated to 1.12 i havent seen it happen once. also during guardian setup, before 1.12, i would get the little red blip that tells you that your controller isnt being tracked as you trace all the time when getting to close to my sensors (probably within a foot), or even when they would still somewat further away but still in range of the projected tracking arc. However,  when tracing my boundary in 1.12, i dont think i've seen one red blip happen when i try to setup guardian. So im assuming thats a good sign for things to come in regards to all those that have seen that issue in the past

chtan
Protege

elboffor said:

Vive is NOT fault free.
I talk from personal experience.


Never have a single issue with my tracking unless you purposely go behind the light house base or out of its' coverage (which is huge). My mounted on camera stands and being move around a lot.

hoochyuk
Heroic Explorer
Then your the lucky one @chtan  as me and many others do just like rift