[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.Solved190KViews49likes524CommentsOculus Rift controllers not working in-game after update
6/11/2024, allowed Meta Link to update on my PC for my Rift CV1. Everything still works until I get into a game. Once I enter the game, the Touch controllers are not detected when moving, and in the game they are at ground level and will not move. The Oculus button still worked, and I could use the controllers to select quit app, but they will not move while in a game. So far I re-installed Oculus, but did not delete all the hidden files. I updated my Nvidea drivers to the latest 555.xx version.Solved70KViews38likes222CommentsExternal object tracking
Now that the passthrough API is available I was hoping I could use it to scan a QR code or AR tag, however, the camera layer is not available to us as developers, which I can understand but this limits so much on the AR front. Why wouldn't there be an option that asks this app can see your environment do you want to continue? Rather than have it blocked by default. To get to the point, what would be another way to track an external object? for example, I have a box in my real-world environment and would like to be able to track its position in-game. Are Bluetooth trackers an option? Any ideas are welcome, the main goal is to translate a real-world object to an in-game position. Greetings, Smoothy1016KViews9likes5CommentsOculus Link Sync Issue with Quest 3: Video lag behind head movement
I've found a bug with the Oculus Link software using the official link cable and Quest 3. Every time I try to play some relatively demanding PCVR titles or enter some heavy worlds in VRChat, after the computer stutters for a few seconds for loading, the headset tracking and the streamed video feed go completely out of sync. The frame rate in the demanding scene after loading is high and smooth, but the video feed in the headset is a bit delayed relative to my head movement, resulting in an extremely nauseous experience. Even after I quit the demanding game and returned to Oculus Dash, the problem remains, and the video feed is still delayed. This bug can be reproduced consistently. Reconnecting the Oculus link briefly eliminates the problem, but the delay happens again when I try to load scenes. This makes the Oculus link unusable. Any solutions? PC spec: Dell G15 Laptop (i7-12700H, RTX3060, 16g RAM, Plugged in wall). Quest 3 connected via Thunderbolt portSolved23KViews9likes59CommentsQuest 3 lost all tracking
Brand new quest 3 just arrived, configured an everything was doing pretty well. Was just logging into a game when all tracking just stopped working, a window saying "Tracking lost" showed up, but I couldn't click anything since the controllers stopped working too, hand tracking also wasnt working. I tried cleaning up the cameras with a very soft towel, tried rebooting, resetting to factory settings, everything I could. The screen is either completely black, black with a dot or on the starting screen asking to turn on the controllers, but the screen just moves randomly and isn't following the headset movements at all. There is a white dot blinking on the left controller and they keep vibrating every few seconds.
Solved68KViews8likes170CommentsQuest 3 controller pairs but not working at all
right quest 3 controller paired and tracking, but no inputs work. Controller moves around when viewed through headset. but if you pull the trigger, grip , thumbstick, a, b, or meta button. they don't work, or move like there even getting a signal when viewed through headset. Left hand is fine. Charged every thing up, left batteries out over night, paired controllers through app. tried factory reset but cant continue since it wants me to press the meta button on the right controller and it wont do itSolved137KViews4likes53CommentsObject Tracking with Oculus SDK
Hi, I asked myself if it would be possible to track more objects than the headset and the oculus controllers with the SDK. I found, that both have integrated infrared LEDs with a certain blinking pattern, that is then tracked by the cameras. Now my question is: Is it possible to add some LEDs with other blinking patterns to different devices like e.g. a tablet and kind of teach the cameras those patterns to enable object tracking and displaying it in a Unity scene? And further, is there some possibility to do this via the Oculus SDK or is it more like a black box and has to be done via a video stream and computing or the like? Maybe somebody has an idea and could help me! Anyway, thank you in advance! :smile:1.4KViews3likes2CommentsControllers not tracking in Quest build.
Hey, We have recently started a new Quest project using Unity 2022.3.1 and Oculus Integration 54.1, but the controllers aren't tracking in builds. They track perfectly fine in the OS menus and in other apps both previously made by us and not, but in any new projects we make they just stay on the ground. Weirdly the buttons animate in response to input as expected, just connected to motionless controller models. To make sure none of our stuff was interfering with it, we created a new project following the project setup described in the Oculus documentation here, then added the provided OVRControllerPrefab as a child of both Hand Anchors but still had the same issue. Does anyone have any idea why this is happening? Thanks!3.3KViews3likes5Comments