Rift-S Controllers Lag in Grip Release - Page 2 — Oculus
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Rift-S Controllers Lag in Grip Release

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  • TomCgcmfcTomCgcmfc Posts: 1,153
    Wintermute
    Mac, did you try it again without the battery covers?  thanks.

    Alienware 17r4 laptop, 7700hq 2.8/3.6 ghz, 32gb ram, 250gb ssd, 1tb hd, gtx1060 w/6gb ram, Oculus Rift VR, Now with Alienware Graphics Amplifier w/gtx1080ti and Asus VG248QE external monitor. 

    Now moved onto a custom built gaming desktop; i9 9900k (water cooled), gtx 1080 ti (from my AGA), 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.

  • MAC_MAN86MAC_MAN86 Posts: 2,262
    Wintermute
    edited May 28
    It went soon after. Just a meandering of Software problems. I get jitter on my Joystick too now which it didn't before with CV1 and 2 extra USB Sensor slots. Although with that I feed it from a Keyboard USB extension. Again, it goes once I unplug/replug. USB devices are sensitive hogs for their power. It could just be the extra distance and using USB3.0 rather than a USB2.0 as some said a powered extender works!
  • TomCgcmfcTomCgcmfc Posts: 1,153
    Wintermute
    So do you think that because the Rift S cable is 1m longer than the Rift cv1 and carries a heap of bandwidth, it may need a built-in usb (and maybe also DP) power extender?

    Alienware 17r4 laptop, 7700hq 2.8/3.6 ghz, 32gb ram, 250gb ssd, 1tb hd, gtx1060 w/6gb ram, Oculus Rift VR, Now with Alienware Graphics Amplifier w/gtx1080ti and Asus VG248QE external monitor. 

    Now moved onto a custom built gaming desktop; i9 9900k (water cooled), gtx 1080 ti (from my AGA), 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.

  • GnarculeseGnarculese Posts: 6
    NerveGear
    So I've been having this issue as well. It happens in Robo Recall, main screen, and happened in The Lab. It seems that when it happens, If I restart my pc, all is well. That leads me to believe its a software issue, not hardware. Still.... I'm keeping my receipt close by.....
  • TomCgcmfcTomCgcmfc Posts: 1,153
    Wintermute
    @Gnarculese ; Did you try removing the controllers battery covers?  Makes a big diff for me.

    Alienware 17r4 laptop, 7700hq 2.8/3.6 ghz, 32gb ram, 250gb ssd, 1tb hd, gtx1060 w/6gb ram, Oculus Rift VR, Now with Alienware Graphics Amplifier w/gtx1080ti and Asus VG248QE external monitor. 

    Now moved onto a custom built gaming desktop; i9 9900k (water cooled), gtx 1080 ti (from my AGA), 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.

  • TomCgcmfcTomCgcmfc Posts: 1,153
    Wintermute
    I took a chance and updated to 1.38ptc (Oculus App Version 1.38.0.250171) earlier today.  Actually this worked out pretty well for me.  The controller grips no longer lag and tracking seems a little better.  Audio is a bit better as well.  Still getting a short white screen flash every 20-30 minutes.  Oculus says they are working on this for the next update (next week or so?).

    Anyway, at least I can put the controller battery covers on again, lol!

    Alienware 17r4 laptop, 7700hq 2.8/3.6 ghz, 32gb ram, 250gb ssd, 1tb hd, gtx1060 w/6gb ram, Oculus Rift VR, Now with Alienware Graphics Amplifier w/gtx1080ti and Asus VG248QE external monitor. 

    Now moved onto a custom built gaming desktop; i9 9900k (water cooled), gtx 1080 ti (from my AGA), 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.

  • TurtleTalesTurtleTales Posts: 4
    NerveGear
    I'm experiencing the same issue. I think removing the battery covers improves it but I haven't tested it thoroughly.
  • GnarculeseGnarculese Posts: 6
    NerveGear
    So messed around some more tonight. Everything was going pretty well, but when I went into Longbow, my arrow releases were very delayed. Removing the battery covers immediately solved the issue. Hmmmm. 
  • TheRealCyberTheRealCyber Posts: 192
    Art3mis
    Okay, I will check 1.38 and see if it fixes the grab issue for me. I haven't played in a few days since one of my Touch controllers broke, but I have a new one coming tomorrow so I'll test it out.
  • TomCgcmfcTomCgcmfc Posts: 1,153
    Wintermute
    Well, yesterday’s improvement with grip lag after 1.38ptc update did not last long, lol!

    It came back today so I am sans controller battery covers once more.  Don’t ask me why this happened because I have no idea.  Rift S software seems pretty fickle right now imho.

    Lots more short flashes every 10-30 minutes as well.  At least I’ve yet to have any black or blue screens so far (touch wood).

    Man I hope the next update fixes these problems.

    Alienware 17r4 laptop, 7700hq 2.8/3.6 ghz, 32gb ram, 250gb ssd, 1tb hd, gtx1060 w/6gb ram, Oculus Rift VR, Now with Alienware Graphics Amplifier w/gtx1080ti and Asus VG248QE external monitor. 

    Now moved onto a custom built gaming desktop; i9 9900k (water cooled), gtx 1080 ti (from my AGA), 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.

  • TheRealCyberTheRealCyber Posts: 192
    Art3mis
    Yeah, the update did not fix the grab/throw problem with Touch for me.
  • TheRealCyberTheRealCyber Posts: 192
    Art3mis
    So I got my replacement Right Touch controller today. Thumb-stick is good (that was what broke on the first one) but I'm still having the throwing issue. I was hoping it was a random problem but it is just as bad on the new controller. However I did notice removing the battery cover like you said fixes it completely.
    It's hard to believe no one noticed this, even the airplanes in the first tutorial don't work. Very strange.
    Makes me wonder how many controllers have the problem or if it is a flaw in the design (could the magnet interfere?). Could it be all of them? That would be pretty bad. Almost as if Oculus would need to do a recall. A Total Recall. http://southpark.cc.com/clips/n7k5w9/total-recall
  • RedRizlaRedRizla Posts: 6,404 Valuable Player
    edited May 31
    Yeah a total recall Arnold and stick a camera underneath the headset while your at it. How do these fault go unoticed is what I'd like to know.
  • TomCgcmfcTomCgcmfc Posts: 1,153
    Wintermute
    edited May 31
    Earlier today I rolled back from 1.38ptc to 1.37.1 (no grip lag improvement), then did a Repair (very slow download speed right now btw, and no improvement), then updated to 1.38ptc again and the grip lag with covers installed was fixed!  However, this did not last long.  Next time I started up my PC it was back to lagging and taking off the battery covers fixed this again.

    Hopefully this, the screen flashing, and tracking issues can be fixed very soon with software/firmware updates.  I'm still quietly confident, lol! 

    One positive thing I've noticed with 1.38ptc is that the controllers seem to go into standby (short white flashing) quite a bit quicker and turn off when you shutdown your PC.  So at least my battery life is improving.  Still, it would be good to have some kind of button or keyboard command to manually turn them off imho. 

    Alienware 17r4 laptop, 7700hq 2.8/3.6 ghz, 32gb ram, 250gb ssd, 1tb hd, gtx1060 w/6gb ram, Oculus Rift VR, Now with Alienware Graphics Amplifier w/gtx1080ti and Asus VG248QE external monitor. 

    Now moved onto a custom built gaming desktop; i9 9900k (water cooled), gtx 1080 ti (from my AGA), 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.

  • TheRealCyberTheRealCyber Posts: 192
    Art3mis
    That's interesting. Maybe it can be fixed with a patch. That would be ideal if possible.
  • xwarxlordxxwarxlordx Posts: 5
    NerveGear
    I tried the 1.38 update also. I still have the grip lag. It seems to be gone when I first reinstall the Oculus software. And then after a few gaming sessions or restarts it comes back. Its not limited to one game. I have seen in Robo Recall, Batman VR (steam), Contagion VR, Waltz of the Wizard, The Lab, and every other VR game I have. 
  • RuneSR2RuneSR2 Posts: 2,836 Valuable Player
    I have the feeling that Rift-S Rev. A can be found rather cheap on eBay a few months from now, while people cling on to Rev. B like it was their firstborn  B)  
    Intel i7 7700K (4.5 GHz); MSI GeForce GTX 1080 8GB Gaming X (oc 2100 MHz boost, 11 Ghz ram); 16GB Corsair Vengeance LPX DDR4 3200 MHz; MSI Z270I Gaming Pro Carbon AC (VR-Ready) mainboard; Samsung 960 Evo M.2 SSD + Toshiba P300 HD; Windows 10 OS; Valve Index and Oculus Rift CV1 - the latter nearly always using super sampling 2.0. 

    "Ask not what VR can do for you – ask what you can do for VR"
  • kojackkojack Posts: 5,352 Volunteer Moderator

    Makes me wonder how many controllers have the problem or if it is a flaw in the design (could the magnet interfere?). Could it be all of them?
    As I said earlier, none of my 4 new touch controllers have this issue. So I guess the max that have it is number of controllers made-4. :)

  • TheRealCyberTheRealCyber Posts: 192
    Art3mis
    @kojack So you have played Robo Recall (or SUPERHOT) and tried to throw things and it's working? Strange because I have 3 controllers that all have the same problem.
  • xwarxlordxxwarxlordx Posts: 5
    NerveGear
    Yep can't throw. By the time the grip button releases what ever I'm holding just falls to the ground. No forward momentum. Sometimes it takes about 2 seconds to release. All other buttons, trigger work fine.
  • kojackkojack Posts: 5,352 Volunteer Moderator
    @kojack So you have played Robo Recall (or SUPERHOT) and tried to throw things and it's working? Strange because I have 3 controllers that all have the same problem.
    Page 1 of the thread. :)
    Superhot and Roborecall have zero noticeable lag on any control.

    Plus (plugging it again, since it was dismissed last time) my own Oculus Monitor program which shows all Touch controller values (using the same method that games use).


    I'm just hoping that any fix Oculus rolls out doesn't break my already working fine controllers. That's not paranoia, they did it to old Touch (mine worked fine, great battery life and never turned off while in use. Then they patched the firmware to stop turning off while in use for some people, which made mine never turn off and now I get maybe 2-3 weeks of battery life instead of months).

    Does anybody know how to check the manufacture date of the Rift-S? The Quest is easy, it's on the box. It seems most Quest issues are on the March models, while my April model is fine (I guess the benefit of getting slow shipments to australia, I get a later manufacture date). Perhaps the same here with the Rift-S.

  • TheRealCyberTheRealCyber Posts: 192
    Art3mis
    Alright. So any theory to why removing the battery cover fixes the problem?
  • kojackkojack Posts: 5,352 Volunteer Moderator
    Well, using Oculus Monitor (and I don't even charge for it!) I'm pretty sure I know exactly what is going on.

    The grip trigger is most likely a hall effect sensor (uses magnetic fields to detect distances of a control like a trigger or joystick). The proximity of the battery cover magnet affects the values being read out.
    I wedged the grip trigger part way in (so it had a mostly stable partial value of about 0.7). I removed the battery cover, it dropped to 0.4. Cover back on, back up to 0.7. I did this multiple times, consistent jumps (considering I was holding it with blutack that was slowly stretching).
    So the battery cover's magnet is directly shifting the values being read from the grip trigger.
    Without the cover, the values are lower, making it think the trigger is released more.

    As to why some have a problem and some don't (I think we'd see a LOT more complains about this if every touch controller couldn't play superhot):
    - orientation or variation in the magnet in the cover may be causing different levels of effect.
    - it may be similar to the rift IMU calibration problem, where some thought gravity was slightly off. They needed recalibrating. Same here, maybe a recalibration of the hall sensor's value range is needed in the firmware.

  • TheRealCyberTheRealCyber Posts: 192
    Art3mis
    That's great news. If the numbers are repeatable then it should be possible to calibrate in software or firmware. I have to assume Oculus is aware, as this is a pretty major issue in my opinion. Probably more so than even the 2 handed gun issue, since a whole lot of games use grabbing/throwing mechanics. And you're right. If it was everyone then there would be more hullabaloo for sure.

  • TomCgcmfcTomCgcmfc Posts: 1,153
    Wintermute
    Well I hope this get fixed soon because I'm just about ready to take my good old Rift CV-1 and it's 2x sensors out of its box and reinstall it, lol!  The slightly improved clarity of the Rift S screen is starting to become less important to me right now.

    Alienware 17r4 laptop, 7700hq 2.8/3.6 ghz, 32gb ram, 250gb ssd, 1tb hd, gtx1060 w/6gb ram, Oculus Rift VR, Now with Alienware Graphics Amplifier w/gtx1080ti and Asus VG248QE external monitor. 

    Now moved onto a custom built gaming desktop; i9 9900k (water cooled), gtx 1080 ti (from my AGA), 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.

  • xwarxlordxxwarxlordx Posts: 5
    NerveGear
    So I used Oculus Monitor, watched it in-game with virtual desktop while the grip lag was occurring. Ranging from 0 to 1. Zero while not holding the grip button, 1 when fully pressed. When released it hangs on .5 to .8 for a second then returns to 0. The trigger button does not hang it returns smoothly from 1 to 0. Something I did notice was that if you don't fully press the grip button, say to .7 or .8 it returns to 0 smoother with less hanging. 

    Kojack  I really like the program.   
  • TomCgcmfcTomCgcmfc Posts: 1,153
    Wintermute
    Good find guys, thanks for all that.  I hate to say it but I've put my Rift S back in it's little box and setup my good old Rift cv1 w/2x sensors.  Also opted out of the PTC and rolled back to 1.37.1.  Now all's well again!

    I will take the Rift S out of its box once Oculus fixes things properly.  I've wasted too much time over the past week troubleshooting the S.  Enough is enough already.

    Alienware 17r4 laptop, 7700hq 2.8/3.6 ghz, 32gb ram, 250gb ssd, 1tb hd, gtx1060 w/6gb ram, Oculus Rift VR, Now with Alienware Graphics Amplifier w/gtx1080ti and Asus VG248QE external monitor. 

    Now moved onto a custom built gaming desktop; i9 9900k (water cooled), gtx 1080 ti (from my AGA), 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.

  • TurtleTalesTurtleTales Posts: 4
    NerveGear
    edited June 5
    I exchanged my Rift S for a new unit and it has the same issue, plus the index finger triggers are doing the same now too. Removing the battery covers barely makes a difference.
    I'm located in the southeastern United States, in case we want to see if the issue is tied to a certain batch of units.

  • xwarxlordxxwarxlordx Posts: 5
    NerveGear
    I returned my Rift S to Best Buy today. Not willing to pay $400 to be a beta tester. The only reason I went with Oculus over Vive was the controllers. And they have been noting but trouble. Looks like I might just wait on the Valve Index.
  • GnarculeseGnarculese Posts: 6
    NerveGear
    Swapped mine out at Micro Center and having the same issues. I got in contact with oculus support and sent them a reddit link with a bunch of other people having the same issues. She said they’re going to look more into it and someone will get back with me ASAP. I’ll update when they do.... it’s been 4 days.  
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