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Oculus Go controller touchpad issues (discussion)

CoffeeODCoffeeOD Posts: 21 Oculus Start Member
edited June 2018 in Mobile Development
Related bug report can be found here: https://developer.oculus.com/bugs/bug/470815390013567/

The touchpad on the Oculus Go Controller sporadically reports significantly incorrect values for touch positions, mostly biased towards reporting a position of (0, 0) when the touchpad is clearly being touched, particularly towards the top of the touchpad.

What are your opinions on this, have you noticed issues or is everything working as intended for you?

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Comments

  • tmektmek Posts: 103
    Hiro Protagonist
    edited June 2018
    Yes I have absolutely run into this. Not just in my own development  but in other published games from the Store. 

    Unless it can be fixed in a firmware or software update it basically makes the touch pad useless except for "swiping" inputs.  I really hope it can be addressed with an update of some kind..

    I've shown this video where it just sometimes gets in a state where it won't register touches in the upper quadrant and returns (0,0) despite touching there even with considerable pressure.  At about 1:15 and on I'm making full circles on the touchpad with my thumb and yet you'll see the visualized dot will almost never register anywhere in the top quadrant. 

    This issue 'magically' goes from working to not working and back again.  The touchpad input just does not seem reliable at all.   I don't know if it's static electricity or perhaps dry skin or what exactly causes the issue.  



  • SlinSlin Posts: 49 Oculus Start Member
    I've been trying to use the touchpad for moving the camera and after a while of moving forward it suddenly stops working for that direction... So far I blamed the rotation of that input vector with the controller rotation, but if you are having the same issue I suppose it really is the touchpad :(
  • Swamp7hingSwamp7hing Posts: 37 Oculus Start Member
    This is absolutely an issue and I have experienced it while developing in Unity and also in other applications already on the store. It seems like a software problem and not a hardware problem but I could be wrong – unreliable controls are not part of a good VR experience, Oculus should look into this ASAP.
  • motorsepmotorsep Posts: 1,300 Oculus Start Member
    @CoffeeOD

    If you report bugs in the link you posted, chances for Oculus responding are very slim. Try Contact menu where you directly send bug report to Oculus using a "form".

    @NinjaGaijin Could you please pass this issue on to the Go team ?
  • CoffeeODCoffeeOD Posts: 21 Oculus Start Member
    motorsep said:
    @CoffeeOD

    If you report bugs in the link you posted, chances for Oculus responding are very slim. Try Contact menu where you directly send bug report to Oculus using a "form".

    @NinjaGaijin Could you please pass this issue on to the Go team ?
    @motorsep This topic is more about discussing touchpad issues and hopefully providing more point of views for anyone (including Oculus staff) that might be interested in this issue. Bug report was send by someone else but contains great information for those who are not familiar with topic subject. If someone were to report bug, I agree contacting directly would be best method.
  • imperativityimperativity Posts: 3,587 Valuable Player
    @motorsep

    @CoffeeOD

    We are aware internally of this issue and here is the context of what we are currently aware of below:

    "we expose the touchpad X/Y values rescaled to the range of -1,1 and zero out the data if the touchpad is not reported as being touched. The behavior being reported here is due to lower level issues with the hardware design and/or firmware."


  • Swamp7hingSwamp7hing Posts: 37 Oculus Start Member
    @imperativity ;Do these lower level issues mean there is a possible firmware fix incoming or is the fix impossible and will the touchpad continue periodically reporting incorrect zero values?
  • Swamp7hingSwamp7hing Posts: 37 Oculus Start Member
    Bumping this thread as I am still experiencing the issue; it is especially visible in games such as Dreadhalls where you cannot actually move forward as the Go controller requires you to hold up on the pad, and unfortunately that direction isn't working 99% of the time.
  • motorsepmotorsep Posts: 1,300 Oculus Start Member
    @imperativity

    Originally it's been said that Oculus Go controller will be identical, functionally, to Gear VR. Now it appears that it is not, we either need a way to verify (in Blueprints in UE4) whether user is on Go or on Gear VR to adjust control scheme automatically (this isn't desirable as my game needs the same functionality for controller as on Gear VR) or we need for Oculus to roll out firmware update to fix the issue.

    Could you please find out the course of action Oculus is going to take with this issue and an ETA on the solution ? Thanks beforehand
  • imperativityimperativity Posts: 3,587 Valuable Player
    @motorsep

    I'll ping the teams involved and see where we are landing on this issue.
  • RuptureGamesRuptureGames Posts: 20
    NerveGear
    Has this issue been resolved?  I'm downloading the oculus go example scenes now but don't want to wait.  From what it sounds like we can't use the touchpad as a directional input?  Is this correct?  
  • motorsepmotorsep Posts: 1,300 Oculus Start Member
    Has this issue been resolved?  I'm downloading the oculus go example scenes now but don't want to wait.  From what it sounds like we can't use the touchpad as a directional input?  Is this correct?  
    I doubt it's been resolved. Kinda odd to see that it hasn't been resolved, considering Go launched a while back.
  • Tolin93Tolin93 Posts: 71
    Hiro Protagonist
    Any news on this? :-)
  • motorsepmotorsep Posts: 1,300 Oculus Start Member
    @imperativity

    By chance, are there any news about fixing the issue ? Thanks
  • motorsepmotorsep Posts: 1,300 Oculus Start Member
    @imperativity

    Awesome news, thank you! Any ETA on the upcoming update? (days, weeks, month)
  • imperativityimperativity Posts: 3,587 Valuable Player
    @motorsep

    This fix will be released with the 3.47 update to Oculus Go.
  • Swamp7hingSwamp7hing Posts: 37 Oculus Start Member
    @imperativity any idea when 3.47 will be pushed to the Go?
  • imperativityimperativity Posts: 3,587 Valuable Player
    @Swamp7hing

    No, I don't have a date yet. When I do I'll update this thread.
  • Swamp7hingSwamp7hing Posts: 37 Oculus Start Member
    Great, thank you for addressing this issue!!
  • motorsepmotorsep Posts: 1,300 Oculus Start Member
    @imperativity

    Where can I check the current version?
  • firagabirdfiragabird Posts: 155
    Art3mis

    In Oculus Home, go to the Settings screen and select the Version tab. The first number is what you're looking for.
    S7 Exynos Nougat. 2017 Gear VR. Public test channel.
  • motorsepmotorsep Posts: 1,300 Oculus Start Member
    3.47.... Mine is still 3.42  :open_mouth:

    Sounds like either somehow my Go is severely outdated and doesn't want to get updates, or it means we are not getting controller fix until late 2019, which is when Santa Cruz comes out (hopefully) and people who want to play games will get that instead of Go, which will make Go essentially obsolete for gaming and this fix will be irrelevant.
  • Tolin93Tolin93 Posts: 71
    Hiro Protagonist
    @motorsep

    The version number has nothing to do with release date / time frame. For all we know, next update to be pushed to the Go might as well be the 3.47 one. 
  • motorsepmotorsep Posts: 1,300 Oculus Start Member
    @Tolin93

    I sure hope so, but usually they come in order..
  • Swamp7hingSwamp7hing Posts: 37 Oculus Start Member
    Fingers crossed this update is pushed soon as this seems like a critical issue with the control scheme and it is definitely not encouraging use of my Go at the moment. 
  • TheMassonTheMasson Posts: 1
    NerveGear
    @imperativity 3.45 didn’t fix this. When is 3.47 arriving?
  • imperativityimperativity Posts: 3,587 Valuable Player
    @TheMasson

    I don't have any status update on this to share. 
  • Swamp7hingSwamp7hing Posts: 37 Oculus Start Member
    doesnt seem like this issue was resolved in 3.47; I am still experiencing a loss of reliable touchpad input on the top half of the touch pad, seemingly at random but more often after consistent use of the touchpad. this occurs on two Go devices I use, both in the menus and inside applications.
  • motorsepmotorsep Posts: 1,300 Oculus Start Member
    doesnt seem like this issue was resolved in 3.47; I am still experiencing a loss of reliable touchpad input on the top half of the touch pad, seemingly at random but more often after consistent use of the touchpad. this occurs on two Go devices I use, both in the menus and inside applications.
    Where/when did you get 3.47 ? I am still with 3.45 and I heard 3.47 was scheduled for September.

    @imperativity Do you happen to know if 3.47 was already rolled out and if it included the fix ?
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