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Would someone check to see if this is a general touch issue, please?

PrecachePrecache Posts: 8
NerveGear
edited December 2017 in Support
I just got my oculus (with touch) in last week, and I've been having a problem with my thumbsticks locking into position (virtually not physically). I'll be playing a game that uses them and after a minute they will lock into position until I press either of the two top buttons(A&B or X&Y).

After thinking about it for a while, I think the problem is that the oculus touch controller is going into standby during gameplay e.g. a firmware bug. After contacting technical support, they are treating it like a faulty controller, and have asked for an INSANE amount of documentation, I basically had to spend half a day making videos of the issue, and I think I've only been dealing with people reading off a tech support script, (no real connection to oculus, no one who can actually report a bug to the firmware team)

I believe the issue is that the oculus touch doesn't take analog stick movements into account when deciding whether or not to go to sleep. Could you help test this for me?

1) open the device page to see the touches status (on or standby)
2) Once a touch controller is in standby, waggle the analog stick (without moving the controller at all, you may have to prop it up, or rest it in your lap), see if it comes out of standby.
3) press x,y,a, or b to take it out of standby
4) hold the thumbstick up, like you are using it to move forward (don't click a thumbbutton), and wait about 60 seconds to see if it goes into standby.
5) if it does go into standby, waggle the stick (without moving it) and see if it comes out of standby.

I've had this happen ingame in subnautica, lucky's tale, and aircar. So if you happen to have one of those and can test the issue there, I would appreciate it. I'm not sure if moving the analog control will keep it from entering standby, but I think it doesn't.

Comments

  • PrecachePrecache Posts: 8
    NerveGear
    bumping because I've changed  the OP significantly.
  • RoasterRoaster Posts: 1,053
    3Jane
    edited December 2017
    Yes, standby mode is not woke up from jus sticky-waggle. Button mash good though. Same for right and left units.
    Just picking up a controller does wake it up, so not sure about other fail mode while holding stick.
    Confirmed touch goes to sleep while holding stick fwd.
    i7-5820K @ 4.2Ghz, water cooled, Asus X99-Pro USB 3.1, 48 Gb DDR4 2400, Samsung 950 pro M.2 SSD, GTX 980 Ti SC, 750w psu
  • cyberealitycybereality Posts: 26,156 Oculus Staff
    edited December 2017
    Must have missed this thread originally. Yeah, that sounds like a problem and we should look into it. Can you upload your LogGatherer zip file here? See this thread for details on how to get that file:
    https://forums.oculusvr.com/community/discussion/33792/how-to-get-logs-for-bug-reports-for-consumer-rift-1-3/p1
    Thanks.
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  • PrecachePrecache Posts: 8
    NerveGear
    Roaster said:
    Yes, standby mode is not woke up from jus sticky-waggle. Button mash good though. Same for right and left units.
    Just picking up a controller does wake it up, so not sure about other fail mode while holding stick.
    Confirmed touch goes to sleep while holding stick fwd.
    Thanks Roaster! The tech support team just got back to me that they can't repro the issue, so I'll push back on that (as politely as possible).
  • RoasterRoaster Posts: 1,053
    3Jane
    Well that's strange. I got the $200 controllers too. I never used joysticks much, but I'd like to extend the wake period to five min at least.
    i7-5820K @ 4.2Ghz, water cooled, Asus X99-Pro USB 3.1, 48 Gb DDR4 2400, Samsung 950 pro M.2 SSD, GTX 980 Ti SC, 750w psu
  • PrecachePrecache Posts: 8
    NerveGear
    edited December 2017
    Must have missed this thread originally. Yeah, that sounds like a problem and we should look into it. Can you upload your LogGatherer zip file here? See this thread for details on how to get that file:
    https://forums.oculusvr.com/community/discussion/33792/how-to-get-logs-for-bug-reports-for-consumer-rift-1-3/p1
    Thanks.
    I put links to the uploaded files in a post and the forum said it needs to wait for the post to be approved before it is visible. Anyway, my support ticket is 449478 and should have the log files you've requested(or at least links to them), as I've collected them for the support staff. FYI, right now they are treating it like I have two defective controllers.
  • PrecachePrecache Posts: 8
    NerveGear
    Must have missed this thread originally. Yeah, that sounds like a problem and we should look into it. Can you upload your LogGatherer zip file here? See this thread for details on how to get that file:
    https://forums.oculusvr.com/community/discussion/33792/how-to-get-logs-for-bug-reports-for-consumer-rift-1-3/p1
    Thanks.

    Okay figured it out. Here is the log file:



  • RoasterRoaster Posts: 1,053
    3Jane
     Anyone else do the test?

    you said, support ticket 449478? That's almost exactly how many copies of the Rift have been sold.
    i7-5820K @ 4.2Ghz, water cooled, Asus X99-Pro USB 3.1, 48 Gb DDR4 2400, Samsung 950 pro M.2 SSD, GTX 980 Ti SC, 750w psu
  • PrecachePrecache Posts: 8
    NerveGear
    You might be interested in this thread, it looks like the issue has been around since at least July.

    https://forums.oculusvr.com/community/discussion/comment/555529

  • PrecachePrecache Posts: 8
    NerveGear
    Must have missed this thread originally. Yeah, that sounds like a problem and we should look into it. Can you upload your LogGatherer zip file here? See this thread for details on how to get that file:
    https://forums.oculusvr.com/community/discussion/33792/how-to-get-logs-for-bug-reports-for-consumer-rift-1-3/p1
    Thanks.
    Sure, my tech support ticket is https://tickets.oculusvr.com/hc/requests/449478

    And you can grab my oculus log files off my onedrive here:
    https://1drv.ms/u/s!Aunq9bY9QBTohCiRSshiN-fDOZDL

    A video of the problem here:
    https://1drv.ms/u/s!Aunq9bY9QBTohCkLc4sQdH9QCPpF

    And it's effect in Aircar here:
    https://1drv.ms/v/s!Aunq9bY9QBTohCrdYX57_SVnqFRL



  • cyberealitycybereality Posts: 26,156 Oculus Staff
    Thanks for posting. I will share with the team.
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  • Diesel128Diesel128 Posts: 7
    NerveGear
    Same issue here. I've recreated the problem literally over 100 times while testing a game i'm working on, which relies heavily on joystick inputs. It took me a while to figure out why my character would suddenly stop responding to stick inputs at seemingly random intervals while using the touch controllers. It turns out that each controller was entering standby mode after exactly 1 minute without any inputs to the buttons, even while the joysticks were actively in use. Motion to the controllers will also prevent them from entering standby mode, however, the threshold is quite high for motion to wake them while playing. The controllers were basically held perfectly still, with nothing but slight (but not stationary) joystick inputs for exactly 1 minute to reproduce the issue every time. I was able to open the oculus app while playing and watch under the devices tab where each controller would go into "standby mode". It would appear that there needs to be some test for joystick inputs outside of some small threshold value to prevent the controllers from entering sleep mode, rather than just checking for the joystick's extremity.
  • LukeRossLukeRoss Posts: 126
    Art3mis
    edited January 2018
    I just happened upon this thread (the signal to noise ratio of the forum is not very high, especially these days). I can confirm the exact same issue with my Touch controllers, which I bought around May 2017.

    It's really annoying particularly when I play seated, because I will tend to have my hands holding the controllers on my lap, and each time either of the controllers falls asleep, which is all the time, I must lift my hand just about as high as my head to wake it back up.

    Also, at least in my case, the trigger and grip buttons do not count as wake-up events.
    Hey, did you check out my VR conversion of No One Lives Forever 2?
  • Diesel128Diesel128 Posts: 7
    NerveGear
    LukeRoss said:
    I just happened upon this thread (the signal to noise ratio of the forum is not very high, especially these days). I can confirm the exact same issue with my Touch controllers, which I bought around May 2017.

    It's really annoying particularly when I play seated, because I will tend to have my hands holding the controllers on my lap, and each time either of the controllers falls asleep, which is all the time, I must lift my hand just about as high as my head to wake it back up.

    Also, at least in my case, the trigger and grip buttons do not count as wake-up events.
    This is exactly what I'm experiencing. And your right about the grips/triggers not waking/keeping it from entering standby either. Since my thumbs are already on the joysticks I usually click them in to wake it up, but by the time I realize it happened its too late and 99% of the time it messes up whatever I was doing and have to restart. Hard to believe this has been an ongoing issue for 8 months now with no fix yet. Hopefully its just a simple firmware update. 
  • STFSTFSTFSTF Posts: 5
    NerveGear
    Hi,

    are there any news on this issue? I love flying in space sims (X Rebirth, Elite Dangerous) and always have the problem, that the controllers go to sleep when flying some time straight with only slight movement and only the trigger held for space ship throttle.

    Stefan
  • Ronegrim-Ronegrim- Posts: 11
    NerveGear
    Please Oculus Team fix this issue. The Games make no fun if the controller gets always in standby. I have this Problem to. If you not fix it, please tell us how we can fix it.
  • YoLolo69YoLolo69 Posts: 1,114
    Wintermute
    Mmmmm OK, good that thread wake up as I was starting to think I was alone to get this problem and even started my own thread recently (https://forums.oculusvr.com/community/discussion/61624/touch-idle-time-need-to-also-take-in-account-buttons-and-analog-sticks).

    So it's a general problem, stick and button not take in account to raise timeout before Touch goes to sleep after 60 seconds. That's really annoying, and should be easy to fix (IMHO). The idea is not to raise the 60 seconds before going to sleep, but to check if button press or stick have also not been used during this period. I stopped X-Rebirth VR just for this as crashing your ship due to this is frustrating. Same with Aircar where my hands doesn't move and I only use Stick and button until they go to sleep and I rage quit (Hint : I'm not the kind of guy who rage quit often ;) )

    “Dreams feel real while we are in them, it's only when we wake up that we realize something was strange.” - Dom Cobb

    "Be careful, if you are killed in real life you die in VR too." - TD_4242

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  • Ronegrim-Ronegrim- Posts: 11
    NerveGear
    Yes YoLolo69 its very anoying. I think the best way is to put the Standby Timer from 60 sec to 5 Minutes. I hope Oculus help us.
  • ConstellationConstellation Posts: 211
    Art3mis
    Melorien said:
    I hope Oculus help us.
    From this other thread it seems like they are now looking into it.
  • cyberealitycybereality Posts: 26,156 Oculus Staff
    Yes, we're looking into it now. Thanks for bringing this up.
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