I get this issue too, mainly noticeable in I Expect You To Die, I have noticed it in other games but not as frequent. I had put it down too my 2 sensors in opposite corners being quite high and this being a sitting game but seen this thread. Think il wait and see if the update fixes the issue before moving the sensors.
Would love to get this update. Why the hell can't we opt in when we are having issues like we are? Rolling it out randomly is absolutely non-sensical in a situation such as this.
Yes indeed. I'm still on version 1.10.1.316065
Heck! I'm seeing different version numbers everywhere I look, different if I look at the OVR driver in services, as opposed to the General tab on the Oculus home window. The 6065 number is from the rear "bar" panel in the VR OH.
@cybereality I put in a support ticket trying to get the imu tool because I am experiencing some sway but they never got back to me. Can you please pm me as well? Thanks!
Hey guys, I was experiencing a similar issue (would get really bad if I looked down). I too had all of my sensors mounted high off the ground. I was able to resolve by different sensor setup and in particular having one sensor closer to the ground than the others (7' for 2 and 3' for one).
Hey guys, I was experiencing a similar issue (would get really bad if I looked down). I too had all of my sensors mounted high off the ground. I was able to resolve by different sensor setup and in particular having one sensor closer to the ground than the others (7' for 2 and 3' for one).
Do you have it setup with the recommended 2 in front 1 in the corner?pretty much up to try anything at this point lol. Having the same issue.
@cybereality Thanks for checking so quickly! I won't be able to re-test now until tomorrow evening but I'll let you know how I get on. Would make things easier if I knew which sensor is timing out, trial and error I guess.
@cybereality I've done more checking this evening and changing either camera to USB 2.0 not made any difference I'm afraid. In fact it seemed a little worse to me. Hand tracking seems to be ok for the most part, just the HMD tracking is off.
I am having the same issue. Height glitches up and down. Seems to happen every few minutes. Up and then down. Always alternating directions. Attached are logs.
Having the same issue, also move slightly left and right at times, all 3 sensors ceiling mounted and tried on various usb ports. Any solutions would be helpful as can't play anything properly at the moment.
Checked out I expect You To Die for the first time today and sure enough, had this issue. Haven't seen the issue in any of games I have currently played.
Same issue here, I've been able to isolate the issue to one particular sensor, it seems to be getting worse over time. No reply for oculus support yet....
I've re mounted all my cameras the right way up either high on the wall or back on stands rather than upside down from the ceiling and so far it seems to have fixed the issue, my 3 cameras are all also at different heights now and I haven't had a glitch this morning.
I have the exact same issue... a similar issue was there before the 1.10 update with one sensor. The problem was gone for me until touch arrived. Here is what I found out so far: The glitch does not occur when I cover one sensor (this might eliminate certain types of USB bandwidth issues as a source of error). The glitch does also not occur, when I place both sensors next to each other, so their lenses are offset by only ~2cm. Both sensors must be parallel and have the same tilt. If I tilt one sensor completely up and the other one down, the problem reduces from height-changing glitch to horizon-rotation-glitch. I tested this by facing the sensors and then quickly rotate my head by 180 degrees. I have one sensor from kickstarter-days and bought touch-sensor from local retailer (maybe the internal sensor hardware changed and this configuration needs special treatment?).
I'm having this issue with 2 sensors, these are plugged to one intel eXtensible usb controller 3.0 that comes in my msi motherboard (everything in usb 3.0).
I'm thinking that could be a sync problem between the sensors caused by an usb bandwidth limitation, i get a {WARNING} [Tracking:Manager] Sensor moved in the log.
So I wonder... is someone having this issue with 2 sensors, using the inateck card for 2 sensors, and the mobo for the hmd? (everything in usb 3.0)
Because in that case there should not be usb banwidth issues.
i deinstalled innatek drivers problem solved...there is a warning ignoreit. greez
I tried this but it didn't work. But its possible I didn't uninstall the Inateck drivers correctly since there wasn't a clear driver entry in the "add/remove programs" screen. How did you uninstall the Inateck drivers? I just want to confirm I've done it right.
I figured out that raising my hands up and down above and below my head, especially when one would occlude a sensor, caused or exacerbated the issue - to the extent that I warped out of the level entirely in Superhot.
However, I have fixed it, and have since only experienced minor (somewhat expected) tracking errors, for example when you turn around 180 degrees.
The way I fixed it was by swapping over the two sensors physical location (right sensor to the left position, left sensor to the right position), and also swapping over the USB ports they were using. I have one plugged directly into one of my mobo's rear USB 3 ports, and one plugged into the recommended USB 3 card (which also has my headset plugged in).
If this is the same issues as others are experiencing, and I can help others fix this issue in any way, please don't hesitate to reach out.
for some reason my intek card shows never usb 3.0 when i plug my rift in. just when i plug it in the mb. like this its almost fine for me without inatek drivers...i deinstalled it in programms and features, right click on fresco logic drivers...deinstall . greez
Wow, I've tried everything : swapping USB ports, change sensor position and angle in any way it is possible, install/uninstall USB drivers, change power management on Windows...
And the thing that definitely fixed this height glitching on my headset was IMUCalibration tool. This is the second day from calibrating my Rift and I haven't see a single height change. I had some little tilted view on my headset that probably was causing this issue and this tool fixed that perfectly.
Wow, I've tried everything : swapping USB ports, change sensor position and angle in any way it is possible, install/uninstall USB drivers, change power management on Windows...
And the thing that definitely fixed this height glitching on my headset was IMUCalibration tool. This is the second day from calibrating my Rift and I haven't see a single height change. I had some little tilted view on my headset that probably was causing this issue and this tool fixed that perfectly.
Checked out I expect You To Die for the first time today and sure enough, had this issue. Haven't seen the issue in any of games I have currently played.
This is the first game I noticed it in too! Very annoying. Made sure not to finish the game till this issue is gone.
I've rolled back to the windows 10 drivers on the Inateck card. I've run the IMUCalibration tool. I've even tried one guy's solution where he physically swaps the sensors. None of these user found solutions work. I need a fix from Oculus on this.
Comments
Heck! I'm seeing different version numbers everywhere I look, different if I look at the OVR driver in services, as opposed to the General tab on the Oculus home window. The 6065 number is from the rear "bar" panel in the VR OH.
Which one should I be focusing on?
All I do know is Oculus App version 1.10.2 didnt fix the height glitching and I'm not enjoying the fault finding anyymore.
Attached my logs in case it's of any assistance.
Gigabyte RX Vega 64 x2 | Samsung 960 Evo M.2 500GB | Seagate FireCuda SSHD 2TB | Phanteks ENTHOO EVOLV
Added tonight's logs as well.
The glitch does not occur when I cover one sensor (this might eliminate certain types of USB bandwidth issues as a source of error).
The glitch does also not occur, when I place both sensors next to each other, so their lenses are offset by only ~2cm.
Both sensors must be parallel and have the same tilt. If I tilt one sensor completely up and the other one down, the problem reduces from height-changing glitch to horizon-rotation-glitch.
I tested this by facing the sensors and then quickly rotate my head by 180 degrees.
I have one sensor from kickstarter-days and bought touch-sensor from local retailer (maybe the internal sensor hardware changed and this configuration needs special treatment?).
Superhot:
https://gfycat.com/GoodnaturedForsakenBaboon
Kingspray:
https://gfycat.com/ExemplaryEnviousGangesdolphin
I figured out that raising my hands up and down above and below my head, especially when one would occlude a sensor, caused or exacerbated the issue - to the extent that I warped out of the level entirely in Superhot.
However, I have fixed it, and have since only experienced minor (somewhat expected) tracking errors, for example when you turn around 180 degrees.
The way I fixed it was by swapping over the two sensors physical location (right sensor to the left position, left sensor to the right position), and also swapping over the USB ports they were using. I have one plugged directly into one of my mobo's rear USB 3 ports, and one plugged into the recommended USB 3 card (which also has my headset plugged in).
If this is the same issues as others are experiencing, and I can help others fix this issue in any way, please don't hesitate to reach out.
And the thing that definitely fixed this height glitching on my headset was IMUCalibration tool. This is the second day from calibrating my Rift and I haven't see a single height change.
I had some little tilted view on my headset that probably was causing this issue and this tool fixed that perfectly.
There is also link to it from a Google cache of the Oculus Support page.
And there is another source here : https://forums.oculus.com/community/discussion/44368/is-your-rifts-view-tilted-slanted-heres-how-you-fix-it
Before You try to run calibration process make sure You also have this tilted view plane in headset.
https://forums.oculus.com/community/discussion/comment/448695/#Comment_448695