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Enable CV1 sensors for Rift S tracking boost. (30-40% of my games not viable on Oculus hardware.)

Level 4
The Problem:
Every game that has gunplay, archery, or throwing mechanics, "advanced" grabbing mechanics, or otherwise use any form of movement outside of swinging a simple sword, are now a nearly unplayable experience do to the Rift S tracking. That is up to 30 to 40% of the content in the Oculus Store my library.
And many of those games are the most played content. (See example list below.)

I'm finding every FPS shooter, every archery game, every grenade throw, every backward stab with a sword, every dual wielding mage build holding back a horde of enemies both in front and behind me, to be a complete garbage experience now in the Rift S.
And there is no available solution since the CV1 is not available.
All of those developers are going to suffer for it. And the percentage the Oculus store gets will too.

The Solution:
Sell the CV1 sensors and have it work with the Rift S as a "boost" in tracking. You get to sell more hardware. You make more money from those of us who need it for games that require it.

You created the problem yet you don't make money off it.
We should not have to beg for a solution that you already have said can be done in other posts.
Also, maybe notify customers on the store page for those games that it best used with a sensor for the best experience. (As you already do for how intense an experience is and for the play area requirement.)

The examples listed below are just a few games available in the Oculus store with no warning about it not working properly on ANY available Oculus hardware since the CV1 was taken down.
  1. Onward: Can't scope, can't hold two handed guns and aim, can't throw grenades properly.
  2. Zero Caliber: Can't scope guns or hold two handed rifles. Period.
  3. Echo Arena: Can't rotate hand behind you for movement, hold, and dodging mechanics.
  4. Lone Echo: Can't grab behind you for basic movement and hold positions.
  5. ANY game with archery & slingshot mechanics: Too many to list. You now have to draw your arrow with "hipfire" and hope for the best.

Not applicable
To be perfectly honest I'm willing to try a replacement if that's what they want to do first.... But if the tracking is still crap.... Then I think they owe the consumers something... Because this was touted as a replacement for traditional tracking.... The limitations that were obviously known to the company were not made known to the consumer... That's a problem.

Not applicable
Yes I'm not impressed that close to head is not polished but you can only keep hoping yet they still did not bother adding Strafe in Home after 2yrs of requests if that's anything to go by. Whilst games are changing their boxes for aimlocks to counter this then let's assume it won't get a fix. Oculus already have CV2 being worked on.

Not applicable
Downside of inside-out tracking.
Perhaps they will be able to improve some in software updates, hard to say.

Level 4

MAC_MAN86 said:

You knew that. That's the same for whoever you buy from. I could just as easily buy it again but without bringing out add-on headphones and fixing close to head's a no for now...then by the end of year there will be more choices that are better.

No, that's not generally true for a FAULTY product. It did not work as advertised. Last time I checked that's called faulty. Not to mention the fact that I started talking refund almost a week ago within my 30-day period.... But it took Oculus 5 days to get back to me....

I don't know if tracking issues will fall under the warranty. It's possible. There are ways you can find out regardless if they accept it or not, but that goes way off topic.

You could sell it for $50 to $100 off and cut your loss that way.
And if you are not worried about the warranty anymore then I would do something creative first before you go smashing it. Like a video tear down if others need to take it apart to fix something after the warranty expires.
Or some crazy mods that nobody else would dare try yet.
Milk it for views first then smash it for more later.

My unit also had white flashes every minute or two since day one. So it was technically faulty from the start. But I was hoping it was software related. Their updates never fixed it for me though. And I was within the refund window. Had I not been I would have tried the above myself for fun.

Still, after all this, I would probably buy another Rift S if they fixed all these problems and get their PR together.
Because, for the price, it's still the best screen experiences out there for driving, flight, space sims. And other detailed content.

I paid more for my Wacom pen tablet. My monitor was about the same price. And even my TV in my living room costs more with 7 surround sound speakers I had to run wires to. All so I could "feel the action". That was closer to $1500.
It's still crazy to me that a VR set is this cheap now.

Level 7

I have 2 more weeks to return my Rift S.  I'm going for it.  THey can have my used RIft S back.

I cant' play FPS shooters, can't scope. Can't play virtual pool.  Can't play Lone Echo properly (as good as it looks on those long overdue panels)

I'm investing slowly in SteamVR gear.  Something I don't want to do.  I don't want to leave Oculus Home.

But there are no options.  No CV2 and no alternatives.  There is only the RIft S, with its 90 degree FOV and 80 field of tracking.

Level 7
@GummyBerryJoos Just sell it and move on - take the loss. 

If you are inclined to do the smash (which if done well with a large amount of views and re-shares surfacing to UploadVR, etc.) would be an FU to Oculus execs (kinda tickles me) who green lighted the changes to appeal to commoners, however @KnightMason has a good point, do a tear-down, etc. first, assuming you have experience with electronics - things like phone repair, etc. 

If I were in your shoes, I would remove one or more of the hmd cameras and relocate to outside the hmd - you'd need to solder a suitable extension. The cameras are likely attached via a ribbon cable, so you'd need to either decouple the ribbon assembly from board and extend from board to ribbon coupler or maybe build something (an extension etc.) working from pins should they be accessible. It would be ugly, the extension would be dangling from the face of HMD and of course, you wouldn't be able to play anything but you'd certainly be able to test external tracking, in a manner of speaking.

I'm sure it would be awful overall, as Carmack has stated, "because the ring orientation is biased towards the headset instead of the Touch orientation" however, you would at least get some data from it - you could have a camera say 1m from HMD directly to the right of you (facing play area) and try the controller directly to face of HMD to see if tracks correctly. You can try using the watch in Arizona sunshine, try pulling a bow back properly in In Death, try scoping a rifle. Run a series of tests, and you'll have a hell of a "more widely viewed and subscribed" video over a simple smash clip, which any kid can do and often just sends a message of frustration or arrogance. 

I've often thought if an after-market external tracked solution were presented by Oculus, it would utilise the same camera(s) in the Rift-S HMD, on stands (or sold with wall mounts) similar to constellation. Set of 2 cameras with extension for $159 or something. They'd have to write the software to support, and more importantly, own that the move to inside-out was more than a trade-off in tracking fidelity for ease of use, that it's somewhere between a solid step backward and complete failure in current iteration. 

Level 7
I shouldn't say, "complete failure" in current iteration but failure nonetheless. Inside-out does work to satisfaction with a selection titles. 

Level 2
Completely agree. This is really disappointing. Rift S is my first VR HMD and I think I might return it because of this.

Level 7

kojack said:

  1. Lone Echo: Can't grab behind you for basic movement and hold positions.

Turning on the headlight is very difficult, since you need to press a button on the side of your head, where the controllers can't track.

jayhawk said:

How 'bout just fix it, especially for those who don't have CV1 sensors, nor should anyone be required to buy sensors for a full experience.

It's a fundamental flaw of head mounted camera inside out tracking of hand controllers. The fix is to not do that and use something superior like the CV1 had (it might not be as convenient for some people, but it has far fewer problems).

One complication: there's no IR lights on the Rift-S, so CV1 sensors can't physically track it. The Touch controllers can probably be tracked (depends on things like IR frequency).

Excellent post - clear and to the point. I had once considered trying the Rift-S (maybe buy in Nov/Dec after the initial bugs were worked through) but I think I'll just keep what I have (CV1 and 2 sensors). It is set up, works well, and does what I need.  Thanks @kojack
ASUS ROG Strix GL702VS-AH73 17.3" Laptop.  I7-7700HQ, GTX1070, 12 GB DDR4 RAM, 500 EVO 970 GB SSD, VS 2017, Oculus rift, Windows 10 home

Level 7
There are numerous reports on Reddit that tracking for Rift S users has been significantly improved in the 1.39 PTC update. Has anyone here noticed an improvement?