New to the forums? Click here to read the "How To" Guide.

Developer? Click here to go to the Developer Forums.

PC Software Build 18.0 Release Notes

ShowbizDonkeyShowbizDonkey Posts: 283 Oculus Staff
edited July 6 in Oculus Rift S and Rift
Update 7/6/2020: Hey folks - Thanks to everyone who has reported bugs in our most recent software update. We are aware that this update has caused hand tracking to not work as intended for some Rift users. We appreciate your patience as we work on implementing a fix - more to come.

These features and enhancements will become available throughout the week of 06/29/2020

Oculus Link

  • Improved translation accuracy on predicted-poses. This improves the visual stability of up-close content under fast head motion.
  • Fixed an issue where a gamepad could not be paired if only Quest was paired with the Oculus desktop app.
  • Fixed an issue that prevented Quest from being detected by a PC event though it’s plugged into a compatible port. 

If you encounter any bugs or issues with this software release, please be sure to report them using the Help Center > Provide Feedback option within the Oculus desktop software. You can also reach out to our customer support team here. If you're reporting something that you'd like assistance troubleshooting, please be sure to include logs. Instructions for how to do so can be found as part of our pinned thread here. Thanks!
«13

Comments

  • dhrtodhrto Posts: 30
    Brain Burst
    edited June 29
    All signs are saying jump ship to me. I doubt there will ever be a CV2 and in the unlikely event there ever will be, I doubt we could re-use the old sensors, as opposed to the Index.

    Bah, maybe I should have chosen the original Vive over the CV1 after all. But oh well, hindsight is always 20/20 like they say... Anyway it's been a swell ride these past 4 years. I'm rather glad I didn't purchase that much in the Oculus software store (not that their sales were ever very enticing).
  • morphee7morphee7 Posts: 137
    Art3mis
    oh christ the download had started while i was racing, now im off the rift s im scared after this update it will kill my headset with again nothing on the rift's on the release notes....... im scared............ very scared
  • NunyabinezNunyabinez Posts: 62
    Hiro Protagonist
    dhrto said:
    All signs are saying jump ship to me. I doubt there will ever be a CV2 and in the unlikely event there ever will be, I doubt we could re-use the old sensors, as opposed to the Index.

    Bah, maybe I should have chosen the original Vive over the CV1 after all. But oh well, hindsight is always 20/20 like they say... Anyway it's been a swell ride these past 4 years. I'm rather glad I didn't purchase that much in the Oculus software store (not that their sales were ever very enticing).
    I understand your frustration as I have two CV1s (and a Quest). But the Quest has proven that the future of VR is untethered, whether it is increasingly powerful self-contained units, or more efficient wireless solutions. External sensors, including light house are dead end technology.

    I think Oculus is in a prime position to own this space. If by jumping ship you mean to the Quest, then I agree, though obviously Quest as is, is a dead product with no future. Quest's successor is the future. If you mean jump to something other than Oculus, those ships are all sinking as well, and unless they come out with tetherless solutions, they will be dead ends too. 
    i7 8700, 16GB, RTX 2080 TI, Rift CV1 | i5 4690K, 16GB, GTX 1660 TI, Rift CV1 | Quest
  • dburnedburne Posts: 3,658 Valuable Player
    LOL, yet another update for the Quest.
    I guess Rift and Rift S are just "hangin in there".
    Don

    EVGA Z390 Dark MB | I9 9900k| EVGA 2080Ti FTW3 Ultra |32 GB G Skill 3200 cl14 ram | Warthog Throttle | VKB Gunfighter Pro/MCG Pro grip | Crosswind Pedals | EVGA DG 87 Case| Rift S | Quest |
  • GamingTC2GamingTC2 Posts: 44
    Brain Burst
    dburne said:
    LOL, yet another update for the Quest.
    I guess Rift and Rift S are just "hangin in there".
    What do you want fixed with your Rift (S)?
  • dburnedburne Posts: 3,658 Valuable Player
    edited June 30
    GamingTC2 said:
    dburne said:
    LOL, yet another update for the Quest.
    I guess Rift and Rift S are just "hangin in there".
    What do you want fixed with your Rift (S)?
    Nothing I am aware of that needs "fixing" on my end. My Rift S works fine every time.
    However new features and enhancements are being pushed to the Quest. Just have a look at the V18 release notes posted for the Quest.  This has been going on a while now.
    Don

    EVGA Z390 Dark MB | I9 9900k| EVGA 2080Ti FTW3 Ultra |32 GB G Skill 3200 cl14 ram | Warthog Throttle | VKB Gunfighter Pro/MCG Pro grip | Crosswind Pedals | EVGA DG 87 Case| Rift S | Quest |
  • GlobespyGlobespy Posts: 116
    Art3mis
    morphee7 said:
    oh christ the download had started while i was racing, now im off the rift s im scared after this update it will kill my headset with again nothing on the rift's on the release notes....... im scared............ very scared
    And how did it go morphee7?
    Everything running fine?
  • morphee7morphee7 Posts: 137
    Art3mis
    Globespy said:
    morphee7 said:
    oh christ the download had started while i was racing, now im off the rift s im scared after this update it will kill my headset with again nothing on the rift's on the release notes....... im scared............ very scared
    And how did it go morphee7?
    Everything running fine?

    seems ok thank god, i was so scared of turning the pc on after the update last night but happy to report no issues here this time, im just glad i didnt get chance to return the rift s at the start of lockdown when i had issues iirc at v16
  • dhrtodhrto Posts: 30
    Brain Burst
    edited June 30
    dhrto said:
    All signs are saying jump ship to me. I doubt there will ever be a CV2 and in the unlikely event there ever will be, I doubt we could re-use the old sensors, as opposed to the Index.

    Bah, maybe I should have chosen the original Vive over the CV1 after all. But oh well, hindsight is always 20/20 like they say... Anyway it's been a swell ride these past 4 years. I'm rather glad I didn't purchase that much in the Oculus software store (not that their sales were ever very enticing).
    I understand your frustration as I have two CV1s (and a Quest). But the Quest has proven that the future of VR is untethered, whether it is increasingly powerful self-contained units, or more efficient wireless solutions. External sensors, including light house are dead end technology.

    I think Oculus is in a prime position to own this space. If by jumping ship you mean to the Quest, then I agree, though obviously Quest as is, is a dead product with no future. Quest's successor is the future. If you mean jump to something other than Oculus, those ships are all sinking as well, and unless they come out with tetherless solutions, they will be dead ends too. 
    The prime candidate for me right now is the Valve Index. I really hope that tethered solution will still be a choice, because I don't think untethered will get there just yet in the next 5 years. At least from my point of view / for my use case:
    1. It needs to be able to play PC games at high resolutions. So wireless transmission of video of 4K+ needs to be flawless, latency must not be noticeable. Stand-alone / self-contained is out of the question, since I need to able to use wheels / pedals / hotas accessories for the type of games I'm playing.
    2. I need to be able to use extra sensors to create a reference point for motion cancellation. Needed for use with a motion platform.
    3. If 1 flawless wireless transmission would be possible, we need battery packs that can last a couple of hours straight for those endurance races.
    4. I would be cool to be able to add extra sensors on your legs and feet, to better simulate crouching and lying prone in shooters. This might be able to be solved by extra camera's on the back of the headset with inside-out-tracking.   

    I don't mind if above comes with a price premium, as long as it works well and is well supported. I'd rather pay $1000 plus for something that's good rather than $400 that's just meh... I do realize I'm probably in the niche of an already niche market, but it would be nice to have that option. I think untethered and tethered can coexist just fine. 

    Also in VR arena's where you can play multiplayer games together they still use the 'light house' tech, because as far as I understand, the inside-out-tracking are having some problems with tracking in dynamic environments. So to say it is an dead end technology, might be a little premature at this point.

  • morphee7morphee7 Posts: 137
    Art3mis
    @dhrto tethered will always be the way to go for us sim racers/flight sim users as theres no way a stand alone will be able to run them in the foreseable future
  • ZoralbackZoralback Posts: 6
    Brain Burst
    Nice...so the tracking issues I had turing the PTC are still present here,making my headset completely unusable
  • XarstealthXarstealth Posts: 50
    Hiro Protagonist
    wow im impressed! nothing fixed for the tons who have to play with cables at every boot...but ...

    for the first time no new bug for me! except for crazy controller track for the first couple of minutes..
  • XarstealthXarstealth Posts: 50
    Hiro Protagonist
    edited July 1
    dhrto said:
    1. It needs to be able to play PC games at high resolutions. So wireless transmission of video of 4K+ needs to be flawless, latency must not be noticeable. Stand-alone / self-contained is out of the question, since I need to able to use wheels / pedals / hotas accessories for the type of games I'm playing.
    2. I need to be able to use extra sensors to create a reference point for motion cancellation. Needed for use with a motion platform.
    3. If 1 flawless wireless transmission would be possible, we need battery packs that can last a couple of hours straight for those endurance races.
    4. I would be cool to be able to add extra sensors on your legs and feet, to better simulate crouching and lying prone in shooters. This might be able to be solved by extra camera's on the back of the headset with inside-out-tracking.   

    I don't mind if above comes with a price premium, as long as it works well and is well supported. I'd rather pay $1000 plus for something that's good rather than $400 that's just meh... I do realize I'm probably in the niche of an already niche market, but it would be nice to have that option. I think untethered and tethered can coexist just fine. 

    Also in VR arena's where you can play multiplayer games together they still use the 'light house' tech, because as far as I understand, the inside-out-tracking are having some problems with tracking in dynamic environments. So to say it is an dead end technology, might be a little premature at this point.

    1) 4k video are totally not a problem for wifi...as u can stream theme from internet with a not so good connection u can stream it on a 500mbps internal net with a nice refresh rate, but i dont know if can reach 90\120hz suppose yes
    3) problem 1 and 3 can be easily bypassed with a dedicated wifi 6e dongle that improve a lot bandwitch and latency while lowering consumes that helps also for battery, and also create a direct net from pc and headset without need to use the pc wifi (that most of ppl use for internet)
    2) i dont know if i understand what u mean but yeah i think use both external and internal tracking will be the best in a house
    4) its already possible just need to buy theme at absurd cost :P

    about insideout tracking well, its not yet enabled in devices so i think its difficult in arenas they can use it very good, theres already api under work to implement a sort of "qr code" that tells to the device what object are u watching, that can be a lot usefull in arenas when will be implemented, but for stand alone devices well..u need more cpu power...maybe can be interesting use a server that manage all wifi devices of the players
  • NunyabinezNunyabinez Posts: 62
    Hiro Protagonist
    dhrto said:
    The prime candidate for me right now is the Valve Index. I really hope that tethered solution will still be a choice, because I don't think untethered will get there just yet in the next 5 years. At least from my point of view / for my use case:
    1. It needs to be able to play PC games at high resolutions. So wireless transmission of video of 4K+ needs to be flawless, latency must not be noticeable. Stand-alone / self-contained is out of the question, since I need to able to use wheels / pedals / hotas accessories for the type of games I'm playing.
    2. I need to be able to use extra sensors to create a reference point for motion cancellation. Needed for use with a motion platform.
    3. If 1 flawless wireless transmission would be possible, we need battery packs that can last a couple of hours straight for those endurance races.
    4. I would be cool to be able to add extra sensors on your legs and feet, to better simulate crouching and lying prone in shooters. This might be able to be solved by extra camera's on the back of the headset with inside-out-tracking.   

    I don't mind if above comes with a price premium, as long as it works well and is well supported. I'd rather pay $1000 plus for something that's good rather than $400 that's just meh... I do realize I'm probably in the niche of an already niche market, but it would be nice to have that option. I think untethered and tethered can coexist just fine. 

    Also in VR arena's where you can play multiplayer games together they still use the 'light house' tech, because as far as I understand, the inside-out-tracking are having some problems with tracking in dynamic environments. So to say it is an dead end technology, might be a little premature at this point.

    I still don't think that the Index solves your problem. When Valve partners with HP and MS on a new headset, my first thought was that they put their toe in the water of making their own headset and realized it was better to let someone else deal with those headaches. Especially worrisome to me was that their new partnership involved WMR tracking and not Valve's solution. If you worry is about how long something is supported, I don't think Index resolves that. I could be wrong.

    As far as cost, I would love the better quality of the Index. But almost universally people expressed the opinion "Is the Index better than the Rift S? Yes. Is it $600 better? No."

    If I were you, I would use my Rift S until it can't run something or breaks. Hopefully, by then we will be on to VR 2.0 and there will be a more long term solution. 
    i7 8700, 16GB, RTX 2080 TI, Rift CV1 | i5 4690K, 16GB, GTX 1660 TI, Rift CV1 | Quest
  • huliqanhuliqan Posts: 63
    Hiro Protagonist
    edited July 1
    Разрабы-гондоны! Цукерберг-ушлёпок конченный!нах мне впился why do I need your update for Quest???((((((((((((((((((((((((((((((
    I use PC HMD ONLY!!! Your Quest-kindergarten! Helmet for children! it not for adults serious games and simulations!
    Make a separate HOUSE for the Quest and update it at least every day.Нахуя нам ваши тупые обновы всрались?(((
  • TomCgcmfcTomCgcmfc Posts: 2,261 Valuable Player
    edited July 1
    I got final v18 earlier today.  I've tried a number of Oculus Store and Steam games, plus X Plane 11.50b11 and all seems to work the same as v17.  I still need to kill XP11 with task manager in order to exit.  I still need to select render panel in dash settings/graphics in order to avoid black right/left artifacts when moving my head right/left using the Oculus desktop.

    Otherwise all's well (or as well as it's going to get I guess).  Funny but when I look at the 'what's new' it says v19 and includes ptc v19 details.  However, my Oculus app settings/general tab says it is in fact v18.

    Edit; Rift cv1 w/2x sensors btw.  Pretty obvious if you can see my signature below my post, but maybe not if you are viewing on a mobile app.  Cheers.

    Custom built gaming desktop; i9 9900k (water cooled) oc to 5ghz, gtx 1080 ti, 32 gb 3000hz ram, 1 tb ssd, 4 tb hdd.  Asus  ROG Maximus xi hero wifi mb, StarTech 4 port/4 controller sata powered usb3.0 pcie card, PCI-E PCI Express to USB 3.1 Gen 2 card, Asus VG248QE 1080p 144hz gaming monitor, Oculus Rift cv1 w/2x sensors, Vive Pro w/2.0 base stations/controllers, Quest w/Link and VD wireless (good/close 5Ghz wifi and PC with Ethernet cable to my Router).

  • dhrtodhrto Posts: 30
    Brain Burst
    edited July 2
    dhrto said:
    1. It needs to be able to play PC games at high resolutions. So wireless transmission of video of 4K+ needs to be flawless, latency must not be noticeable. Stand-alone / self-contained is out of the question, since I need to able to use wheels / pedals / hotas accessories for the type of games I'm playing.
    2. I need to be able to use extra sensors to create a reference point for motion cancellation. Needed for use with a motion platform.
    3. If 1 flawless wireless transmission would be possible, we need battery packs that can last a couple of hours straight for those endurance races.
    4. I would be cool to be able to add extra sensors on your legs and feet, to better simulate crouching and lying prone in shooters. This might be able to be solved by extra camera's on the back of the headset with inside-out-tracking.   

    I don't mind if above comes with a price premium, as long as it works well and is well supported. I'd rather pay $1000 plus for something that's good rather than $400 that's just meh... I do realize I'm probably in the niche of an already niche market, but it would be nice to have that option. I think untethered and tethered can coexist just fine. 

    Also in VR arena's where you can play multiplayer games together they still use the 'light house' tech, because as far as I understand, the inside-out-tracking are having some problems with tracking in dynamic environments. So to say it is an dead end technology, might be a little premature at this point.

    1) 4k video are totally not a problem for wifi...as u can stream theme from internet with a not so good connection u can stream it on a 500mbps internal net with a nice refresh rate, but i dont know if can reach 90\120hz suppose yes
    3) problem 1 and 3 can be easily bypassed with a dedicated wifi 6e dongle that improve a lot bandwitch and latency while lowering consumes that helps also for battery, and also create a direct net from pc and headset without need to use the pc wifi (that most of ppl use for internet)
    2) i dont know if i understand what u mean but yeah i think use both external and internal tracking will be the best in a house
    4) its already possible just need to buy theme at absurd cost :P

    about insideout tracking well, its not yet enabled in devices so i think its difficult in arenas they can use it very good, theres already api under work to implement a sort of "qr code" that tells to the device what object are u watching, that can be a lot usefull in arenas when will be implemented, but for stand alone devices well..u need more cpu power...maybe can be interesting use a server that manage all wifi devices of the players
    I think streaming video (like Netflix) is fundamentally different than 'streaming' live video data from VR. With Netflix the content is pre-compressed, because it is already known and latency is no issue, because it doesn't need to react in real-time to user input. With VR, the video data would need to be compressed and decompressed on-the-fly, which will only add more latency especially at higher resolutions. Compare this to in-house streaming with Steam or Xbox. At 1080p this is quite ok, but 4K not so much (without sacrificing the picture quality too much). A dedicated Wifi or Wigig network for streaming would help of course, that's how it works with the Vive as far as I know.

    The thing is when playing seated games like driving or flying sims, the tether doesn't bother me at all (it's just one suspended cable in my case). I agree for true roomscale games, unthethered is more likely the way to go. But untethered can still use 'light house' tracking, because those don't need to be connected to the HMD. 

    Nunyabinez
    I agree the Index is still not VR 2.0, but it's a lot better than the Rift S or CV1 that I own, while being supported by a big company. I've been looking at the Pimax HMD's too, which specs are better, but from a much smaller company, so ultimately that is a pass for me. It's always a leap of faith with these purchases, but seeing how Oculus is handling the Rift S (only a mere year on the market), my faith in Oculus is at a minimum level right now.

    About price, there's always diminishing returns when you go higher into the segment. Whether it's worth it, is very personal. To me, the original CV1 has also cost me about € 1.000 in total (early adopter pre-order), so the price of the Index is in the same league to me. And to put things into perspective, for me it's just a rather small percentage of the total cost of my sim racing rig.

  • morphee7morphee7 Posts: 137
    Art3mis
    im really seeing the deja vous on this forum now from people with the same problems, support saying the same things when they have no idea what oculus are actually doing, people returning there rift s with no clue when they will get another one back (if oculus dont lose it), retailers not accep[ting returns and another PTC a cou0ple of days after they release the last one to the public where some havent even got the update yet and i cant remember the last time the rift family was mentioned in an update,
    and now i hear the GO is not being sold now after only 2 years of release, so i can see the rift s doing the same next year
  • MPiresMPires Posts: 155
    Art3mis
    Yesterday I received the new update and everything seems to be fine with my rift s in iRacing. It is the only thing I ask, that the hmd be a piece of hardware that works as intended. The complicated software to satisfy the social needs of some is totally indifferent to me as long as it does not interfere with the basic behavior of Rift S. I am satisfied. Virtual reality for simracing was what led me to buy the Rift S, while this is guaranteed, Oculus for me is fulfilling the necessary.
  • CobaltEightCobaltEight Posts: 3
    NerveGear
    awesome, this update borked my controller's tracking. it was the same in the beta branch and now its forcing me to update to it
  • evilspoons983evilspoons983 Posts: 5
    Brain Burst
    awesome, this update borked my controller's tracking. it was the same in the beta branch and now its forcing me to update to it
    Yep. Same for me. Broken in v18 beta, broken in v18 final, broken in v19 beta.
  • FelicityCFelicityC Posts: 147
    Art3mis


    As far as cost, I would love the better quality of the Index. But almost universally people expressed the opinion "Is the Index better than the Rift S? Yes. Is it $600 better? No."

    If I were you, I would use my Rift S until it can't run something or breaks. Hopefully, by then we will be on to VR 2.0 and there will be a more long term solution. 
    It's actually not the $1000

    it's waiting 4-5 months or longer. I'd gladly throw down $1000 or even $1200 right now if it meant getting a proper setup tomorrow, or even just in a week.

    But I'm still in line for a few more months likely.
    8700k @ 5ghz allcore, 2070 Super, 3200mhz 2x8gb memory @ CL16 1T, 1tb wd sn750, msi z370 gaming plus, overheating from OVRserver_x64
  • ageofwar666ageofwar666 Posts: 31
    Brain Burst
    awesome, this update borked my controller's tracking. it was the same in the beta branch and now its forcing me to update to it

    I though there was something up with my PC glad I'm not the only one with a Rift s and borked controllers
  • ageofwar666ageofwar666 Posts: 31
    Brain Burst
    Please roll back to v17 until you guys at Oculus can figure out the controller tracking bug that has left a lot of us with useless systems. 

    roll back how? without uninstalling and reinstalling? where to get a copy of v17?
  • LucidbawmbLucidbawmb Posts: 1
    NerveGear
    My Rift S controllers were working well until this update. They are now in the bork zone with the flickering and tracking. Deja vu again...but, so glad that the Oculus link issues got addressed...The only titles in my library that I've tested so far and haven't been affected are Google Earth VR, and Serious Sam 3 VR & The Last Hope.VR. Those play as they should, but Beat Saber is an experience with sabers that wave themselves.
  • bigdaddy_36bigdaddy_36 Posts: 3
    NerveGear
    Please roll back to v17 until you guys at Oculus can figure out the controller tracking bug that has left a lot of us with useless systems. 

    roll back how? without uninstalling and reinstalling? where to get a copy of v17?
    I'm asking Oculus to rollback to v17 until they find the fix. Something that is system breaking, like this, should have been rolled back already until they find the fix. 
Sign In or Register to comment.