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Rift S - Please read before you buy - Tracking problems with realistic FPS sims & Archery

SkScotchegg
Expert Trustee
EDIT: NEW UPDATE PLEASE READ - Read this first before continuing - Oculus has now released a new beta update called 1.39 which fixes many of these issues - I have eddied my main post of this thread so newcomers to Rift S can read this good news on how to fix their issues before continuing...You have to go into your Oculus software, click settings, click the Beta TAB at the top, click the button next to "Public Test Channel" which will automatically download Oculus software 1.39 and restart Oculus. Once you have installed this software update you will see that tracking has been massively improved for FPS games when holding two handed rifles and aiming down scopes. I have tested this on Onward today and played for over 3 hours and now the game is very playable. Before this update I couldn't play any FPS with two handed weapons, now they all seem to work fine!! Well done Oculus devs and thanks for the software update!  🙂


Original post below:
Hey everyone, I got my Rift S on launch day and was initially really impressed. But since then I have tried a wider verity of games and have since discovered a glaring issue with Rift S which is the tracking.

Before Rift S launched I was worried about the sound, that was my only concern, and yeah the sound isn't great but when I used my own headphones that solved the problem so when I was playing Robo Recall, Beat Saber, and Audica etc it all looked and performed fantastic and I soon forgot about the sound as I was enjoying the games so much.

But last night I bought Contractors on Steam which appears to be a great multiplayer FPS with great graphics but unfortunately is completely unplayable on RIft S! There's simply no other way to say it.

FPS games like Onward, Contractors, Pavlov and Archery games like In Death/Sacralith just aren't going to work with Rift S. You can't aim down the sites, soon as you hold your right hand up to your face in the normal position to look down the sites of a rifle or to look down an arrow the tracking freezes in place and stops working and makes it impossible to aim.

So after playing with Rift CV1 for the past 2.5 years this is completely dreadful. And btw the first year or so with CV1 I only had 2 front sensors which worked perfectly, the only reason I bought a 3rd sensor in the 2nd year was for pavlov so I could pick up weapons from the floor, so since then I used 3 camera setup in my dinning room and the Rift tracking was 100% perfect and never lost tracking for me.

If your planning on only playing Arcade games like Robo Recall, Superhot, Beat Saber and Audica, you will be fine, go ahead and buy Rift S and enjoy the amazing clarity of the optics and increased resolution.

But if you want to play FPS games or Archery games, your basically buying a product that does not work, your wasting your money and would be better buying a 2nd hand Rift CV1 off ebay/amazon.

Of course we heard in the past that Oculus could enable the old CV1 room sensors through software, I desperately hope they do this, otherwise for people like me that enjoy FPS/Archery games as well as the usual Arcade games, I'm stuck between a rock and a hard place, because I like Rift S, but what am I suppose to do? Use Rift CV1 for half my games library??

I'm quite shocked and hugely disappointed by this, I think maybe what other people were saying about Lenovo was right, I don't think Oculus/Facebook should have partnered with them because if this is the outcome then, well, no thanks.

I feel sorry for everyone who has pre-ordered expecting to play Onward/Contractors/Pavlov/In Death/
Sacralith etc and expecting this to be good. I think we need to all sign a petition to Oculus to enable the old CV1 room sensors for proper tracking otherwise they will have a lot of refunds going in and also this is very bad for people new to VR. In fact I'd go as far as to say that all FPS and Archery games should be taken off Oculus store for Rift S owners until this is resolved because otherwise what's the point? Everyone buying those games will have to refund I suppose.

Sorry for the rant guys, but I felt compelled to inform the community of this. People need to know how bad this tracking really is.

And also before Rift S was released people were saying the future is inside/out tracking. Well I'm sorry guys, but you couldn't of been more wrong. Inside/out tracking only works for Arcade games, sim racing games, elite dangerous and maybe Quest if Quest mainly uses Arcade games too? I'll leave that part for Quest users to comment on.

I own Rift CV 1, Oculus GO and now Rift S, was planning on buying Quest too but I'll hold off on that for a while until I read more reviews. 
UK: England - Leeds - - RTX 2080 - Rift CV1 & Rift S - Make love, not war - See you in the Oasis!
356 REPLIES 356

xSTONEMANx
Expert Protege
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RedRizla
Honored Visionary

snowdog said:

The best thing about Insight is that the tracking will improve over time thanks to the data constantly being fed to Facebook whilst we use the Rift S for their Machine Learning to chew over, give it a few months and we'll see some great improvements I think.

Are you sure there's a machine taking all this info in about sensors?

Anonymous
Not applicable

RedRizla said:


snowdog said:

The best thing about Insight is that the tracking will improve over time thanks to the data constantly being fed to Facebook whilst we use the Rift S for their Machine Learning to chew over, give it a few months and we'll see some great improvements I think.

Are you sure there's a machine taking all this info in about sensors?



Yup, Oculus mentioned it a while back. There's also something about it in the privacy notice thingummybob too somewhere. Someone quoted it on the Oculus sub-Reddit the other day.

LarsBehrens
Honored Guest
So i got the following issue and am curious if anyone else got em. 
And yes, I've updated to 1.39.
While playing zero caliber, tracking definitely works better since the last update, HOWEVER, while aiming down sights my left (front hand) will freeze randomly making it impossible to aim until the oculus "finds" the left controller again. 

Anyone else got these issues and knows how to fix them?

Oh and FYI, using a 3.1 usb port, no warnings on in the oculus dashboard. 
System:
i5 6600k (which may be on the low side, getting my ryzen 3900x next week) could this possibly be related to the described tracking issue?
Nvidia RTX 2070
32GB 3200mhz 

LightningHawkZ
Honored Guest
I know this is hella late, but I'm having the exact same problem as LarsBehrens. It's incredibly annoying and I want to fix it

RedRizla
Honored Visionary


I know this is hella late, but I'm having the exact same problem as LarsBehrens. It's incredibly annoying and I want to fix it



Buy an Oculus CV1 instead if you can get one.

honkeroo
Honored Guest


I know this is hella late, but I'm having the exact same problem as LarsBehrens. It's incredibly annoying and I want to fix it


yeah same here