Oculus Expands QA Testing For Rift 1.12 Patch, Proposes Early Preview Program

by Jamie Feltham • February 17th, 2017

After a small delay, Oculus’ much anticipated Rift update hit earlier this month, though for some it brought more issues than fixes. The company is looking to change that very soon, and this time without any other unforeseen problems.

Nate Mitchell of Oculus’ PC VR team recently took to the Oculus forums to give a brief update on the status of the next release, 1.12. He stated that the company’s current priority was to fix these new bugs, which many have cited as height tracking issues, “without reducing the impact of 1.11’s tracking quality improvements.”

The issues have mainly been ascribed to setups that use three or more sensors for room scale VR.

Oculus is still looking to release the update this month, but isn’t prepared to give a final date yet. “That’s because 1.12 is going through an expanded QA and testing process to make sure we haven’t overlooked any new issues,” Mitchell said. “As soon as it’s ready, we’ll ship it.”

Hopefully expanded QA will prevent any further issues with future updates, although Mitchell also revealed Oculus is considering an “early preview program” in which Rift owners would be able to test official updates before they fully launched, a little like how Sony offers beta testing for its system firmware updates on PlayStation 4. “This is something we’ve wanted to do for awhile, but has been on the back-burner behind other features,” Mitchell explained. “Hopefully, this should help us gather more community feedback and testing to help catch issues like this in the future.”

An update on this scheme should be coming “in the next few weeks.”

A small hotfix for online experiences is also on the way very soon, though it won’t have any updates to tracking included. With any luck, this update will allow Rift and Touch owners to finally put these tracking issues behind them.

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  • Get Schwifty!

    I’d definitely opt in as my tracking was adversely affected with the last patch. I still think the update improved tracking for the most robust systems but actually hurt more nominal systems.

  • Leonardo Phillips

    I’m an optical engineer I work in R&D to make systems for optical metrology, I’m also a VR entusiast and when I had to choose between Rift and Vive the choice was obvious. The tracking system is really the most important feature of a VR headset. Oculus in a couple of years will use the Lighthouse system, or a better system, but not Constellation.

    • Bundy

      I suspect in a couple years all headsets will be using an inside-out system. That plus wireless is really the end game here.

      • NooYawker

        I don’t think a couple of years.. maybe 3rd or 4th gen they’ll be inside out.

      • Frogacuda

        Very doubtful. Image-based tracking like Oculus uses is definitely the future of home VR, but it’ll be something far more robust than Constellation.

        Full body presence is going to be a huge Gen 2 or 3 feature, and that can’t be done well with inside-out. Inside-out is important for mobile and AR, but for home VR, you’re going to want to have sensors that can see your whole body.

      • Nicholas

        Inside-out (without any markers – the Vive is actually inside-out with markers) is a nice idea, but hugely problematic for something like VR – there are just too many environmental variables affecting the accuracy and tracking consistency, the processing latency is too high, and is impractical for use in the controllers (and important factor which inside-out evangelists seem to conveniently gloss over…).

        Wireless is here already.

    • Frogacuda

      Constellation is gen 1 tech, but so is Lighthouse. Future Rifts will probably use a more advanced camera-based tracking that can track the whole body.

  • Mourz

    Oulus built a wall so high that the flowers can’t get any sunlight. The plants have begun to wither. The weeds are growing.

    Oculus built a wall so high that the gardners can’t get in.

    • OkinKun

      That’s absurd and untrue. Totally doesn’t apply. They’ve actually been quite active with their forum community, in taking log files and setup descriptions to try and solve problems. And there is no wall for their developers or their gamers, since all steam games work on Rift too, only vive users are inconvenienced in any way.

    • Vasili Syrakis

      Are you on drugs?

    • SandmaN

      I’m not sure why, but this ‘Mourz’ person appears to be completely against Oculus for some reason – click on Mourz’ name and check out some of his/her previous posts in his/her Discus profile. This person is a Daydream developer, so I can understand being proud of the platform they’re working on, but there is no need to shamelessly and continuously bash another platform.

      The stories here on UploadVR ‘Oculus Engineers are Working to Make Rift Games More Compatible With Vive Hacks’ and ‘Vive Working to Join Oculus on a Committee for Open VR Standards’ completely disprove and invalidate this post and a good number of his/her other negative posts.

      Mourz, most people here believe in freedom of expression, but why do you feel the need to bash on Oculus so much?

  • NooYawker

    The trials and tribulations of being early adopters.

  • jimmey dean hiya

    can we opt in?