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Oculus Rift display swinging to the side every 3 to 5 seconds

MichelangeloMachadoMichelangeloMachado Posts: 4
NerveGear
edited December 2018 in Support

Hi. Please, I need help with my Rift. The screen shakes every 3 to 5 seconds, It is really annoying and it gives me nausea after a few minutes of gameplay...


My setup is: 

I7 3770 

Gtx 1060 6gb 

12gb RAM 

I have 2 sensors and I am using 2.0 USB for all inputs.*


I have tried to change usb ports and connect only one sensor. The Rift is very new.


Here is a video of the problem. It happens even at the sensor callibration screen or at the oculus home. 

Comments

  • LuluViBritanniaLuluViBritannia Posts: 441
    Trinity
    Hey there,
    This is due to poor tracking quality. That's because one of the sensors require USB 3.0, not 2.0.
    Current VR results imo:
    - Great small apps. Great ports of bigger games.
    - Great VR-specific features. Not enough showcased!!!
    - Too many actors in the industry, the market is totally broken.


    My hopes for VR next gen:

    - Better ratio between visual quality and power needs. No more godrays and less SDE.
    - Full Body Tracking.


    "If you don't mind, do you want me to take you there? Where dreams come true."
  • MichelangeloMachadoMichelangeloMachado Posts: 4
    NerveGear
    I believe the Rift is supposed to work fine with 2.0. I did not find anyone experiencing the same issue :S
  • TomCgcmfcTomCgcmfc Posts: 742
    3Jane
    I think at least one of your sensors should be 3.0
    Alienware 17r4 Laptop with i7-7700hq 2.8/3.6, 32 gb ram, gtx1060 w/6gb ram, 256gb ssd, 1tb hdd, Oculus Rift w/2x sensors.  Now using an Alienware Graphics Amplifier (AGA) with Zotac gtx1080ti Blower and Asus vg248qe 144hz external monitor.  All works great!
  • falken76falken76 Posts: 2,708 Valuable Player
    I think it's being caused by too high a load on the USB controller, do you have other USB devices?  The Inatek card works and it's cheap, I think I bought mine from Amazon for $23.  I thought one device from the rift was supposed to be plugged into a USB 3.0 controller, but I can't remember.

  • MichelangeloMachadoMichelangeloMachado Posts: 4
    NerveGear
    I do have the mouse and keyboard also connected on the USB... I'll try to unplug they while I play and also see if i can find anything about a requirement for at least one 3.0 USB input
  • LuluViBritanniaLuluViBritannia Posts: 441
    Trinity
    It's written right in the minimum requirements of the Rift:

    https://support.oculus.com/170128916778795/#faq_170128916778795

    At least one USB 3.0 port, for one of your sensors. If you don't have that, tracking will go nuts, which is what you experienced ^^.
    Current VR results imo:
    - Great small apps. Great ports of bigger games.
    - Great VR-specific features. Not enough showcased!!!
    - Too many actors in the industry, the market is totally broken.


    My hopes for VR next gen:

    - Better ratio between visual quality and power needs. No more godrays and less SDE.
    - Full Body Tracking.


    "If you don't mind, do you want me to take you there? Where dreams come true."
  • MichelangeloMachadoMichelangeloMachado Posts: 4
    NerveGear
    It's written right in the minimum requirements of the Rift:

    https://support.oculus.com/170128916778795/#faq_170128916778795

    At least one USB 3.0 port, for one of your sensors. If you don't have that, tracking will go nuts, which is what you experienced ^^.
    Thank you for the info! I'm going to buy a usb 3.0 controller and try out!
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