Can't un/pair controllers to Meta 3 Headset
Hi, I have about 20 Meta Quest 3 headset. I mostly develop for them hands free, so I don't care about the controllers at all. The things is all the controllers got mixed up. I want to do factory reset on many devices but I can't proceed without pairing some controllers, but they don't pair because they are paired to hell knows what device with hell know which account. I need to re-pair them without accessing original account as it mentioned in support: https://www.meta.com/help/quest/967070027432609/ Also this factory reset method for the controllers don't work too: Quest 3 controller pairs but none of the buttons work - 1107964 Please help me solve this controllers hell.59Views0likes5CommentsCan I set up CsGo with an Xbox controller?
you cant play csgo with a controller. but i got an injury and had to either not play or learn to use a controller, so i learned how to setup the controller for the ps4 controller and the xbox 360 controller. i attached my cfg files you use with the joytokey program for the csgo game using either the ps4 controller or xbox 360 controller. first you need a basic mouse sensitivity, in csgo its 2.5. this is the joytokey cursor movement at 100. second you need to calibrate the joytokey cursor movement. this part is tricky because you have recoil in the game when you shoot, and if you set the vertical cursor movement to equal the horizontal cursor movement then you get bad recoil, when you shoot then move your mouse on the moving target your mouse adds recoil to the gun. so you want the horizontal value large at 100, to equal the mouse sensitivity in the game, and you tweak the vertical value to only be enough you can shoot and win and see, not perfectly itll look too slow for comfort but it is usable. second you want to calibrate the analog acceleration. again if you keep the horizontal value equal to the vertical value you get the bad recoil again and cant shoot a moving target for a win. so you want the horizontal movement larger than the vertical value. third you want to calibrate the "adjust mouse cursor speed while the button is pressed". you want the vertical values to equal the horizontal values., why this is is it makes the initial movement of the mouse faster or slower, and you dont want a mouse to move fast horizontally then slow vertically when you move your mouse in a circle on the computer so these values are all the same. finally how this relates to the rift is if you use the csgo the wasd is the joystick, and the wasd is the left stick, on the controller the mouse is the right stick and that is the cursor. but on the rift the cursor the right stick the mouse its the head movement, not the right stick. so you want the initial mouse speed to be as fast as the person moves their head left and right, thats how fast the cursor moves when the rift head tracking moves the mouse cursor. then you want to set the cursor speed for the horizontal and vertical differently. i know your saying the head movement is like the horizontal and vertical both using the same movement speed so the horizontal and vertical must be equal values. but if you tuck your chin on your chest at an angle to the left or right, then look up, the head moves to the center not to directly when your face is pointing when your chin is tucked into the chest. so the tucked chin follows the movement like if the setting i described above is used then the cursor uses restricted movement and drags the mouse in a curve when its moved. then you set the analog acceleration, because the mouse sensitivity is used at 100 percent for the horizontal and the vertical is customized to fit this horizontal parameter. so you shouldnt need to set the "adjust mouse cursor speed while the button is pressed" if the mouse sensitivity is set up right first. but if you copy this into another controller and keep the mouse sensitivity even though it doesnt fit the new controller then you need to adjust the "adjust mouse cursor speed while the button is pressed" and analog acceleration. this is for a war game like csgo or call of duty, when the vertical movement is limited, it emulates the human anatomy. for other games you can keep the head movement by using these settings but their vertical speed is affected by their vehicle. i think because the head uses this restricted movement and in games this isnt emulated it might cause nausea because the chin is moved unnaturally up when the head moves up because the vertical speed equals the horizontal speed.4.8KViews0likes9Commentsquest 3 keeps turning off and on by itself repeatedly, but when back on, no controllers/hands work.
Quest 3 manufactured in December 2023 keeps turning off and on during use, usually after using a data cable either from my pc or from my piano's usb output (for midi which incidentally I can't get to transmit). Each time it comes back on, I'm presented with the pin screen, but I'm only able to move the pointer with my headset, not with my controllers or hand tracking. If I move my head more than 30 degrees I can no longer move the points, and if I press a button on the controller I can no longer move the controller, but repeatedly pressing the button on the controlller after I cant move the pointer, still causes the onscreen pointer dot to flash in response. A few seconds later it will turn off and then repeat the above process. Powering off the device and restarting it seems to allow it to work for a little while before it does it again. I'm not doing anything intensive in it, just meta workroom, and the first time it happened was in PianoVision. Battery is full charged. I've only had the unit 2 days. It's not overheating, because the first time it happened I'd only just turned it on. Strange thing is, since installing the meta remote desktop onto the PC, I experienced a similar issue with my PC when trying to take it out of sleep mode this morning. I think this might be coincidental though, because I wasn't using airlink when it first happened in PianoVision. Could the repeatedly going in and out of standby and the failure to receive midi be caused by a faulty usb-c socket on the quest 3?24KViews1like31CommentsController issues, stick shift issue and now pairing issue.
I had bought the Meta Quest s3 back in December for Christmas. Within a month, my right controller had a bad stick shift that made anything unplayable. Mind you that, there wasn't any games that I had that I had to used the thumbstick for so for a component that I barely used break was awful. I had to send the controller for a replacement. It took a month for them to send back a controller with about 3-4 times contacting customer service to ask about my replacement with no answer. The only answer they gave me was "We will look into this matter" all the times I've contacted them to get any updates. This experience itself was appalling. Now my left controller isn't pairing to my headset. It is stuck on "Updating firmware" only for it to fail. When a prompt comes up to pair the controller, nothing happens when I hold Y and =, no vibrations, just the controller blinking. My right controller is connected just fine. I've tried hard booting, I've tried unpairing and pairing it through my phone, I've replaced new batteries, I've tried using their software update tool, I've contacted customer service and went through the steps to troubleshoot. I've spent the past 2 hours troubleshooting to no avail. Now they just want me to send it in for another replacement. This is one of the worst experience I've had with any company or products and all I can get is "I'm sorry you are having a bad experience, I understand" but the company does very little to fix the issue. I feel like as if I've been sold a very bad product and being told this is the best they can do with a cheap apology attached. Does anyone have a solution to this?30Views0likes0Comments[UNRESOLVED as of May 30, 2024] - Quest 3 Controller Tracking Issues
update May 30, 2024: There have been no updates/improvements to controller tracking since Meta Support marked this as solved! Community consensus seems to be that this issue stems from hardware/software limitations with the controllers, specifically the method of tracking (as a software developer working specifically in the machine learning and computer vision space, I agree that this technology is not particularly robust enough to handle some types of movement). If you play games that require fast hand movements and/or dynamic hand positioning, I would recommend not buying a Quest 3, unfortunately. I've heard some anecdotes regarding improved tracking with the Quest Pro controllers, but the improvements are marginal at best - not worth the additional ~$300 for minimal performance gains IMO. My personal recommendation is to stick to Quest 2. Not to detract from the various improvements that the Quest 3 has brought (e.g., color passthrough w/higher resolution, better hand tracking, higher overall hardware specs compared to Quest 2, etc.), but Quest 2 controller tracking is significantly better than the Quest 3's. Ideally, my hope is that Meta will push an update that allows for pairing Quest 2 controllers with the Quest 3, but as of right now, that's just a pipe dream as Meta has given no indication of making these headsets/controllers backwards compatible. While I'm (naively) hopeful that things will change, realistically speaking, I have 0 expectations and a lot of disappointment. tl;dr: I've had a Quest 2 for almost 3 years. I received my Quest 3 today and was very excited to use it. Controller tracking performance is much worse than the Quest 2, at least in the context of games where you swing your arms as fast as you can. This was not a problem for the Quest 2 (unless controllers were physically damaged, e.g., hitting a wall, dropping them, etc.). Don't buy if you play games like Gorilla Tag, Beat Saber, Synth Riders, or any of the other games mentioned throughout this thread!!! Question: Are there ways to modify the Quest 3's controller tracking such that fast hand movements won't be affected by the prediction-like behavior where the in-game hand moves farther than you swing? When I perform a baseball throwing movement with my hand/arm, the tracking will not keep up and it ends up losing my hand's position for a fraction of a second, causing my in-game hand to be positioned farther away than my hand actually is (this is not an issue with Quest 2 controller tracking). Details/Context: I primarily use VR for exercise, and I mostly play Gorilla Tag. Gorilla Tag is a game where you play as the upper half of a gorilla, using your arms as your means of locomotion. Basically, you use your arms as if they were your legs, and you can run, climb trees, wall-run, etc. It's an infection-based tagging game where you join a lobby of up to 9 other people, and the game will randomly select a player to be the first tagger. The tagger(s) will continue tagging until everyone in the lobby has been tagged (infection-style), and then a random player will be selected as first tagger; this pattern just continuously repeats. While the learning curve is pretty steep to play at a high level, there is a growing community of players who are very competitive (approx. 10-20k players based on the communities I participate in - Competitive Gorilla Tag on Discord and Gorilla Tag Competitive on Discord). As a prominent member of this community, people have been seeking my feedback on whether or not the Quest 3 is worth it. While I feel that a majority of the new features are amazing, I have had issues with the controller tracking. Gorilla Tag is an active game where you're constantly swinging your arms as fast as you can to travel around the map(s) to avoid being tagged. The primary player base for the game is Quest 2 users. Aside from physical damage, most players have not had any problems with controller tracking on the Quest 2, aside from when the controller goes out of the tracking range of the headset (as expected). However, the Quest 3 controllers lose tracking during medium-fast to fast hand movement (medium-fast: like playing catch with a friend; fast: throwing a baseball as hard as you can). The consequence of this in the context of Gorilla Tag is that your in-game arm extends to the game's max arm length frequently, causing your hand to collide with the wall/tree/ground and launch you away from the surface. This is a big issue for games/activities involving fast-paced hand movement as it's not nearly as reliable as the Quest 2 controller tracking performance.Solved190KViews49likes524CommentsUnable to connect the controllers to my Meta Quest 3
I am unable to connect the controllers to my Meta Quest 3. I performed a factory reset on the headset, but the issue persists. I also attempted additional troubleshooting steps, including resetting the Quest 3 controllers using the correct button combinations: Right controller: Hold the A button and press the Home (Meta logo) button five times. Left controller: Hold the X button and press the Menu button five times. However, no orange or white light appeared, and the light did not change to blue during boot. Because the controllers are not pairing, the firmware update remains stuck at 0%, leaving me unable to complete the setup process.64Views0likes1CommentQuest 2 Oculus button not bringing up the menu
Apologies in advance if this has been answered elsewhere, I haven't managed to find a solution anywhere. On my quest 2, for a few months now, I haven't been able to bring up the oculus menu in a game with the oculus button to quit or capture content. I used to be able to tap the button and the menu would come up, but it does nothing now. I can still long press to reset my view, so the button technically works, but it just doesn't bring up the menu. To quit games I either have to restart my headset or use an in-game menu if it has one. Again, sorry if this is a dumb question, hoping I'm just being stupid and not doing something right. Any advice is appreciated.Solved55KViews2likes48Comments