Oculus 1.11 Users: Please Post Your Logs Here. - Page 5 — Oculus
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Oculus 1.11 Users: Please Post Your Logs Here.

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Comments

  • MradrMradr Posts: 3,418 Valuable Player
    favanight said:
    We all made a mistake: we bought Oculus DK3 instead of CV1 since we are all beta tester!
    That would mean there was something wrong the with hardware - there isn't anything wrong with the hardware - it's software- and software and make or break a product if it has a few issues.

    I wouldn't call that a DK3 - it's as everyone has said - a bug that needs to be fix. I know you are trying to be funny, but it seems silly.
  • WildtWildt Posts: 1,965 Valuable Player
    Mradr said:
    That would mean there was something wrong the with hardware - there isn't anything wrong with the hardware 
    Well known reddit fanboy Heaney555 thinks otherwise
    PCVR: CV1 || 4 sensors || TPcast wireless adapter || MamutVR Gun stock V3
    PSVR: PS4 Pro || Move Controllers || Aim controller
    WMR: HP Reverb (arriving shortly)
  • NizZ8NizZ8 Posts: 11
    NerveGear
    edited February 2017
    Previous to the 1.11 update my configuration was working without issues.  With the 1.11 update i have been running into the following issues:
    • Tracking issues with Touch Controllers, appear to jump around the screen rather than move smoothly   Note: Not having these issues with the HMD with tracking, just the Touch Controllers.
    • Guardian Wall Locking/Freezing, where stays active even when not near the edges
    Hardware Configuration:
    Logs <attached>
  • MradrMradr Posts: 3,418 Valuable Player
    edited February 2017
    Wildt said:
    Mradr said:
    That would mean there was something wrong the with hardware - there isn't anything wrong with the hardware 
    Well known reddit fanboy Heaney555 thinks otherwise
    Je said him self it is still drifting off. If it was hardware, new HMD would have fix all the issues, but it has not. Now granted this could be a mix of problems we are seeing here... some might be a IMU issue, but im sure its not everyone. I mean i am having the same issue and mine work well or at least decent before the patch.

    I do feel like the issue is more with the way the headset is being track than the hand controllers
     I think that might be a side effect on whats really going on.
  • Warhead777Warhead777 Posts: 11
    NerveGear
    Here you go guys. I thought you might want to read this. I specifically called them out on requesting a downgrade path, and the logic behind not giving us one. Here are their replies....

     

     

    From: support@oculusvr.com [mailto:support@oculusvr.com]
    Sent: Friday, February 10, 2017 8:37 PM
    To: 
    Subject: [Oculus Support] Re: HDMI crashing on Oculus rift on new release 1.11

     

    ##- Please type your reply above this line -##

    Your request  has been updated. Reply to this email or click the link below:

    Morty

    Morty (Oculus Support)

    Feb 10, 5:37 PM PST

    Hello Joe,

    Thank you for checking the cable and sending the picture.

    We are looking into this for you and will update you as soon as possible.

    Thank you,

    Morty
    Oculus Support

     

    Bravehrtt


    Feb 10, 5:19 PM PST

    Morty,


    Even though my cables are fine and there were o problems before the update, to cover the bases, here is a picture of my HDMI cable. I unseated it, cleaned it, then reconnected it. Started Oculus Home, immediately reproduced all of the symptoms I have described already to you, then promptly crashed - again. And again, my Rift is completely, and totally, unusable. The device that I paid a ton of money for, but cannot use, due to an exec's decision to -force- everyone to have -zero- downgrade path in the event of emergencies or rogue updates. Honestly, every company can roll back drivers, why is this a foreign concept with Oculus? Please explain the logic to me. Not only do you need a device to do this, you need one -today- so all of your disabled users can keep their devices going while your Dev team sorts all this out, and, keeps people thinking favorably about your brand and future products. Honestly, the lack of such a device demonstrates some fairly shortsighted thinking. It's for reasons such as this that it needs to happen. What can you and I do now that I have provided you your requested information to ask you to roll up your sleeves and help think outside the box to come up with a workable workaround solution?

    Attachment(s)
    image

     

    Morty

    Morty (Oculus Support)

    Feb 10, 4:19 PM PST

    Hello Joe,

    I can understand your concern for a rollback feature, and I will share you concern and feedback with our team.

    For now at my level, what I can offer is to help troubleshoot your issue.

    While this all began after an update, I just want to make sure all our bases are covered, as some of the symptoms are consistent with hardware, but understand I'm not ruling out software by saying that.

    I am aware of the odd coincidence that would be as it occurred immediately after a software update, but I would like to take a look at the HDMI cable.

    I bring it up because the judder while moving, followed by a black screen and HDMI error, would point to the cable any time we see that in other circumstances.

    Do you see and pins on the cable that appear bent, or missing, or any extreme kinks in the cable? Note that the bottom right pin will always look pushed in or missing and is normal.

    If you see anything like that, can you send us a picture?

    Otherwise, after removing the cable to inspect it, try the headset again as the cable may now be more secure, and we can see if there is any improvement.

    Thank you,

    Morty
    Oculus Support

     

    Bravehrtt


    Feb 10, 5:48 AM PST

    Hi Morty, I can try, but it is akin to simple judder. Nothing out of the ordinary with it. Imagine if you will, a silky smooth frame rate in Ocuus Home for about 10 seconds. Turn your head side to side, suddenly the smooth frame rate drops, you can see this as you continue to turn your head side to side. Then, the screen goes black. What happens from there, the message you get is that it loses its HDMI connection. Examining this further in device manager, you notice that the video driver itself, believe it or not, actually gets disabled due to this crash. I can then disable and / reenable it, but it's an endless cycle. Oculus client reports that no devices are available and that it can't find my hdmi connection. Believe me when I tell you, unless it's some form of universal defect in the manufacturing, it's not a me thing, it's a you thing. This happens independent of whichever Nvidia driver is used or not. Clean OS installs have been done by others in my own forum thread, and there has been zero change. Please do know, that I have had zero problems with my Rift until this update was forced upon us. To make your job easier, in addition to the crashing logs that I've already provided you, your people TRULY need a mechanism to allow people to downgrade. This will quite easily proof proof of concept and show you without any doubt, that the issue resides in your new release. In fact, if I may be so bold - you MUST do this, because when your updates go rogue like this, people will still be able to actually use their devices. Morty, as a tech of 33 years, I would be more than willing to work together with you to invent something outside the box to give us struggling and suffering customers an option. There must be one. Please speak with your powers that be, and get back with me on this suggestion and let's get to work to prove this issue and help us all move forward. As it stands, we customers are dead in the water until your teams, and if your teams, figure this out. From a customer relations standpoint alone, much less a market one, this is very bad for your company. So let's roll up our sleeves and come up with something to roll back. Talk to me.

     

    Morty

    Morty (Oculus Support)

    Feb 9, 8:54 PM PST

    Hello Joe,

    It is not currently possible to roll back to a previous Oculus home version.

    You mention in the forum post that the screen starts 'tearing or jumping'.

    Would it be possible to get a short video of that?

    If it is over 20MB it would need to be sent via a shareable link (youtube for example).

    Also, after the screen goes black, do you get any kind of error message from the Oculus software?

    Let me know,

    Thank you

    Morty
    Oculus Support

     

    Julian

    Julian (Oculus Support)

    Feb 9, 8:08 PM PST

    Hey Joe,

    I have reviewed your posts on our forums, and understand you have done a lot of troubleshooting.

    Please give us some time to look into this further for you,

    Julian
    Oculus Support

     

    Bravehrtt


    Feb 9, 6:19 PM PST

    Hi Julian,

    I’m a technician by trade, so, let’s go to the advanced things. Let’s start with the information that I have done all of that, and easy fixes already. They do not work, they do not resolve the issue.

    If you follow my postings on your forums, you will see that I, and many others have this exact same issue.

    Respectfully, this issue was caused by your latest update.

    Users have done complete Windows reinstalls to set this up fresh, and still have the same issues.

    To help speed this along, until you guys find out what is causing this issue and correct it, I’m requesting your help in downgrading to the previous release.

    In it’s current state, the Oculus Rift is complete unusable.

     

    Julian

    Julian (Oculus Support)

    Feb 9, 5:26 PM PST

    Hello Joe,

    I understand you are having problems with your Rift since the latest update.

    Could you please try uninstalling and reinstalling Oculus Home? This may fix your issue.

    Make sure you back up your content before uninstalling Oculus Home so you don't lose any content.

    Information on backing up your content can be found here.

    Let me know if this works for you,

    Julian
    Oculus Support

     

    Bravehrtt


    Feb 9, 4:48 PM PST

    Hello. Your new release is crashing my Oculus Rift. Please check my thread to see mine, JaggerWolf's and other users who are having the exact same issues since you have issued your new release. Please allow us to roll back to the previous one until you get these issues resolved, because as of right now, this device is completely unusable. It shuts off the PC"s video driver.

    Attachment(s)
    Oculus_Logs_JOEPC_20170209_073443.zip

    This email is a service from Oculus Support. Delivered by Zendesk

  • TheRogganTheRoggan Posts: 14
    NerveGear
    Looks like its not only in game issues with the 1.11 update...

    I have problems with devices disappearing, first its one or two of the sensors (I use 3) and then the HMD or touch controllers go... This happened in between sessions. In the device settings they are gone, on the sensors when it first happens it says "Poor signal" or something for each sensor, this goes away after restart but not all sensors comes back after a single restart...

    I thought last and first time was a fluke but now it happened again, last time i removed and reconnected all USB cables and HDMI and restarted my PC 3 times before it worked (each restart added gradually more sensors and eventually the headset...)

    This time I restarted 3 times but still not able to get the headset to work, all sensors are back but headset and touch are not responsive. After the first restart the LED in the headset was flashing orange which I haven't seen before.

    We seriously need a fix for this crap ASAP
  • Hornet_F4CHornet_F4C Posts: 214
    Nexus 6
    Hi!
    Not sure, why you share all this here.
    Your HDMI connection crashing is not a common problem- not with current or previous software. It sounds like a problem with the cable, the connectors or the HMD itself.

    I understand you'd like to try a downgrade to see if it helps for you and I am sure support understood this intention as well.

    But even if it does help, chances are that the root cause is still somewhere else and even previous versions just worked by accident.

    Without understanding what makes your system crash while others do not, a downgrade would exclude you from future updates forever, up to the point of your client becoming incompatible with the server.
  • cyberealitycybereality Posts: 26,156 Oculus Staff
    It sounds like a USB connectivity issue to me. If the USB connection fails, the HDMI connection will also be lost, so sometimes that is a red herring. I would recommend trying different USB ports and purchasing this add-on card. 
    https://www.amazon.com/Inateck-Superspeed-Ports-PCI-Expansion/dp/B00B6ZCNGM
    AMD Ryzen 7 1800X | MSI X370 Titanium | G.Skill 16GB DDR4 3200 | EVGA SuperNOVA 1000 | Corsair Hydro H110i
    Gigabyte RX Vega 64 x2 | Samsung 960 Evo M.2 500GB | Seagate FireCuda SSHD 2TB | Phanteks ENTHOO EVOLV
  • Burnetjosh204Burnetjosh204 Posts: 1
    NerveGear
    Hey, 

    I have very similar issues to other users in this thread. My primary problem is that the Guardian system boundaries and floor move during use. This makes playing standing games almost impossible because after several minutes I am 8ft tall or hitting a wall/object due to the Guardian moving. The second issue I have is my Touch controllers not tracking 100% accurately when in full view of 2 cameras. 

    My 3 cameras are tripod mounted to 2 walls 8ft high pointing down towards the center of my 2.3m x 2.0m play space in a 3 corner corner configuration. I have all devices plugged into a Startech 4port PCIE (1x slot @ 4x) w/ 4 dedicated controllers. 2 sensors are on Amazon basic USB 3.0 cords, 1m and 2m in length. My rift has a 2m HDMI extention and a 15ft active usb3.0 extension. 

    The logs attached are from a short session from calibration through multiple games.

  • firebanefirebane Posts: 36
    Brain Burst
    Like everyone else here I went from flawless hand detection (3 sensor setup) in 1.10 to a disaster in 1.11.  My hands twitch and drift now.  Forward facing with 2 sensors staring right at me, it'll suddenly lose both hands.  Whatever you did with 1.11 can you please release a 1.12 that's simply a copy of 1.10.  At least for the meantime while you figure this out.  As it is now the Oculus is completely unusable.
  • DibelabbesDibelabbes Posts: 80
    Hiro Protagonist
    3 sensor setup, front 1.5 meter apart from each other and the rear sensor on the right diagonally 3.8 meter away from the left front sensor. All wall mounted at around 1.85 meters height, upright and the front sensors pointing straight forward but the rear sensor pointing at the middle of the play area (which is around 2.2 meter by 1.8 meter or so).

    Before the patch I mostly had a bit of sensor handover glitching and a bit of drifting when either going to far into the corner w/o a sensor, too close to the rear sensor or really close to the floor. In general it was worse than expected before buying Touch but still playable, with minor issues due to the sensor handover glitch even in games like Onward.

    After the patch: All of the above is still true but now I had my play area (and grid) rotated by around 90° with my spawning (so to speak) in Oculus Home outside the grid. Redid the whole setup process since then multiple times. I also have the height glitch wayyy more server and wayyy more often than before and even during play sessions. Even worse though I recently noticed quite hurtfully that during play sessions (I check to grid position each start up) the Guardian grid seems to slowly move in an random direction, causing real life objects like walls to move into the displayed play space.


  • maxx11111maxx11111 Posts: 91
    Hiro Protagonist
    firebane said:
    Like everyone else here I went from flawless hand detection (3 sensor setup) in 1.10 to a disaster in 1.11.  My hands twitch and drift now.  Forward facing with 2 sensors staring right at me, it'll suddenly lose both hands.  Whatever you did with 1.11 can you please release a 1.12 that's simply a copy of 1.10.  At least for the meantime while you figure this out.  As it is now the Oculus is completely unusable.
    yes please so we can enjoy our rifts again
  • jmhm71ajmhm71a Posts: 1
    NerveGear
    Same issues as others - height grows slowly - touches glitch when rotating - oculus not playable now.  This began last week after 1.11.  Everything was fine prior - I have not modified anything.  3 cameras, 6ft by 6ft area.

    Was hoping this would be resolved by now.  This is a bad look for you guys.
  • hurjakuruhurjakuru Posts: 1
    NerveGear
    Similar height and tracking issues with a 2 sensor setup as experienced by others in this thread ever since the update. Starting to get very, VERY frustrating. It has literally been years since i complained about any product to any company. Iam with the other's who feel that a product this expensive needs to work as advertised or at the very least have an ETA of when it will work again. It would not require much from your end to offer a (temporary) rollback to 1.10 but for some twisted selfish reason you won't do it. Iam already almost regretting going with the oculus becouse the tracking was subpar to begin with but this is just unbearable. If this doesn't get fixed this week you can be absolutely sure this will be the last oculus product i or anyone asking for my advice will ever buy.
  • phoenixdigitalphoenixdigital Posts: 167
    Art3mis
    edited February 2017
    Im my discussions with support I could see they were headed towards "Your holding it wrong" So I just went ahead and set things up to make sure the sensor layout was as approved.

    I moved all the sensors around to the recommended config and redid some tests. I even caught Guardian glitching out on me in test 2.

    Recommended setup test 1 - https://vid.me/JoqU
    Recommended setup test 2 - https://vid.me/gvKz ( I even caught a guardian glitching out as I went into the floor)

    Pics of room layout
    http://imgur.com/a/j4q1E

    I have attached the logs from the test of those two videos above (Support ticket #328312). If you look at the time in the videos (my desktop clock) you can probably narrow down where in the logs to look. If someone is even bothering to look at the logs.

    I have also included pics of the original layout of the sensors. Before moved them around for the above tests.

    The original layout
    http://imgur.com/a/7sInu

    produced these videos

    The Rift on Medium - https://vid.me/EF35
    The Vive on Medium - https://vid.me/5LjH

    ** Crap I just realised they recommend 2.5meters apart for the front two sensors in 3 sensor config. Screw it!!! I'm honestly over this and am not doing any more tests or videos. I find it incredibly hard to believe that they can't reproduce this issue in their lab given the amount of logs, detailed videos and photos people have been posting up. I think a lot of us are more than happy to help diagnose the issue but the way support are making out that they can't reproduce this in their internal testing given all this information seems a bit condescending to me.

    If this was a minor issue that was only affecting a few users I would make even more of an effort to help to identify the issue. Beyond the 6+ hours I have already spent on this particular bug. Not to mention then 14+ hours I have spent trying >10 other sensor layouts since Touch launch trying to find the perfect layout. This is not a minor issue and it really frustrates me getting us to do all this legwork when in all likelyhood doubt no one will actually look in depth beyond a cusory glance saying "Oh they have it all setup wrong" then dismissing all the effort we put in. This is happening for a lot of people with the correct configurations we are not "holding it wrong"!!!

    Edit: I just remeasured the distance of the rear sensor in the first two videos and it is not 3.5m as drawn in the video. It is 3.2m

    Edit 2: Just rewatching those videos. All the text I draw is exceptionally potato. I should note most of that is due to the tracking crapping out on me. My air writing is not great but is sure aint that bad.
    CPU: i5 6600K (conservative overclock), GPU: Asus GTX1080Ti (not overclocked), motherboard: Asus Z170 Pro Gaming, USB Card 1: Inatek 4 Port, USB Card 2: Startek 2 Port
  • Warhead777Warhead777 Posts: 11
    NerveGear
    Here you go guys. I thought you might want to read this. I specifically called them out on requesting a downgrade path, and the logic behi

     

     

    From: support@oculusvr.com [mailto:support@oculusvr.com]
    Sent: Friday, February 10, 2017 8:37 PM
    To: 
    Subject: [Oculus Support] Re: HDMI crashing on Oculus rift on new release 1.11

     

    ##- Please type your reply above this line -##

    Your request  has been updated. Reply to this email or click the link below:

    Morty

    Morty (Oculus Support)

    Feb 10, 5:37 PM PST

    Hello Joe,

    Thank you for checking the cable and sending the picture.

    We are looking into this for you and will update you as soon as possible.

    Thank you,

    Morty
    Oculus Support

     

    Bravehrtt


    Feb 10, 5:19 PM PST

    Morty,


    Even though my cables are fine and there were o problems before the update, to cover the bases, here is a picture of my HDMI cable. I unseated it, cleaned it, then reconnected it. Started Oculus Home, immediately reproduced all of the symptoms I have described already to you, then promptly crashed - again. And again, my Rift is completely, and totally, unusable. The device that I paid a ton of money for, but cannot use, due to an exec's decision to -force- everyone to have -zero- downgrade path in the event of emergencies or rogue updates. Honestly, every company can roll back drivers, why is this a foreign concept with Oculus? Please explain the logic to me. Not only do you need a device to do this, you need one -today- so all of your disabled users can keep their devices going while your Dev team sorts all this out, and, keeps people thinking favorably about your brand and future products. Honestly, the lack of such a device demonstrates some fairly shortsighted thinking. It's for reasons such as this that it needs to happen. What can you and I do now that I have provided you your requested information to ask you to roll up your sleeves and help think outside the box to come up with a workable workaround solution?

    Attachment(s)
    image

     

    Morty

    Morty (Oculus Support)

    Feb 10, 4:19 PM PST

    Hello Joe,

    I can understand your concern for a rollback feature, and I will share you concern and feedback with our team.

    For now at my level, what I can offer is to help troubleshoot your issue.

    While this all began after an update, I just want to make sure all our bases are covered, as some of the symptoms are consistent with hardware, but understand I'm not ruling out software by saying that.

    I am aware of the odd coincidence that would be as it occurred immediately after a software update, but I would like to take a look at the HDMI cable.

    I bring it up because the judder while moving, followed by a black screen and HDMI error, would point to the cable any time we see that in other circumstances.

    Do you see and pins on the cable that appear bent, or missing, or any extreme kinks in the cable? Note that the bottom right pin will always look pushed in or missing and is normal.

    If you see anything like that, can you send us a picture?

    Otherwise, after removing the cable to inspect it, try the headset again as the cable may now be more secure, and we can see if there is any improvement.

    Thank you,

    Morty
    Oculus Support

     

    Bravehrtt


    Feb 10, 5:48 AM PST

    Hi Morty, I can try, but it is akin to simple judder. Nothing out of the ordinary with it. Imagine if you will, a silky smooth frame rate in Ocuus Home for about 10 seconds. Turn your head side to side, suddenly the smooth frame rate drops, you can see this as you continue to turn your head side to side. Then, the screen goes black. What happens from there, the message you get is that it loses its HDMI connection. Examining this further in device manager, you notice that the video driver itself, believe it or not, actually gets disabled due to this crash. I can then disable and / reenable it, but it's an endless cycle. Oculus client reports that no devices are available and that it can't find my hdmi connection. Believe me when I tell you, unless it's some form of universal defect in the manufacturing, it's not a me thing, it's a you thing. This happens independent of whichever Nvidia driver is used or not. Clean OS installs have been done by others in my own forum thread, and there has been zero change. Please do know, that I have had zero problems with my Rift until this update was forced upon us. To make your job easier, in addition to the crashing logs that I've already provided you, your people TRULY need a mechanism to allow people to downgrade. This will quite easily proof proof of concept and show you without any doubt, that the issue resides in your new release. In fact, if I may be so bold - you MUST do this, because when your updates go rogue like this, people will still be able to actually use their devices. Morty, as a tech of 33 years, I would be more than willing to work together with you to invent something outside the box to give us struggling and suffering customers an option. There must be one. Please speak with your powers that be, and get back with me on this suggestion and let's get to work to prove this issue and help us all move forward. As it stands, we customers are dead in the water until your teams, and if your teams, figure this out. From a customer relations standpoint alone, much less a market one, this is very bad for your company. So let's roll up our sleeves and come up with something to roll back. Talk to me.

     

    Morty

    Morty (Oculus Support)

    Feb 9, 8:54 PM PST

    Hello Joe,

    It is not currently possible to roll back to a previous Oculus home version.

    You mention in the forum post that the screen starts 'tearing or jumping'.

    Would it be possible to get a short video of that?

    If it is over 20MB it would need to be sent via a shareable link (youtube for example).

    Also, after the screen goes black, do you get any kind of error message from the Oculus software?

    Let me know,

    Thank you

    Morty
    Oculus Support

     

    Julian

    Julian (Oculus Support)

    Feb 9, 8:08 PM PST

    Hey Joe,

    I have reviewed your posts on our forums, and understand you have done a lot of troubleshooting.

    Please give us some time to look into this further for you,

    Julian
    Oculus Support

     

    Bravehrtt


    Feb 9, 6:19 PM PST

    Hi Julian,

    I’m a technician by trade, so, let’s go to the advanced things. Let’s start with the information that I have done all of that, and easy fixes already. They do not work, they do not resolve the issue.

    If you follow my postings on your forums, you will see that I, and many others have this exact same issue.

    Respectfully, this issue was caused by your latest update.

    Users have done complete Windows reinstalls to set this up fresh, and still have the same issues.

    To help speed this along, until you guys find out what is causing this issue and correct it, I’m requesting your help in downgrading to the previous release.

    In it’s current state, the Oculus Rift is complete unusable.

     

    Julian

    Julian (Oculus Support)

    Feb 9, 5:26 PM PST

    Hello Joe,

    I understand you are having problems with your Rift since the latest update.

    Could you please try uninstalling and reinstalling Oculus Home? This may fix your issue.

    Make sure you back up your content before uninstalling Oculus Home so you don't lose any content.

    Information on backing up your content can be found here.

    Let me know if this works for you,

    Julian
    Oculus Support

     

    Bravehrtt


    Feb 9, 4:48 PM PST

    Hello. Your new release is crashing my Oculus Rift. Please check my thread to see mine, JaggerWolf's and other users who are having the exact same issues since you have issued your new release. Please allow us to roll back to the previous one until you get these issues resolved, because as of right now, this device is completely unusable. It shuts off the PC"s video driver.

    Attachment(s)
    Oculus_Logs_JOEPC_20170209_073443.zip

    This email is a service from Oculus Support. Delivered by Zendesk

  • Warhead777Warhead777 Posts: 11
    NerveGear
    Hi CyberReality 

    Do you mean like the Inateck that you guys recommend, that I actually purchased, that's in my system right now, that was working flawlessly since your launch, until this very release? Not coincidence. 

    And, why am I doing it? To illustrate to you, and others among you that I'm not alone, and that others are mysteriously having the exact same problems that I am. And, that I'm not "holding it wrong" or, it's "a problem with your HDMI cable" etc. etc.

    No, it's not. I don't like cookie-cutter answers.

    There is an issue with this release that is manifesting itself in shutting off the video drivers. Let's find out what is causing it. Remote in, have a look for yourself. Let's think outside the box to find the *true* cause of the issue, without instead, constantly telling people it's their equipment, or their fault. 

    I can, and have, played many other "video intensive" games on this same rig, with *zero* issues, especially of the kind that I am currently experiencing it with your device.

    And to your last suggestion, to try it on another system, well, I'm a working guy my friend, I don't have another $2k high end gaming rig lying around my house...

    Do you ?

    #rollback #hostageto111 #pleasefixit #notalone

     
  • ColinBColinB Posts: 236
    Nexus 6
    I'd hate to be a "consumer" buying this product and expecting it to work.
    It certainly isn't consumer ready. Even a developer would be having troubles.
    It is more "developer" than "consumer" therefor should have been labeled as the "DK3".
    Nothing wrong with being accurate. :)
  • BuLLeTTooThESQBuLLeTTooThESQ Posts: 1
    NerveGear
    Here are the logs from my oculus rift. I am running a 4 sensor setup on USB 3.0 with a i7 6700k and 16gb ram. My mobo is a hero viii. 

    I did not have this problem with the prior build.  What happens is that I appear to be about 15 feet off the ground.  No matter if I disconnect the 3rd and 4th sensor the issue remains; that is even with 2 sensors it does this.  I have gone through and done a full tracking setup each time that I removed sensors and it did not matter, the issue remained. 

  • LordGoldLordGold Posts: 2
    NerveGear
    Has there been ANY movement on this at all? I currently have a $1000 paperweight, absolutely disgusting the lack of communication here!
  • GrimdanfangoGrimdanfango Posts: 68
    Hiro Protagonist
    Agreed, I really don't mind there even being issues... but I'm going to be really annoyed *when* they come along with the next update, quietly claiming to fix issues that "a small number of users were experiencing", after weeks of refusing to acknowledge that those issues even existed, and instead making countless people jump through a procession of support hoops they know full well won't solve anything because the issue is of their creation.

    It's a new technology... there's going to be issues.  Refusing to acknowledge that in order to maintain corporate face is the one thing that will eventually see me slap the whole kit up on ebay (as I see many people already are - ebay is stuffed full of 2nd hand rifts+touch already!) and go pick up a damned Vive.

    I took a punt on the piece of kit I thought looked objectively higher quality, with the full understanding that the tracking might not be *quite* as precise as the alternative... but mine and others' good will only lasts so long when we're treated like idiots.  Treat customers with some damned respect and be open about bugs and other aspects of software development.  Most of us here are intelligent, life-long tech enthusiasts... a clear explanation will go a long way towards garnering good will while inevitable software issues are resolved.
  • WildtWildt Posts: 1,965 Valuable Player
    @Grimdanfango - my sentiments excactly.
    PCVR: CV1 || 4 sensors || TPcast wireless adapter || MamutVR Gun stock V3
    PSVR: PS4 Pro || Move Controllers || Aim controller
    WMR: HP Reverb (arriving shortly)
  • thatdude90210thatdude90210 Posts: 146
    Art3mis
    At least Brendan Iribe has addressed the issue:
    https://www.reddit.com/r/oculus/comments/5tyrf1/i_just_caught_a_guardian_shift_in_the_wild_on/ddqhtbn/

    "Thank you for sharing. We're working on core software improvements that should hopefully address these issues. This is the top priority for the next two releases, including 1.12 which will ship this month.

    We're determined to deliver rock solid robust tracking and appreciate all the feedback."

  • MaxitoMaxito Posts: 12
    NerveGear
    At least Brendan Iribe has addressed the issue:
    https://www.reddit.com/r/oculus/comments/5tyrf1/i_just_caught_a_guardian_shift_in_the_wild_on/ddqhtbn/

    "Thank you for sharing. We're working on core software improvements that should hopefully address these issues. This is the top priority for the next two releases, including 1.12 which will ship this month.

    We're determined to deliver rock solid robust tracking and appreciate all the feedback."

    Why the hell are they responding to these issues on Reddit and not on the official forums? If that exact quote was a sticky on these forums there would be sooooo many less irritated costumers. They really have terrible costumer relations people.
  • GrimdanfangoGrimdanfango Posts: 68
    Hiro Protagonist
    At least Brendan Iribe has addressed the issue:
    https://www.reddit.com/r/oculus/comments/5tyrf1/i_just_caught_a_guardian_shift_in_the_wild_on/ddqhtbn/

    "Thank you for sharing. We're working on core software improvements that should hopefully address these issues. This is the top priority for the next two releases, including 1.12 which will ship this month.

    We're determined to deliver rock solid robust tracking and appreciate all the feedback."

    Thanks for the link.  That really is all they need to say at the end of the day - they're aware of the problem, and it's a top priority to fix it.

    Well, I got my CV1 through the same day 1.11 launched, so I look forward to whatever point "this month" that I might finally be able to really get stuck in to some VR, without the glitches.  The overall impression so far is fantastic... except for the drifting and jumps.  Just the First Contact demo is preposterously absorbing fun.
  • Silverfoxx30Silverfoxx30 Posts: 40
    Brain Burst
    Maxito said:
    At least Brendan Iribe has addressed the issue:
    https://www.reddit.com/r/oculus/comments/5tyrf1/i_just_caught_a_guardian_shift_in_the_wild_on/ddqhtbn/

    "Thank you for sharing. We're working on core software improvements that should hopefully address these issues. This is the top priority for the next two releases, including 1.12 which will ship this month.

    We're determined to deliver rock solid robust tracking and appreciate all the feedback."

    Why the hell are they responding to these issues on Reddit and not on the official forums? If that exact quote was a sticky on these forums there would be sooooo many less irritated costumers. They really have terrible costumer relations people.
    Same, surely reply or even link these types of comments to their own actual forum, not the first time!!
  • SpittygoodSpittygood Posts: 2
    NerveGear
    1.11 setup 
    - 2 front facing sensors, rightside up on the ceiling, 8 feet apart
    - 1 rear sensor, on the ground back left corner 8 feet from ones on ceiling.  

    Issues:
    Sensors on inatek card need to be re-plugged in and complete calibration after the PC sleeps or is shutoff (basically I have to re-calibrate on every use)

    Guardian shifted on me (recent in the attached log).

    Tracking jumpyness with controllers, obvious hand-off locations between sensors

    Good news.....haven't seen the swirling controller or a significant float away event.  
    Bad news....everything else not so good.  

  • TheRogganTheRoggan Posts: 14
    NerveGear
    Issues:
    Sensors on inatek card need to be re-plugged in and complete calibration after the PC sleeps or is shutoff (basically I have to re-calibrate on every use)

    Does your sensors disappear from the devices panel as well and stop working?

    Sometimes after computer sleeps / leavin a VR title on for a few hours while computer is idling I can be down from 3 sensors to 1 or they list as "Poor tracking quality" or something like that. My headset also disapears and stops working in the same manner...

    Only way to fix is to unplug and re-install. Sometimes I need to restart my computer as well, sometimes multiple times before it starts working again...

    Before 1.11 this did not happen once in two months time, now in 1 week since 1.11 it has happened 3 times.
  • NacaryusNacaryus Posts: 219
    Nexus 6
    I have tried every possible 2 sensor setup for my room, i even attached my sensor to ceiling.

    i tried repair install, reinstalling oculus drivers, countless re-running sensor setup
    I can not get rid of random micro jumps while moving my virtual hands or my virtual hands' sudden detachment from my arm, go somewhere it pleases in close proximity and come back again.

    This translates to having a gun in the game switching place to the front of my nose, or some place else while i am pointing it to shoot and come again to its actual place while the monster starts to eat my face.

    Hope you figure this out, but i am not optimistic about it..Hope it does not come to selling my Rift :(

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