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[UNRESOLVED as of May 30, 2024] - Quest 3 Controller Tracking Issues

NotDream
Protege

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. 

419 REPLIES 419

Go for PCVR version of Beat Saber. I switch from standalone and my progress skyrocket.

It feels different. Look at my beatleader profile. I switched about 26 days ago and fun begin.

https://beatleader.xyz/u/76561198821464641/beatleader/date/desc/1

DeeX0
Protege

Is this still an issue or resolved?

TheEnder22
Explorer

It's still an issue for me, as of this morning. So many misses in Beat Saber playing on Expert at increased speed. Then in Bodycombat, again missed hits, incorrect hits with the wrong hand. So frustrating. They made this thing for casual people sitting on the couch in Horizons and watching videos, not playing games.

In general, it is still an issue and it won’t be solved fully because of loss of the tracking rings - there will always be cases when controllers top black part with sensors won’t be visible to headset and it will lose tracking.

As to my issue I have been having (see my posts before) the combination of v62 update and use of a certain adapter made the issue bearable that I can live with. I still lose tracking and observe jittering of controller at the end of fast motions but somehow v62 made it so it does not affect my game to the point of not being able to play it.

it is basically good enough for me now but could be not good enough for others.

My personal opinion it will never be solved and you will need to adjust your technique to minimise loss or tracking.

still an issue!

oltronix
Honored Guest

Why where the rings removed at all? Just a cost saving? It does absolutely nothing for ergonomics to remove them, and the tracking is significantly worse than Q2. 

Les mills has these overhead moves that will fail 80% of the time if you actually perform the move the instructor is showing. Only way to get it to work is to reduce the range of motion which then sacrifices the exercise.

They could enable Q2 controllers on Q3.

Why they don't want?

The question has a simple and disappointing answer....

They have to sell the pro controllers 

You're exactly right. What I've found is you have to keep the controllers within visible range of the cameras for it to work, 95% of the time. For the overhead punches, look up as you punch. For the speed bag punches, be sure to keep your hands out in front of you to start the motion and not start overhead where it loses them. Unfortunately for the T-punch and wide battle rope, you can't look at both so they just get missed every once in a while. Based on a reply earlier where someone posted the article about them using AI to predict the movement, it seems to me it has to be able to see where the movement started first. Even given all that, I see the hand/glove move, hit the target, get the vibration, and it still counts as a miss. Such a step backward in performance.

Karmagedon
Protege

i agree and it's bad

 

I have also noticed that the overhead tracking really flips out if the controllers touch together, especially if there is some slight force in them coming together.
It's very awkward to keep them separate but it does help a bit i have noticed. 

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