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Rift S and Rift Build 12.0 Release Notes

ShowbizDonkey
Retired Support
Update 1/6/2020: We've seen some positive results from the latest PTC update we pushed out late last week so we're now starting to roll that out to the live, non-PTC channel as well. As always, if you experience issues, please utilize the Help Center > Provide feedback option within the desktop software or contact customer support. Thanks!

Important notes:




  • In order to use Oculus Link, your PC software and Quest software must have matching version numbers. During this rollout, you may receive the v12 update on your Quest before you receive the PC v12 update, or vice versa. If you receive the PC v12 update before the Quest v12 update, you will need to wait until you receive the Quest v12 update before Oculus Link will work again. However, if you receive the Quest update first and are anxious to use Oculus Link again, you are welcome to opt into the PTC on PC to get to v12 more quickly. Please note that when v13 PTC rolls out, you will need to opt back out of the PTC and to stay on v12 and retain compatibility. The team is working hard to improve this experience so that this will not be an issue during future rollouts. We greatly appreciate your patience and understanding!
  • In an effort to simplify our software update processes, we are aligning the software version numbers across all of our products. You will see this reflected starting in this release (v12). We will continue to post separate release notes for our PC software and the standalone / mobile headset software. For more information on our release processes, please review this FAQ post.



Rift S

  • New social features powered by Facebook – Starting today, when you choose to log into Facebook from Oculus, you’ll be able to access new social features that make it easier for you to connect with other people, including:
    • Chats, so you can message your Oculus friends in or out of the headset with quick responses to hop into games together
    • Join your friends in VR directly from any device with links that open to where your friends are within an app.
    • User-created Events, so you can organize meetups or multiplayer games with friends
    • Share photos, videos, and livestreaming to Facebook, allowing you to share your favorite moments to Facebook Groups from VR
    • Parties that any of your Oculus friends can join (previously parties were only invite-only)
  • We’re updating the Oculus Privacy Policy to clarify that these social features are also provided by Facebook. The updated Privacy Policy clarifies how Oculus data is shared with Facebook to inform ads when you log into Facebook on Oculus.
  • Updated firmware to improve performance

Fixes

  • Various bug fixes and stability improvements
If you encounter any issues with this software release, please be sure to report them using the Help Center > Provide Feedback option within the Oculus desktop software. If you have any feature requests or suggestions to make the Oculus software even better, please head over to our UserVoice page to share your feedback. Thanks for your continued help!
306 REPLIES 306

ShowbizDonkey
Retired Support
(I intended to post this on the v13 PTC thread as well as here, but I accidentally posted it on the v12 Quest thread. Adding it here as well. My bad!)

Update 1/17/2020:
 First, I'd just like to thank everyone who has submitted a support ticket or a bug report with their issue description and logs. These have been invaluable to our team in investigating these performance issues. I can report that our engineering team has successfully reproduced the framerate / performance issue that some of you have described. They will use this to identify, test, and verify a fix. We greatly appreciate your patience while the team works on this, as well as to address all other reported issues, and apologize for any inconvenience you may have experienced in the meantime. We'll be sure to provide additional updates as we have them. Thank you!

StreamofConscious
Expert Protege

dburne said:

The sensible thing to do for now is as they have asked. The more info they can get the better it will be.
They can't gather and compare data off of forum posts.


And a better question is why do users have to be beta testers? That is why people have to opt in to PTC. Flylow2019 is right.....revert back to a truly stable version and let people use what they bought while others opt in to be beta testers.

MikeF
Trustee

nfs_me said:

Hi, I am using Oculus Rift DK2. But after the latest updates to Oculus Home, the device stopped working. There is no way to control the XBOX 360 controller. When you enter Oculus Home, the message “we can't find your sensor. Please connect your sensor” appears and nothing can be done with it. Previously, I just clicked OK with the XBOX 360 controller button, now there is no cursor (dot) and, accordingly, it is impossible to remove the message and continue working.
Sorry for my english


Youve been on borrowed time with the dk2 since cv1 released so this could be the end finally, time to upgrade id say

Orkel
Adventurer
People with DK2s shouldn't expect the software to keep up with it anymore. They already dropped support for it years ago.
You'll have to find a hacky way to install old Oculus software to run it just like the DK1.

Globespy
Expert Protege
Oh my.....
I feel so sorry for everyone that's had these awful issues.
I'm so glad I used the guide (Windows Firewall rules) to block Oculus Home/Dash from ever being allowed to connect to the internet and saved myself from this mess.
I have Rift S, saying it's on FW 2.1.1 - whatever that is it works.

I rarely purchase games on Oculus Home, so I have no need for it to connect to the internet. From time to time it will say there's an update and I'll let it restart and do it's little thing (which it can't of course) and then after the restart it just works.
Unless there's some significant updates that either add notable performance improvements in VR or new features that for the time being seem to be only given to the Quest (hand/body tracking), there really is absolutely no reason whatsoever to update, and just purchase VR titles from Steam.

Also, with the new Facebook integration, that's a real turn off for me and likely many others - I don't use Facebook or social media in general. Call me old fashioned, but it's nice to talk to family and friends about real things that don't have anything to do with pictures of what I ate for breakfast.

ShowbizDonkey
Retired Support
x-posting...

Update 1/22/2020: Hi all - Dropping by to provide another update on performance issues that some users have reported. Our engineering team has been able to identify and implement an update that they believe will resolve these issues. As our internal testing results have been positive, we are pushing this fix to the PTC. If you are experiencing the frame rate drop / performance issue that has been discussed here, we encourage you to opt into the PTC in order to test out this latest update. If you experience any issues (performance or otherwise) with this update, please be sure to utilize the help center > provide feedback option within the desktop software or open up a ticket with our support team. Thanks!

glenwithonen
Honored Guest
I understand that this issue has been acknowledged and that a fix is in the works, but in case more info is needed: I'm having the same issue. Extreme stuttering makes Rift unusable.

Cable does not appear to be damaged. Tested on office PC and runs perfect. Unit was purchased October 2018 (15 months ago).

Sounds like the recent v12 update problem. The Rift ran perfectly last time I used it at the beginning of December.

After Oculus home (or a game) loads, after less than a minute, extreme stuttering begins. The stuttering happens every 2 seconds or so. It directly correlates to the CPU and GPU performance graphs which spike and dip every 2 seconds (screenshots below).

I have tried the Oculus app PTC version. I have the latest NVIDIA drivers and have also tried rolling back to NVIDIA driver 436.30 from September 10th.

Gaming system with problem is a laptop Intel Core i7-8750H CPU @ 2.20GHz NVIDIA GeForce GTX 1070 8GB 16GB RAM

Office desktop PC tested working perfect: Intel Core i7-3770 CPU @ 3.40GHz NVIDIA GeForce GTX 1060 6GB 16GB RAM
71qkstvnnxhu.pngytss1eh2pvzw.pngo7rcz9ftqdpc.png

SodaSuccubus
Explorer
Any update on the jittering picture/tracking issue?

My Rift-S still has a jittery picture, even when its being held still with no movement.

TomCgcmfc
MVP
MVP


I understand that this issue has been acknowledged and that a fix is in the works, but in case more info is needed: I'm having the same issue. Extreme stuttering makes Rift unusable.

Cable does not appear to be damaged. Tested on office PC and runs perfect. Unit was purchased October 2018 (15 months ago).

Sounds like the recent v12 update problem. The Rift ran perfectly last time I used it at the beginning of December.

After Oculus home (or a game) loads, after less than a minute, extreme stuttering begins. The stuttering happens every 2 seconds or so. It directly correlates to the CPU and GPU performance graphs which spike and dip every 2 seconds (screenshots below).

I have tried the Oculus app PTC version. I have the latest NVIDIA drivers and have also tried rolling back to NVIDIA driver 436.30 from September 10th.

Gaming system with problem is a laptop Intel Core i7-8750H CPU @ 2.20GHz NVIDIA GeForce GTX 1070 8GB 16GB RAM

Office desktop PC tested working perfect: Intel Core i7-3770 CPU @ 3.40GHz NVIDIA GeForce GTX 1060 6GB 16GB RAM
71qkstvnnxhu.pngytss1eh2pvzw.pngo7rcz9ftqdpc.png

I see that you have Virtualisation Enabled.  I would try to disable this and see how you go.  Goggle ' intel virtualisation technology enable disable ' for more info and instructions how to enable/disable this.  Also, if you are doing any cpu, gpu. or memory overclocking I suggest you go back to stock.

Since it works fine on your office desktop pc I suggest that the problem may be with your laptop setup.  Not saying it couldn't be firmware related though.  Good luck.

Edit; also, your graphics setting might be a bit high (in-game settings, Oculus Home dash/graphics, and maybe Super sampling).  Try lowering these a bit.  No way that you should be seeing 100% gpu usage like it seems you are getting imho.
i9 13900K water cooled, RTX4090, Z790 MB w/wifi6e, 32Gb 6400 ram, 2x2TB SSD, 1000W PSU, Win 11, QPro, Q3, w/Link and Air Link, Vive Pro1 with Etsy lens mod and Index Controllers

hahik74034
Explorer
Thanks for explaining about the versions update