Oculus On Previous Tracking Issues: ‘We Made A Mistake’

by Joe Durbin • March 9th, 2017

Speaking with Oculus’ VP of content, Jason Rubin at GDC 2017, UploadVR asked him about the tracking issues reported by some owners of the Rift VR headset and Touch VR controllers. Rubin offered a pretty clear statement in response: “We made a mistake.”

“We are part of Facebook. Facebook’s slogan for a long time was ‘move fast and break stuff,'” Rubin said. “We believe we are in the move fast and break stuff mode when it comes to VR. We are pushing as fast as we can to get as much functionality into our systems as we can so that when open standards come, and we start to slow down because we have to support a lot more things, we have the foundation that we need.”

The Oculus tracking issues were most prevalent in users attempting to run “experimental room-scale” setups. These require several Oculus sensors in order to work. Affected users were finding serious glitches in their setups, like virtual floors randomly rising and falling or digital hands simply floating away.

Rubin on stage at DICE 2017

Rubin on stage at DICE 2017

In an attempt to solve these problems, Oculus released update 1.11 — a software patch that was released in part to address tracking concerns. However, 1.11 had the opposite effect for some — tracking got worse. Oculus since released version 1.12, another patch that actually has fixed the vast majority of tracking problems. Rubin says that the company has learned and grown throughout this process.

“We’ve learned a valuable lesson: don’t move too fast don’t break too much stuff,” Rubin said. “But [the tracking was] fixable. That’s not permanent, that was a one time kind of failure.”

1.12 has been out in the wild now for around a week. In that time, user sentiment on major online sounding boards like Reddit seems to have turned from disappointment to adulation, as those running larger setups see their functionality returned to normal.

Let us know in the comments below if your tracking issues have been improved since 1.12.

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  • Marco Dena

    Facebook’s PR dialectics is just amazing. That’s always 2 steps ahead competitors. Let’s call that “alternative facts”.

  • 1droidfan

    My 1.11 issues were not terrible. Hand glitches were a bit worse than in 1.10 when occluding front sensors. Once I played about 2 hours of Arizona Sunshine and noticed I was about 1ft taller in Bullet train, so had to redo sensor setup. Other than that it was usable for sure. 1.12 is much better for hand glitches, maybe 1 out of 10 times I do a circle I notice a slight glitch but its about 1/3 the wobble the 1.11 glitches were. For the most part I have not noticed it in gameplay, and have not had to redo sensor setup yet due to a height shift. Id give the tracking a B+ since it still gives the occasional wobble when looking for it.

  • Brad

    The mistake was constellation tracking. I do like the ease of use of just setting the cameras wherever and being able to easily position or rotate them as needed to switch between sitting or standing, etc. But for roomscale, lighthouse is just hands down superior.

    • Steve Dennis

      Well they fixed it, so that clearly wasn’t the mistake.

    • Karl

      Lighthouse has a larger maximum playspace, Constellation has less occlusion. I wouldn’t call one hands down superior over the other.

      • Nicholas

        Er…less occlusion? Nope. Constellation is more resource-hungry, and doesn’t scale in terms of tracking volume or devices. Sorry, but that’s the facts.

        • Karl

          Oh good, you have declared nope, that settles it! Rejoice one and all, Nicholas’s word has replaced elementary geometry!

          • Nicholas

            Please explain how something with a 120×120 degree fov has more occlusion than a 110×70 degree one. Maybe you need to go back to school…

          • Karl

            Occlusion refers to tracking being obstructed by obstacles in the way, as in between the sensor and the light source. It has nothing to do with FOV. Maybe before saying “nope” it might be an idea to get a basic understand of the thing you are saying nope to.

          • Nicholas

            And what obstacles are those, hmmm?

          • Karl

            Hands, arms, controllers, your body? You know, those things that are in the play area? Jesus man.

          • Nicholas

            Ok, maybe I wasn’t being specific enough. Why do you think those things are less of a problem for Constellation? A third camera? That’s actually needed to cover a larger volume than two cameras will allow since the fov is narrower on the vertical and the resolution limited. In a regular-shaped room without obstructions, short of purposefully covering the sensors with your body, the only places lighthouse won’t reach due to body occlusion is if you stand right into (and face) the adjacent corners. Everywhere else is literally covered top to bottom. With Constellation, you have tracking dead spots either above or below the view frustrum (depending on how you have it angled), getting worse the closer you get to the camera.

          • Karl

            Actually it’s quite easy to obstruct 2 lighthouses with just your body, without standing right next to one of them. For example if you imagine pulling a bow string the hand near your body can be blocked if one lighthouse is behind you to your left and the other is in front to your left (assuming you’re right handed.) It really confuses me that you seem to be saying occlusion doesn’t happen with 2 lighthouses, pretty much everyone else is aware of it.

            3 constellation cameras have more than one benefit, yes they allow a play area closer to lighthouse’s, but you can get a pretty good play area with 2 cameras. If your play area is not that big then the 3rd camera will reduce occlusion. If you really want a Vive-level huge play area and less occlusion you can get a 4th camera.

          • Nicholas

            Occlusion only happens if your force it to happen. Your example doesn’t make sense unless you placed the lighthouses on the same side of the room. If they’re diagonally opposite as they’re supposed to be, the controller closest to your body would pick up the lighthouse in front/right of you. The (admittedly silly-looking) shape of the controller makes it a lot harder to obstruct,even if you’re left-handed in this example. And yes, fov does matter: if your cameras can’t see you, it can’t track you.

            Put simply, you’re limited by the obstructions/furniture in the room with the Vive, not the hardware itself. And that’s before you even consider USB bandwidth restrictions or adding more trackable objects to the environment.

          • Karl

            Are you kidding? You do realise it’s possible to stand somewhere other than right in the middle of the room right? So if the lighthouses are in say the NW and SE corners of the room and you are towards the NE with your chest facing the NE and with your controller against your chest, both lighthouses are blocked. And that is a simple example of something that can easily happen regularly, there are much worse cases for example if you are hunched over, doing something close to the ground or whatever.

            Please just give up, you are the only person I have ever seen try to argue that occlusion doesn’t exist. I can’t tell if you’re just trying to bullshit because you’re an insufferable fanboy or what, but whatever your reason is it’s insanity.

            And yes FOV matters, that’s why you need more cameras for a larger area. What I said is that FOV doesn’t matter FOR OCCLUSION. If a camera can’t see you because you are out of its FOV, that is not occlusion, because occlusion means the camera is BLOCKED.

          • Nicholas

            I didn’t say it doesn’t happen, dumbass, I said you have to go out of your way to do it. Besides, your beloved Oculus would suffer the same problem AND have fov issues.

          • Karl

            No you don’t have to go out of your way to do it, these are examples of how it can happen in regular use. As in, not going out of your way. I don’t have a beloved Oculus, I just have retards like you spreading lies. Wanna lie about something I will call it out, couldn’t give a shit if its about the Rift or the Vive or anything else.

            You know, lies like the Rift would “suffer the same problem.” No, it wouldn’t, because you can use up to 4 sensors. Remember that small fact? It’s basically a key point of what we’ve been talking about here.

          • Nicholas

            Whatever dude, whatever. I’ve yet to have the tracking get lost on my controllers crouching, jumping, pulling bows etc. Having 4 cameras focused on a small useable area just doesn’t compare. Sorry.

          • Karl

            It doesn’t compare because? Because you say so? Never mind the people who have tested both, never mind simple geometry, we have a new declaration from the repository of all wisdom.

          • Get Schwifty!

            Okay…. so now we have good tracking for Rift, so now the mantra will be FOV? It never ends with the Vive fanboys…. despite the fact this has little to no real impact in play…. I guess if the FOV is equal it will be what, experience levels with cell phones and wireless by HTC? Then when wireless is across the board it will be some ad infinitum element to try to crow over…. I can see the day when the mantra will be “well, you know, the un-boxing is just hands down superior with the VIve”…

    • Justos

      Constellation was never broken outside of 1.11. They fixed it. The hardware is more than capable of its job. Please drop the fanboy attitude. As someone who has used both extensively. they are on par when it comes to tracking quality. Vive can go larger. Thats IT.

      The only people who believe constellation is terrible are people who either A) dont use it, or B) read reddit all day and believe that echo chamber of valve bias.

  • M0rdresh

    Given all the horror stories about room scale tracking the tracking is spot on accurate to me, and I own a Vive as well. Granted, I bought and installed my Rift post patch 1.12. I even had the impression I had good room scale with two sensors, but if course went ahead and installed the third.

    The HTC VIVE tracking, which is passive and only required power, is easier to setup and from concept seems more advanced than the constellation tracking, but in terms of functional experience both seem on par since 1.12

    • Marco Dena

      With Oculus you would need a bigger room given the same playspace thou. That’s a strong point against, considering that Oculus itself pushes 180 degree setup through the point modern people lives all in tiny, shared apartments.

      • Walextheone

        Well. I think that was more a problem before. In practice now with the new recommendation you put the sesnors really high up or in the corners of the room. You are pretty much never inside the 35-40 cm area from a corner.

        • Marco Dena

          I really should try that out myself in my play space to have a real opinion (given the many possible X factors) but if room tracking got better i fell happy for Oculus owners, even if i think Lighthouse would still be more efficient in room management overall just because it’s as simple and performing i can imagine. Looking ahead to ger more info over the subject by reading, at least. 😉

          • Marco Dena

            One question: did the play space size change as well after the last update?

          • Walextheone

            Well it seems like the dead spots in the corners are gone

          • Walextheone

            Yeah the FOV of the Lighthouse kicks some ass + they can track really huge room. Maby camera based sensors will get some addtiotional features in the future, like body tracking etc

          • Robert Cole

            ‘experimental room scale’?

            the experimental room scale I’m running on Vive is 6m x 6m with sync cable and working beautifully, the tether itself is the limiting fact for ranging and some early experiments with active cables are promising. Tetherless will be fantastic!

          • Daniel Lucid

            Its only “experimental” on the Rift.

            On the Vive its the norm and has been from the get go.

            Also looking forward to tetherless 😉

            True story.

          • NooYawker

            Do you need the tether at 6×6?

          • Robert Cole

            depends on room setup (LOS, Occlusion, Reflection) and height/angle of Lighthouses.

            We had it running OK at 6 x 6 with sync, but still found 5 x 5 more reliable.

            At the extended range it was actually one controller that kept causing problems,rather than lighthouses or HMD, when hitting the steamVR button under the trackpad it would “grey out” and disable that controller requiring intervention on the PC by the assisting researcher

            Actually the tether is the limitation in the end. We tried some active cable with mixed result to extend the tether.

            Interested to see the working range of tetherless

          • Dave Scott

            Unlikely.

            The cameras aren’t standard RGB cameras. They have a IR filter, so produce a black and white white map with white dots being the IR LEDs. It’s not going to be possible to just start tracking body.

            Which is a crying shame.

            I bought Oculus recently, during 1.11 (yes just before the price drop, and also a GTX 1080 just before it’s too… ) and nearly sent it back due to the floor moving. Only thing that stopped me was the pain as I had to import it into Australia from US.

            After all my research what no one mentions is, the USB cables are short. And they don’t work with most active USB extension cables. Plus, if need a USB PCI card, it doesn’t work with most of them either. It’s possible to setup roomscale, but it’s a massive pain to do it well.

            The Oculus controllers are awesome, soon as HTC/Valve release some decent ones that aren’t sticks. There’s no real benefit to Oculus.

            Now that oculus has also changed its tune about blocking revive from the Oculus store, don’t have to miss out on the exclusives either.

          • Get Schwifty!

            Most reviews mention and its clearly indicated the length of the USB cables…. not sure why you missed it, its not a conspiracy. You can easily order an extension cable (check the Oculus site for the one they package in with the sensors). And they are very clear about either using your own USB if you have enough ports, or recommend the Inatech (sp) card.

            Revive isn’t 100% btw…. just saying, let’s keep the facts straight. If you’re that unhappy I think you should just go Vive.

          • Edwin

            If you are within the return period for your items most retailers will give you the new price over the phone without shipping back to avoid the return. Worth a try!

    • Schorsch

      Not wanting to do the 900th “Vive vs Oculus” discussion, but you saying that the Vive is “easier to setup” I consider funny. BEFORE I bought my HMD, I specifically looked into how to setup them and actually checked the manuals for both. As said this was before I bought.The Vive manual has has AS FIRST PICTURE these guys moving around a couch “to make room for VR”. This is where I knew that I won’t ever get a Vive. Even if I have the option “to make room” in my living room for VR, I actually don’t want to since I am ah-totally-fine and content here behind my desk.
      I have a spare room that I will possibly make into a VR room shortly….but here too I don’t have considerations that the Rift wouldn’t work, now and especially after 1.12. But what I definitely not wanted was to get a HMD where I need to go through major hassles (aka: re-designing my room and moving furniture) to get it up and running. With the Rift, all I do is set the one sensor on my desk.(And I only do this since I keep it stored at night to protect from cats). The other sensor sits on a shelf, knock on wood cats didn’t knock it over yet in two months..which is astonishing by itself.I am fairly confident that a nice dual sensor setup in my spare room would be “good” (MUCH better than sensors on desk and sitting)….and even more confident that I just need a 3rd sensor to get passable “room scale”.

      • M0rdresh

        So let me get this straight, you do not have a room scale setup, your experience with the HTC VIVE is limited to watching a video, and – having both the units just sharing my thoughts – is the funny one?

        And what does being ‘totally-fine and content here behind my desk’ have anything to do with the complexity of setup comparing the two? As I said, I have both and I consider the Vive tracking easier to setup than the first messing about with four usb ports, two USB extenders, and on a side note having just about enough HMD cable it being on the short side.

        Now you may not agree with that, but now that you mentioned funny, I think you win in that department mate.

        • Matthew White

          The setup for the Oculus was super easy. I mounted them to the wall, ran the setup and was good. I don’t understand people that say it’s difficult.

          • M0rdresh

            Saying the HTC VIVE is easier because it does not require extenders, four free USB sensors does not constitute saying the Oculus setup is difficult. I do not understand people that derive such conclusion from that.

          • Get Schwifty!

            Don’t bother, you cannot talk the haters down out of their tree….

          • Schorsch

            It is not “difficult” by a long-shot (in fact the setup was hideously simple), but I wouldn’t deny that SOME people have setup problems or issues with their USB. But there are also people who run into one or the other issue with the Vive, just see their reddit. Ultimately, this argument given by Vive users gets simply old and doesn’t convince really.

          • M0rdresh

            The b****hurt responses are getting old too. Read every single word I wrote and point out to me where I said the Oculus Rift setup is difficult? I said the Vive TRACKING is easier to setup because it just requires power compared to my three USB cables going back to PC, the use of two USB extender cables and occupying four USB ports on my rig. It’s just a bit more hassle, hence the Vive being easier on the TRACKING setup. Again, did I say it’s impossible? No. Did I say crappy? No.

          • Get Schwifty!

            It’s very easy…. people act like plugging something into USB port and placing a sensor are like moving mountains….

          • DougP

            Re: “plugging something into USB port ”
            Haha – you Facebook employees with these posts.
            Do you get paid “per post”? Or just assigned to specific sites/forums?

            “USB port” …ummm…no, that’s not the problem. PORT(S!!) yeah, 4x just for cameras for a lrg room-scale setup, then the hassles of adding a USB add-on card to PC (for those of us with …you know, actual equipment attached to our computers already!), then the problems with USB bandwidth being handled by a single controller & processing time for the video feeds, then the extension cables to cover a room (mine’s 5m x 4.5m+), then the HDMI extension cable as the Rift HMD cable is only like 3 or 4m, routing extension cables up & over a large room, etc, tec.

            You keep spouting your Facebook-provided PR BS… your fanboys will thank you.
            The rest of us with critical thinking will continue to chuckle at these asinine posts (excuses).

          • Get Schwifty!

            Yep, you called me out there DougP, me an Luckey are awesome buddies… he says to tell you to go f*ck yourself.

            Sorry you don’t like the solution, but plugging USB cables is just plain trivial….

          • DougP

            Re: “me an Luckey are awesome buddies… he says to tell you to go f*ck yourself.”
            hehe – truth hurts, eh?
            Sounds like something the ‘ol shit-poster would say, classy.

            Funny your response to the criticism, spelling out the reason issues with the room-scale setup of the Rift, is “f*ck yourself”.
            You & Luckey definitely have issues with the truth getting out there.

          • Get Schwifty!

            LOL – so I pull your chain on a joke and its the “truth”…. you are indeed mentally ill my friend…

          • DougP

            You’re mentally ill if you think I believed you. Read too many of your shit-posting lies, and brain straining mental gymnastics defending Oculus/attacking Vive at all costs, here in discussions to believe a word you’d say.

          • KuraIthys

            I have rift, and although the concept of it’s setup is easy, It’s been a consistent and frequent pain in the ass because it just kept rejecting my USB 3 ports.

            When I first got it (which was early, because I was a kickstarter backer), I actually found the tracking camera to work on SteamVR, but not through Oculus’s software.
            It consistently complained about the USB 3 connection.

            It’s amazing how finicky it seems to be about USB 3 in general. Any time I plugged any part of the system into a USB 2 port it worked great, albeit with reduced performance, but the moment I tried to use USB 3 I got a bunch of frustrating problems.

            My experience with my rift headset has stabilised somewhat, but it was anything but smooth and simple initially.

            Then again, now I have a FOVE headset, which is still a prototype (eg, DK1 and DK2 type stuff, rather than CV1). In terms of connection and setup it was actually easier to set up than a rift headset in spite of very rough around the edges software and drivers.
            However, performance is quite bad, and getting it to work reliably is a very big headache.
            Plus, it seems to require 2-3 times the CPU resources a rift does at this point in time…

            It’s hard to say where things will be in future…

      • Tom

        What? Moving a couch doesn’t have any bearing on the headsets’ setup difficulty. I mean I agree the Rift is simpler to set up yeah (to the point of being irritating, actually, with the overly wordy setup process full of many steps you don’t need to read once you know what you’re doing), but not because of furniture! Why would you need to move furniture around for one and not the other? I don’t get your reasoning.

        Rift may be a marginally smoother setup but in terms of “hassle” neither is much different to the other. Both require you to plonk sensors/base stations somewhere in the room, both require you to set the ground position either by way of wearing the headset or placing it somewhere of known height, and both require you to waddle round your playspace tracing out the available area.

        Neither have any specific requirements about furniture or room layout but if pressed I bet BOTH companies would advise you “make room” if you don’t have much purely because that would make for the best VR experience.

      • Marco Dena

        Dude, i just have to point out that, as far as i know, you can do that exect thing just using one Lighthouse sensor and put it on your desk. BTW i reccomend clearing up the playspace from furniture before attempting roomscale.

      • NooYawker

        oculus sensors need to be plugged back into the computer. the vive lighthouse does not. How is that easier to setup?

      • Daniel Lucid

        Well, i own both systems and sometimes travel/do live shows/events with them.

        The Vive is my travel-partner of choice because of easy setup and flexibility.

        Setting up 3 tethered USB cameras is way more finicky.

        • Get Schwifty!

          If you’re intent on full room scale perhaps, but I would wager if you are just doing a limited demo one sensor plugged in and the HMD and controller would be quite easy.

          • Shawn Blais Skinner

            This entire conversation/post is regarding room scale games with 360 degree tracking. Jeez, take off the Oculus defence hat for a second. Not everything has to be point-counterpoint. Who gives a shit if it’s easy to setup front-facing seated VR, we’re not talking about that.

          • Get Schwifty!

            My point was quite casual, I merely said if all you wanted to do was demo VR, I think a single sensor and HMD is a very easy setup. It’s called discussion, and frankly I don’t have a real dog in the fight on the demo thing. I think you read it that way; what’s becoming increasingly apparent is too many people are 1) too wound up and 2) seeing everything through a lens of Rift vs Vive. I don’t know how I could have posted an aside more lightly than I did… chill dude.

          • Shawn Blais Skinner

            Lol, you are the single most partisan and defensive poster that I see on this site. The irony here is quite funny. To say you don’t have a dog in the fight, while you act like a walking excuse-factory for Oculus… I actually do not have a dog in the fight, have not paid for any hardware, and we’ve been given 2 of every system. I want them all to succeed so I can sell more games… its just annoying to see people so partisan, making up excuses rather than just being honest.

            I mean, here, someone posts that from his realworld experience, that Vive is much easier to setup, and you respond with “perhaps”? That’s LOL worthy right there, because it clearly is so. But then you bring up seated games, as if anyone was talking about that. Maybe ask yourself why you needed to respond at all, to someone simply sharing their own two cents based on their own experience, and why you needed to conjure up a phantom scenario where the Rift is easier to setup. Kinda weird for someone with “no dog in the fight”.

          • Daniel Lucid

            Yes 🙂 Room scale is nice and purposeful if I want to do what I do.

            I guess it could work as you suggest with a 2 sensor setup with a Rift. Among other things I do live-painting on clubs and I just found that for all practical purposes it’s easier for me to rig up and down the Vive getting a room tracked easily. Better/more forgiving tracking solution = less occlusion = me being able to focus on working/creating.

            I’ve even timed taking down and setting up both systems 😉 and Vive won every time

            One reason for sure is my wall-mounted Rift sensors which I don’t take down if I don’t really have to. It’s more of a hassle compared to my wall mounted Vive lighthouses even if they are almost a meter higher up. There are small details like Vive having detachable power cords and Vive supporting multiple room setups and so on…

            Don’t get me wrong, I love both systems. But for ease of use on a portable setup Vive wins every time – at least in my book and for my purposes.

      • Konchu

        Oculus pre touch easier to setup with touch it isn’t hard but it’s harder than Vive. I think Microsoft will destroy them both in ease if there tracking works good want room scale use the garage or the patio. Map you whole house and play games that generate the world to that space.

      • Shawn Blais Skinner

        lol it sounds like you think the Oculus magically creates free space inside your room. Move the couch, dont move the couch, the result will be the same for both Oculus VS Vive. Either you’ll bump into the couch or you won’t….

        IMO, when you take all the edge cases into account (usb bandwidth requirements, USB port requirements, requirement for USB extenders, no wall mounts provided, 5ft of buffer space required, certain mobos/chipsets not supported), the VIVE is significantly more straightforward to setup. Screw 2 lighthouses into the wall, and plug them in. Plug in the HMD. You’re done. You won’t ever have to move anything, the floor will not move, you’re just done. It stays put, and just always works. It basically becomes a permanent fixture of the room. Something nice about that. Camera’s on your desk, or on a shelf, that need re-calibration every time they move get very annoying very fast.

        If Oculus came with wall mounts, and doubled the USB cable length, it would be a closer matchup. But then you still have all the BS with bios, chipsets, USB bandwidth etc…

        I’m a developer with all 3 systems, so you can take that for what it’s worth.

        • Schorsch

          Lol at your “screw into the wall” <— because this was yet another reason I went with the Rift. I didn't want to "screw something into the wall", whatsoever, just to get VR going.

          • Shawn Blais Skinner

            Trust me, its vastly preferably to re-running calibration every time the cameras get moved on your desk. Not to mention, you’ll gain about a couple of meters of additional tracking space. Are you setting it up for 2 weeks, or 2 years? If it’s permanent, it way way better to actually install it, and forget about it. Takes all of 20 minutes to mount, and you do it once.

          • Robert Cole

            I have the HTC Vive Lighthouse mounts at home on the wall, was very easy (drill 4 holes, insert rawlplugs, attach bases with screws)

            I also have HTC Vive Lighthouse mounts at my lab on “Lighthouse Towers” which are prototypes allowing easy roomscale plus experimentation.

            Its super easy to move the HMD and Controllers from home to work, just run “room setup” at each end less than 2 minutes and I’m gold 😉

          • Caven

            Using screw mounts is an option–not a necessity. I never even removed the screw mounts from their packaging, yet was still able to setup the Lighthouses in a viable roomscale configuration. And if I had wanted to do a front-facing setup like the Rift, I could easily have done so.

    • JSM21

      Ppl need to remember that the Oculus originally was VR for standing and sitting since they looked at it as most ppl are use to playing consoles seated and thought they would want to experience this type of gaming seated as well. You know working all wk and you want to sit down and relax and play a game not stand and walk around a room when your already tired which you would have to do on the Vive; then they decided to integrate the room-scaling for those ppl that still want to be able to experience the full capabilities of the games now. Vive went straight for room-scaling experience which is why the sensors are like they are…Vive needs to be up high facing down and Oculus has the mini-stands for setting on desk or whatnot. Ppl need to look at both sides not just one like some of the other reviewers I read here…..

  • Brandon Morris

    I only have two sensors, spread about 6 ft apart at eye level and plenty of floorspace to walk around. It is inevitable ATM, that turning away from the sensors causes the Touch controllers to glitch out. Setting up the Guardian walls is a great example, as I trace my room I have to move my arms a certain way to complete the circle. Turning around in any VR game is a no-go.

    • Tom

      Plonking each of those sensors high up on opposite sides, diagonally across your playspace would yield pretty good results for 360 degree coverage, depending on the size of the space. (But I guess if that were easy for you to do in your space you would’ve tried it already!)

  • cartweet

    “as those running larger setups see their functionality returned to normal”

    I think that is a muted response considering anyone with a larger setup saw a huge improvement over ‘normal’ Whereas 1.10 had pretty good tracking with a few hiccups 1.12 saw near flawless tracking and no hiccups.

    • iThinkMyCatIsAFlea

      Don’t support Oculus. Google Oculus Trump.

      If you support Oculus then you support Trump!

  • powered

    Tracking on 4 sensors was great on 1.10 but had weird bugs. 1.11 broke everything, 1.12 everything went back to normal, minus the bugs. There are rare small glitches but they correct themselves. Upcoming updates will help but even now tracking is completely fine.

  • Robbie Cartwright

    3 cam tracking’s workin’ great for me on the new update! Glad to see it workin’ for so many others! ^^

  • Ombra Alberto

    Here 3 sensors. Perfect monitoring. (V. 1.12)

  • polysix

    “Facebook’s slogan for a long time was ‘move fast and break stuff,’”

    Really? I always thought it was “harvest user data, sell it to advertisers, make billions off of dumb people, control your social network’s visitors in a sheep like fashion and show them only what we want them to see, conduct secret psychological experiments on them via manipulated news feeds, while lying and acting like the most altruistic company on earth”?

    No? I guess this must be a different facebook you speak of.

    • Ombra Alberto

      Really? Disqus also collects your information.. etc..

      • polysix

        go do some fucking research you tool, or should I say facebook/oculus fanboy, you’ll bend over and take anything so long as you are ‘right’. Facebook are the number 1 worst company to allow anywhere near your PC and VR.

        • Get Schwifty!

          Since you are so well informed, how about backing up the attitude with details…. please, instead of telling people to “do the research” tell us what YOU have found to be so objectionable that is reality, not conjecture…. and please also talk about what HTC Vive /Valve collect as well. I mean this honestly, you are convinced there is some terrible invasion of privacy at work, clearly you must have details….

    • Justos

      starting to believe you have a mental problem. Youre always on oculus threads spouting FUD, and liking your own comments. Facebook gon’ getcha!

      • NooYawker

        How do you think Facebook makes billions of dollars? Selling Oculus headsets?

      • polysix

        Nope, just have a problem with those lying cunts at oculus (FACEBOOK) taking everyone, well, sheep, for fucking idiots. I emplore YOU to continue supporting them and you’ll deserve everything you get fuckwit.

    • daveinpublic

      polysix So what do you think about Google and Android?

      • NooYawker

        The same obviously. These companies built empires out of monetizing users private data. But people willingly give up their private data for free apps, so it’s a free country after all.

        • Get Schwifty!

          Never mind I if you read the best articles out there on what is gathered HTC/Valve is pretty much doing the same thing….

      • polysix

        When google start making PC VR HMDs I’ll be sure to avoid them too. If you think they are half as bad as facebook though you have a lot to learn.

  • Justos

    I finally had the chance to get a third sensor hooked up. Let me share my experience (on 1.12)

    1) 0 issues with USB bandwidth. I have a decent motherboard. 2 on USB3, 1 on usb2.

    2) Tracking is FLAWLESS. I have never seen a hiccup since adding the third sensor. I was drawing circles around my body with no problems in Quill.

    3) Used vive for a while and prefer the rift. With the tracking as good as it is, I cannot recommend a vive to anyone. Less content, 5% of steam users actually use more space than Oculus can provide with Constellation. Its more expensive, it needs addons to get it up to the rift in comfort. HTC rushed to market, had its place, and its now a bad investment.

    • daveinpublic

      And from what I hear, Oculus has a solid game line up coming down the pike.

      • Shawn Blais Skinner

        Well hopefully those titles + pricedrop will jumpstart sales, cause right now VIVE is outselling Oculus 3:1 at least. And as a developer on both platforms, I’m seeing a similar revenue split in my sales figures.

        • Justos

          3:1 is speculation, any number is speculation. I believe Vive is outselling as well, but 3:1 is just someone guessing and fanboys rolling with it.

          • Get Schwifty!

            3:1 is not the case at all, based on cross references of sources like Superdata, Steam usage, etc and the like the number seems to be about a 60/40 split…. hardly 3:1. The reality is with the price drop Oculus market share will almost certainly increase IF VR is ready to take off in the more casual market…. and the other quite real possibility is that Oculus may actually move ahead this year since Vive is not dropping their prices (yet). Vive has more or less tapped the early adopter room scale crowd…. and since the development focus on VIve is mainly room scale, they will find their real market less than the front facing/seated VR market which Oculus is pursuing, with room scale as a secondary market…

            This is not being an apologist for Oculus, this is just calling it what it is…. and I still do plan on picking up a Vive at some point, but not until the new controllers come our OR they drop their prices… I still though do believe Oculus has a better read on the immensely larger, more casual potential market than Valve/Vive….

      • Get Schwifty!

        It will be a mixed bag…. they will be polished titles, but I have concerns we will have the depth and variety to stimulate the market…. OTOH, I will say I find myself coming back to several titles (Dead and Buried, the street mage one (can’t think of the name), and a few others… really looking forward to Wilson’s Heart… I think the enveloping aspect of VR is it’s biggest strength… and putting you “elsewhere”…. arcade games are okay but really don’t capitalize on the strengths of VR the way I think adventure type games do…

  • NooYawker

    HEY! Bottom line is we all signed up as early adopters. Be it Oculus or Vive. With that comes bugs and issues. No crying allowed.

    • Edwin

      Still…”Move fast and break things” is a consumer hostile attitude fostered in companies like Facebook where the user IS the product and completely inappropriate in a company that is charging hundreds of dollars for a product.

      • SHunter

        Then don’t buy it.

        • Edwin

          Too late for that, but returned it after 15 days and got a Vive

        • Get Schwifty!

          LOL this man obviously never bought a first year model car….

      • JSM21

        How do you get that as being hostile? He was being “real” something most companies will not do. That is how you live and learn by trying, failing and fixing it. What do you think everything should be perfect from the get-go? If it was then no program or hardware would ever need a patch…. and your Vive cost hundreds of dollars & it is far from perfect either….so stop complaining.

    • Schorsch

      No. Crying is fine. I’d cry too if I had a Vive 🙂

      • Jack Liddon

        I’ve got the Vive and Rift and find myself going back to Vive more often. My Rift can’t seem to track my space very well, and I’m using the preferred front camera setup. I dig the Rift for comfort and using Oculus Medium, but the Vive just works better with less hassles.

        • Darrell Markie

          using the “preferred” front camera setup will do that.

  • Of course they said this just after things have started to go well

    • Get Schwifty!

      Well, yeah that is kind of how it works mate….

  • Craig Winston

    Didn’t exercise my pre-order ‘bonus’ of being able to order touch controllers (when they were FINALLY available) and instead appeased myself using my Vive setup. Now, with new customers being given an incentive $$ to buy touch, I was left out in the cold. I don’t regret my decision to not purchase touch or additional cameras and apparently with all the issues it was the right choice. As it stands, I don’t think I will be purchasing anything further from Oculus. Even the software on Oculus Home isn’t worth it because I can usually purchase it on Steam and it supports both CV1, VIVE and in some cases even OSVR. Sorry Oculus (pussbook) you’re attempt to corner the market has backfired and even hard core long time fans like myself are wise to you. Reap.. sow!

    • Get Schwifty!

      Yep… poor Oculus is headed down the tubes ….*rolls eyes*

    • Kalle

      Interesting, you nor I have any clues what’s happening behind the scenes when it comes to steam/oculus. Still you are blaming oculus for
      trying to corner the market.

      A fact is that just before Oculus locked re’vive out of Oculus home, the creator of Revive went out publicly on reddit and said he would bypass Oculus Home so it wouldn’t be needed after a buy. You could basically run the Oculus Home games on Steam without the need of Oculus Home in the background. This would be a deathsentance to Oculus Home so they locked it down until they fixed so that wouldn’t be possible.

      (Included a link to the reddit post in a reply I did 24 hours ago, but it’s still pending… So just google this: “HOW TO: Add Oculus revive games to your Steam Library Cross Vr” and the reddit thread should show up as the second hit.)

      It’s kinda interesting that noone reported on this, just trashtalked Oculus for it.

      The platformbased timelimited exclusiveness are kinda a must to be able to have a chance to take a part of the market when you are against such a huge player as Steam. Even though I don’t like it, I understand why they do as they do.

  • iThinkMyCatIsAFlea

    Don’t support Oculus. Google Oculus Trump.

  • JSM21

    I actually had no issues w/ 3 sensor 360 setup w/ a 10′ x 6.5′ area until the 1.11 came out. I started having boundary issues & elevation issue as well as loosing tracking on touch controllers. Since the 1.12 things seem to be back to normal for me, which makes me a happy girl since now I can get back to playing my FPS games again 😛

    • Schorsch

      Wait a minute, I “know” you 🙂 (flexy123 here…lol)

      • JSM21

        Hey there! Wow ! your good if you know me from that comment! ROFL or did the pic give it away? hehe

      • JSM21

        rofl

  • iThinkMyCatIsAFlea

    @UploadVR Please have some [expletive] credibility. Don’t support Oculus. Google Oculus support Trump.

    If you support Oculus then you support Trump.

    • cartweet

      Google porn donkeys. If you support porn you support donkey porn.

      • iThinkMyCatIsAFlea

        Yeah that’s exactly the same thing cartweet. Well, it would be if either of those search terms financed an alt-right pro-Trump group.

        • cartweet

          I just find it hilarious that you’re daily job involves posting this in nearly every forum/article you visit lol. Especially when you’re focusing on a single individual who is 1 out of thousands that work in a company and who pretty much has no voice in the company anymore. You must have a real beef with this guy. Here’s a tip…everyone has moved on that’s why places like uploadvr don’t bother to humor your requests. Not to mention that it doesn’t have anything to do with VR and has no effect on VR.

          • Get Schwifty!

            I think he and Gabe Newell must be good friends…. cause you know, if you post anything to defend a position, you must have a link to them… or maybe it was Clinton, hell, maybe both….

    • Schorsch

      Trolling Palmer is “not Oculus”, remember, he SOLD Oculus 🙂 And facebook, and by the way most large high-tech companies are extremely liberal. Who CARES about Palmer’s individual views and alt-right trolling. Sheesh.

  • DougP

    Re: Oculus – “We Made A Mistake

    They left off “yet again!”.

    Hmmm…thinking about this, that’s a great company slogan for Oculus.

    Wonder how many more times we’ll have to here this from them.

    • Schorsch

      Hey, keep grasping straws to make them look bad. It’s hilarious! 🙂

      • Get Schwifty!

        It’s a cadre of constant haters on here and RoadToVR.. Dougp, Polysix, and their latest recruit, iThinkMyCatisAFlea wiht his fear of Trump…. and a couple others. They seem to get up in the morning with a mission to bad mouth Oculus no matter what they do. If they went to Lighthouse tomorrow, had a better HMD and controllers (well, they have that now), they would then complain they just copied it… they claim to be acting in spreading VR…. but it borders on irrational psychotic behavior at times.

  • X Lord B

    Oculus blig recommends 3 sensor as optimal setup for roomscale.. I have three sensors and I agree 1.12 is excellent however.. i have found a problem.. when i face left but I am still in view of both my front left and back right (third sensor) my hands start to float off.. I have the sensors setup to the exact specification that oculus recommends with the third sensor pointing towards the left front and facing to centre of playspace. Its not the dead spot i the corner of my room because both sensors can see the controllers. however turning right is flawless its a weird bug not sure why .

  • Vasili Syrakis

    I’m really happy with a 3 sensor setup on the new update. I’m also happy with how Oculus handled it. They said they would push out updates in Feb, and they did, and it fixed stuff.

  • Pete

    Lol. What a damn mess!!

  • Albert Hartman

    Oculus could do low-fi body tracking by putting IR-pulse LEDs on camera stands and having users put 3M reflective enveloping 1″ tape rings on their chest, sleeves, and pant legs. Motion-map to a mecanim body.

    • Get Schwifty!

      Yep…. it’s really not all that hard…. and the reality is high-speed cameras will slowly exceed the Lighthouse concept over time… today Lighthouse for cost is a better tracking system, but not by leaps and bounds but as true camera tech (not just IR) is continuously added to the mix the weaknesses will become more apparent. Personally, I think a hybrid solution of the two with a console type platform for the general public which includes sensors, HMD and controllers will be the future for the greater consumer space beyond the early adopter crowd that comprises PC-based VR today… if Sony would get moving they could so easily dominate this space….