What do you call it when VR Environment is not calibrated?
And how do you fix it? I am lacking the vocabulary to even ask the right question or search for a solution. But it is like the perspective is off a little. and not consistently. As an example, the Getting Started area where you have a circular desk/table around you and you can throw paper airplanes, fly the remote-control blimp, throw the ball, the pull string bottle rockets, etc... the desk is too close and way too high. Like I can rest my chin on the tabletop without moving forward or down. I'm not sure how to recalibrate this as it seems to be better sometimes, and worse at others. It is like the scale and placement of everything is off. Controllers do not point straight forward (which I have found some possible fixes). But, if I hold the controllers like a rifle to play a shooting game, the controllers point about 15 degrees to either side. and holding them up in a position like a real rifle it is about 3-4 inches low. Making it impossible to get a sight picture using the sights, optics, or other aiming device without contorting myself in very strange positions. I am assuming there are calibration settings somewhere to correct these types of things and potentially in individual games as well. Could someone clue me in on the proper terminology and some possible fixes? On a separate note. While I usually find various controllers a little small or too cramped. Does anyone else find the controller buttons a little awkward? Like they are too far apart? Not set up to be used quickly with a natural grip. I really want to like this but so far it has been very awkward to do various things in VR. I'm sure once the perspective issues are resolved it should help with the other things.51Views1like3CommentsIssue: Quest 3 controllers always fall back to “Oculus Touch Legacy” in SteamVR games
Hi everyone, I recently switched to a new Meta Quest 3 from meta warranty services, i continue to use my same Touch Pro controllers and I’ve been stuck with a very frustrating issue: In the SteamVR menu / dashboard, the controllers show up correctly as Quest 3 Touch Plus (blue laser, correct 3D model). But the moment I launch any SteamVR game, SteamVR switches them to “Oculus Touch Legacy Bindings”. In-game, the controllers look wrong (smaller, with tracking rings, purple lasers) and are miscalibrated (like held backwards in Paradiddle, drumsticks pointing the wrong way). With my previous Quest 3 on the same PC, everything worked perfectly out of the box (no tweaking, games launched fine with the right bindings). --- What I’ve already tried (nothing worked so far): Full factory reset of Quest 3, complete clean reinstall of SteamVR and Oculus PC app, deleted every config folder and registry keys (AppData\Local\openvr, Steam\config, Roaming\SteamVR, Oculus folders, etc.). Tested both SteamVR Stable and SteamVR Beta. Stable → no oculus_touch_plus profiles exist → always falls back to legacy. Beta → includes Touch Plus profiles, but some games won’t even launch properly. Manually added custom bindings_oculus_touch_plus.json and oculus_touch_plus_profile.json into SteamVR\drivers\oculus\resources\input\ and Steam\config\input\. → SteamVR still insists on using Legacy inside games. Disabled SteamVR Home, disabled Steam Input (globally and per-game). Tried forcing Oculus runtime (-vrmode oculus / -oculus) in launch options. → Works only for some Unity/Unreal titles, not for all. Confirmed in SteamVR Developer > Input Debugger → games always load oculus_touch (legacy), never oculus_touch_plus. --- Summary SteamVR Stable right now does not ship oculus_touch_plus bindings. My old Quest 3 worked perfectly (must have been on a version where they were included). My new Quest 3 is stuck in Legacy mode for all games → broken calibration and wrong models. Only way it works correctly is launching games via Meta Link library or Virtual Desktop (bypassing SteamVR). --- What I need help with Is there a way to force SteamVR Stable to always use oculus_touch_plus globally for Quest 3? Or is this simply a bug/missing feature in the current Stable build of SteamVR? Has anyone else solved this without being stuck on Beta (where some games won’t launch)? Thanks a lot — this issue has been driving me crazy because my previous Quest 3 worked flawlessly, but the new one refuses to use the right controller profile. ---238Views0likes0Comments