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Suddenly Poor Tracking Quality

djpeterson83djpeterson83 Posts: 7
NerveGear
The latest update has caused my sensor quality for both the headset and touch controls to be unreliable.  Some times my head and controllers will teleport or reorient themselves briefly.  There's also a constant, light jittering in the headset tracking that I don't recall being there.  My cameras are plugged into USB 2.0 but the software says they are connected and working fine.  If I plug the cameras into any of my six USB 3.0 ports (spread across two controllers) the Oculus service says it either can't find the cameras or the camera are plugged into unsupported USB ports.  Prior to this update, everything was working fine.  My cameras still needed to be in USB 2.0, but the jitter and teleporting was virtually non-existent.

Is this happening to others, and if so, has anyone found a workaround or any tricks to deal with this?
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Comments

  • cyberealitycybereality Posts: 23,185 Oculus Staff
    Please contact support so we have a record.
    https://support.oculus.com/
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  • wardman21wardman21 Posts: 12
    NerveGear
    I'm having the same issue. Before the update everything was working flawlessly for a year now, but now the tracking is jumping, mostly on the vertical axis. It's like the sensor is spiking and trying to recenter every 20-30 seconds or so. I am only using one tracker.
  • Log_a_FrogLog_a_Frog Posts: 954
    Trinity
    Any sunlight in the room. Get rid of it. 
  • wardman21wardman21 Posts: 12
    NerveGear
    Nope. In a dark basement at night
  • CodySheffieldCodySheffield Posts: 3
    NerveGear
    edited March 29
    Just chiming in, this is happening to me too on Windows 10 x64. I also have had to use USB 2.0 ports and everything was working just fine until the last update. Now when I'm in game (Elite: Dangerous), the headset occasionally "flashes" like what happens when you block the line of sight to the sensor, but it's doing it randomly with clear line of sight.

    <Update> I submitted a ticket to support.
  • mike5560mike5560 Posts: 3
    NerveGear
    Same issue here. Have only played Assetto Corsa since I noticed the issue. No hardware or video display settings or video card drivers updated that would potentially cause it.
  • TwoHedWlfTwoHedWlf Posts: 1,851 Poster of the Week
    Just chiming in, this is happening to me too on Windows 10 x64. I also have had to use USB 2.0 ports and everything was working just fine until the last update. Now when I'm in game (Elite: Dangerous), the headset occasionally "flashes" like what happens when you block the line of sight to the sensor, but it's doing it randomly with clear line of sight.

    <Update> I submitted a ticket to support.
    I used to get that,  noticed it would coincide with my X55's random button presses which after some googling I found out was due to drawing too much power from the USB and the voltage dropping.  Replaced it with a powered USB hub, solved both problems.
  • wardman21wardman21 Posts: 12
    NerveGear
    edited March 31
    Any info or update on this? The glitching also happens in the oculus home as well so it's not just isolated to iracing. I took a video of what's happening. I was holding my head as still as I could
  • UnFknBLievableUnFknBLievable Posts: 82
    Hiro Protagonist
    I have had that issue. Unfortunately I need to underclock my RAM to 2133mhz (factory supported frequency is 3000mhz) and has solved all issues with my rift tracking. Disable XMP if you have it enabled..

  • RannybabyRannybaby Posts: 1
    NerveGear
    I have also the same issue. Underclocking my RAM did not work...
  • CodySheffieldCodySheffield Posts: 3
    NerveGear
    edited March 31
    TwoHedWlf said:
    Just chiming in, this is happening to me too on Windows 10 x64. I also have had to use USB 2.0 ports and everything was working just fine until the last update. Now when I'm in game (Elite: Dangerous), the headset occasionally "flashes" like what happens when you block the line of sight to the sensor, but it's doing it randomly with clear line of sight.

    <Update> I submitted a ticket to support.
    I used to get that,  noticed it would coincide with my X55's random button presses which after some googling I found out was due to drawing too much power from the USB and the voltage dropping.  Replaced it with a powered USB hub, solved both problems.
    I unplugged everything but Oculus stuff just to see if it would make any difference, and it still has the problem. Wardman's video a couple of posts up looks almost exactly like what I'm experiencing (except I couldn't make out the yellow "flashes" in the video).

    Edit: For the sake of being crystal clear to anyone in the support department viewing this (I was asked to make a video but I don't know how to record within Oculus), it's the random "jitter" effect as the sensor seems to drop out every couple of seconds or so.
  • breammasterbreammaster Posts: 25
    Brain Burst
    I noticed two of these random headset jumps in dragonfront last night.  I was looking directly forward at the times it happened. I have three sensors. Last update had the random headset jumps as well. 
  • djpeterson83djpeterson83 Posts: 7
    NerveGear
    edited March 31
    Sorry I didn't get back sooner (been busy and forgot about the post).  I've submitted a ticket as requested.  Thanks to everyone who has taken an interest and spoken up about this.  Glad to see I'm not alone :).  I recommend everyone issuing tickets as well.

    More Info:
    My room may not be the most optimal for VR, but I do have control of the lighting.  I've also tried during day and night with the lights on and off.  I haven't noticed a difference either way.  Cody Sheffield said he wasn't sure how to make a video of the Rift doing this.  I might be able to.  If I can reproduce it on video, I'll post to YouTube and post a link in this thread as well.

    Also to Warman21: That looks a lot like what I'm experiencing.  The micro-stutters you experience in that video are very common.  Additionally, I'll get full teleportations where the Rift tracking will assume I'm significantly further away than where I really am.  This, like the micro-stutters, only happens for a split second, but is incredibly jarring.

    I haven't been playing a lot of games with the Rift, but I've been testing it in a Unity 3D project of mine.  So it could be Unity specific as well.  My video will be from a Unity perspective.
  • wardman21wardman21 Posts: 12
    NerveGear
    For anyone who is running the rift off of motherboard ports or 2.0 ports. I just installed a PCI-e USB 3.0 card https://www.amazon.com/gp/product/B01G86538S/ref=oh_aui_detailpage_o00_s00?ie=UTF8&psc=1 

     It's now working properly again. If anything the tracking is even better than it ever was. I hope this helps you guys out.
  • PhydomiRPhydomiR Posts: 1
    NerveGear
    Same issue since the last update. Was working perfect on 1.12. So I'm ruling out any hardware issues. Problem is the same as shown in the YouTube video above. Since multiple users report this issue after the last software update there has to be a issue with it. 
  • Mark_Andrew_WayMark_Andrew_Way Posts: 1
    NerveGear
    wardman21 said:
    Any info or update on this? The glitching also happens in the oculus home as well so it's not just isolated to iracing. I took a video of what's happening. I was holding my head as still as I could
    This is EXACTLY whats happening to me. Everything was working fine until the update, now I get this wierd jumping movement every now and then. Its very frustrating.
  • meanseensmeanseens Posts: 1
    NerveGear
    Same issue here, have to use usb 2.0 ports because the rift doesnt like my 3.0 ports. Was fine in 1.12 but keep getting those weird shakes now. My build is an ITX build so I can't add a USB expansion card sadly. Support has been giving me the run around basically.
  • ShocksOculusShocksOculus Posts: 78
    Hiro Protagonist
    edited April 2
    wardman21 said:
    For anyone who is running the rift off of motherboard ports or 2.0 ports. I just installed a PCI-e USB 3.0 card https://www.amazon.com/gp/product/B01G86538S/ref=oh_aui_detailpage_o00_s00?ie=UTF8&psc=1 

     It's now working properly again. If anything the tracking is even better than it ever was. I hope this helps you guys out.
    I have a similar type of USB card (mine is the 4-port Inateck); with all 3 of my sensors registered as USB 3.0.

    I was messing around with my sensor config a few days ago and forgot I had 2 of my 3 sensors plugged into the expansion card, and 1 on my mobo.  Today, I was experiencing glitchy tracking, and switched back to my default sensor config of 2 sensors on my mobo and 1 on the expansion card.  Since then the tracking has gone back to normal.

    Hardware/driver info:
    -- MSI HB150 (6th gen intel)w/ 1 USB controller w/ latest drivers.
    -- Inateck 4-port USB to PCIe expansion card: w/ Fresco 3.6.9a drivers using the registry tweak from "Oculus Tray Tools" program (which can be found on these forums).

    Hope this info might help others.
    CyberpowerPC - VR Rdy Amazon Build || i5-6402p, GTX 1080Ti (11G) || MSI B150m (1 USB controller) + Inateck 4-port USB to PCIe (1 USB controller; w/ 3.6.9a Fresco drivers w/ OTT registry tweaks)
    3 sensor Room-Scale setup -- all 3 sensors register as USB 3.0 [2 sensors w/ HMD on mobo; 3rd sensor on Inateck]
  • djpeterson83djpeterson83 Posts: 7
    NerveGear
    edited April 3
    @shockulus I was just about to try that out.  I haven't commented for a bit because I was running my cameras on USB ports that Oculus said were not supported.  I got a two-day delivery for probably the same Inateck card you got.  The USBs are now showing they are supported.  The massive teleports seem to have died down or gone away entirely, but the light jittering is still there.  I'm about to switch over to cameras on the Inateck and head set on the motherboard USB and see if that helps.  Be back soon!

    QUICK UPDATE:
    Looks like the headset is OK with my onboard USB 3.0 (even though it's technically not supported).  I'm getting a green light in the Rift device settings.  Now to see if that helped the jitter...

    LAST UPDATE:
    So it seems to be working better.  The jitter is less.  However, I did have a sensor disconnect.  The disconnects seem to be rarer now.

    Here's my final setup:
     - Inateck 4-port USB Controller (Fresco)
     - Sensors plugged into Inateck USB Controller
     - Headset plugged into motherboard USB 3.0
     - Experimental Camera Sensor Mode

    The jitter in not gone, however!  I did manage to take a video show casing the jitter some more.  The application running is a Unity project of mine.  I haven't done anything weird to it - just clicked the "Enable VR" checkbox in the player.  I'm using a standard assets player controller which has only been tweaked to change what inputs are used to control it, but otherwise doesn't mess with the collider or camera position in any way.

    In the video below, the rubber-banding from top right to bottom left is not me.  This is the sensor acting weird.  I don't know what is causing this but it's a bit jarring when in an experience.

    Video Link here:


  • cyberealitycybereality Posts: 23,185 Oculus Staff
    Please reach out to support here:
    https://support.oculus.com/
    This will help us better understand the issue and also allow us to get logs to investigate. Thanks.
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  • steve123rxsteve123rx Posts: 1
    NerveGear
    exact same prob here constant headwreckin twitch like its trying to recenter everytime, had to stop using rift till a fix is done, wish I could downgrade to 1.12 worked perfect !
  • TheRogganTheRoggan Posts: 14
    NerveGear
    I have the same problem as well since 1.13 was released... :disappointed:

    1.10 was pretty good
    1.11 was a disaster (height issue, tracking issues, sensor disconnections)
    1.12 was best so far, solved all my 1.11 issues
    1.13 is worst yet... head tracking jumping around 10-50cm at random (like in Marks iRacing video above but worse...), USB connection issues again...

    If Oculus are going to release untested screwed up drivers continuously, at least give us a chance to revert to stable versions!!
  • lepterlepter Posts: 62
    Hiro Protagonist
    So...The constant judder may NOT actually be my usb but an oculus update. SORT IT OUT GUYS. Fed up of the judder but can't put another pci usb card cause I've got a microatx board. Shouldn't have too upgrade cause of an update. Give us an update rollback.
  • lepterlepter Posts: 62
    Hiro Protagonist
    TheRoggan said:
    I have the same problem as well since 1.13 was released... :disappointed:

    1.10 was pretty good
    1.11 was a disaster (height issue, tracking issues, sensor disconnections)
    1.12 was best so far, solved all my 1.11 issues
    1.13 is worst yet... head tracking jumping around 10-50cm at random (like in Marks iRacing video above but worse...), USB connection issues again...

    If Oculus are going to release untested screwed up drivers continuously, at least give us a chance to revert to stable versions!!
    100 PERCENT AGREE
  • BBernesBBernes Posts: 8
    NerveGear
    The jitters started here also, probably from the update as I have not changed anything. 
  • LitheLithe Posts: 2
    NerveGear
    edited April 6
    Jitters here too. I've tried everything from expansion cards, HMD replacement as per Oculus Support, and even totally formatted and reinstalled Windows. Can't seem to fix it and I've had it since 1.10 without stop
  • BBernesBBernes Posts: 8
    NerveGear
    Mine has been working perfect up till now. Always had it on USB 3.0. This update broke something.
  • BBernesBBernes Posts: 8
    NerveGear
    Anyone heard anything from suppor ?
  • cyberealitycybereality Posts: 23,185 Oculus Staff
    We are still investigating. Sorry for the delay.
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  • CodySheffieldCodySheffield Posts: 3
    NerveGear
    Just throwing it out there, the beta update along with the new drivers didn't help one bit.
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