CV1 problems - hdmi disconnects - confidence at a low

Those of you with ASUS motherboards may want to make sure to uninstall whatever version of the ASUS AI Suite software if you haven't already. It causes major problems with a number of core system functions and/or applications including Oculus Home.

Installing an Oculus-compatible or recommended PCI-X USB 3 card such as the Fresco Logic EX1100 can help but there is a further bottleneck. These cards can use up to 2 PCI lanes and it seems the USB 3.x bandwidth can exceed that of what PCI buses can support in the current designs. You can finetune some of this in most MB BIOSes to some extent but that depends on how complex your PC configuration is (i.e, how many USB devices do you have installed in total (these can be significant).

What I'm trying to say is that even though the PCI-X USB extension boards may have 5-7 USB ports, in terms of total bandwidth you can only have one of those utilized by the CV1 headset's usb connector. Plugging in anything else may eventually cause "HDMI disconnects."

So I had to split the Oculus Sensor feed back to the "ASRMedia Blue USB 3.0" port--after disabled charging support and other frills in the BIOS and downgraded the Windows 10 64-bit drivers to the March 7, 2016 "Beta" version obtainable from the Asus Website. The driver notes specifically mention "Oculus optimizations" so it's easy to identify. "ASRMedia" is just another ASUS moniker, BTW. I have also seen reports of some ASUS MB users mitigated the problem by uninstalling all ASUS "ASRMedia" OEM drivers from the system and just using the generic Windows 10 HID drivers instead but that solution did not work for me.

USB-related crashes vs. ED-related crashes can be easily identified because the latter usually preceded by the white hourglass icon popping up a second or two before the game crashes. This can be a result of the memory leak or other exception such as server- or client-side latency. The HDMI disconnect-type of USB-bandwidth drops typically occur while approaching a planet, asteroid-field or other visually rich venue when resource utilization spikes. Annoying indeed...
 
I got to play for a few hours tonight, and so far I have not had any errors or disconnects since I moved the headset USB to a mb USB. So far I'm pretty happy. Still apprehensive to say that all is okay though.

Unrelated, but there were a few jitters while mining in an asteroid field. They were very short lived. I'm running my graphics at about medium settings in Elite.
 
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For those of you who have received a replacement, what is the process. Do you need to return a faulty unit first or is a replacement sent and original returned on receipt?

*** I have just re-read the whole thread. Looks like they need to receive the old one and inspect before they replace. Sheesh, only got it Monday and had problems right from the start. ***

I am I working my way through Oculus support and hoping they offer a replacement shortly. Mine looses connection briefly if tapped. I am sure there is something loose in the headset. It's not the HDMI cable either. Thats the first thing that I tried. Can anyone confirm that giving the headset a bit of a sharp tap doesn't cause disconnects.
 
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Those of you with ASUS motherboards may want to make sure to uninstall whatever version of the ASUS AI Suite software if you haven't already. It causes major problems with a number of core system functions and/or applications including Oculus Home.

Installing an Oculus-compatible or recommended PCI-X USB 3 card such as the Fresco Logic EX1100 can help but there is a further bottleneck. These cards can use up to 2 PCI lanes and it seems the USB 3.x bandwidth can exceed that of what PCI buses can support in the current designs. You can finetune some of this in most MB BIOSes to some extent but that depends on how complex your PC configuration is (i.e, how many USB devices do you have installed in total (these can be significant).

What I'm trying to say is that even though the PCI-X USB extension boards may have 5-7 USB ports, in terms of total bandwidth you can only have one of those utilized by the CV1 headset's usb connector. Plugging in anything else may eventually cause "HDMI disconnects."

So I had to split the Oculus Sensor feed back to the "ASRMedia Blue USB 3.0" port--after disabled charging support and other frills in the BIOS and downgraded the Windows 10 64-bit drivers to the March 7, 2016 "Beta" version obtainable from the Asus Website. The driver notes specifically mention "Oculus optimizations" so it's easy to identify. "ASRMedia" is just another ASUS moniker, BTW. I have also seen reports of some ASUS MB users mitigated the problem by uninstalling all ASUS "ASRMedia" OEM drivers from the system and just using the generic Windows 10 HID drivers instead but that solution did not work for me.

USB-related crashes vs. ED-related crashes can be easily identified because the latter usually preceded by the white hourglass icon popping up a second or two before the game crashes. This can be a result of the memory leak or other exception such as server- or client-side latency. The HDMI disconnect-type of USB-bandwidth drops typically occur while approaching a planet, asteroid-field or other visually rich venue when resource utilization spikes. Annoying indeed...

Very interesting, for me Elite is the only VR game that is crashing - would that rule out USB issues? I'm using an ASUS x99 Deluxe motherboard and only have issues with Elite. To be honest I'm at the end of my tether with the game as every time I get stuck in and start enjoying myself the game crashes back to home. Very annoying.
 
For those of you who have received a replacement, what is the process. Do you need to return a faulty unit first or is a replacement sent and original returned on receipt?

*** I have just re-read the whole thread. Looks like they need to receive the old one and inspect before they replace. Sheesh, only got it Monday and had problems right from the start. ***

I am I working my way through Oculus support and hoping they offer a replacement shortly. Mine looses connection briefly if tapped. I am sure there is something loose in the headset. It's not the HDMI cable either. Thats the first thing that I tried. Can anyone confirm that giving the headset a bit of a sharp tap doesn't cause disconnects.

Yes, Oculus will request the defective unit prior to shipping a new one. The total process for me, I had issues with mine on day one as well, took just over a month. YMMV.

Surprisingly, my new one shipped immediately once they received the defective unit. The reason it took so long is bc Oculus support would go days to a week or so without responding. Also, I had to wait for a new cable, which took quite a while.

My defective got worse and worse everyday I tried it where even the slightest tap would cause a disconnect.

My guess is that the PC board cable connector in the headset may not be securely mounted. So, slight movements were causing the board connector to break away, or sever solder joints.
 
Very interesting, for me Elite is the only VR game that is crashing - would that rule out USB issues? I'm using an ASUS x99 Deluxe motherboard and only have issues with Elite. To be honest I'm at the end of my tether with the game as every time I get stuck in and start enjoying myself the game crashes back to home. Very annoying.

It seems the busier the scene (planet surfaces, asteroid fields, etc the sooner the lock up. This would seem consistent with OOM. I have had a few lock ups after and hour or two, but only one lock then CTD when I was about to land on a moon. Yes, very annoying. Hope they can resolve, soon, as I have slowed my trip to Sag A given how dense things are at the center of the galaxy.
 
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It seems the busier the scene (planet surfaces, asteroid fields, etc the sooner the lock up. This would seem consistent with OOM. I have had a few lock ups after and hour or two, but only one lock then CTD when I was about to land on a moon. Yes, very annoying. Hope they can resolve, soon, as I have slowed my trip to Sag A given how dense things are at the center of the galaxy.


Thanks Dogbite.
I find the CTD happens at anytime though, after 2 hours of play or even after just 15 minutes. I also find that after one CTD, the next time I load before rebooting windows the CTD are more frequent. I guess I'll have to wait until FDEV release a fix and see if my PC still has problems with the game. Until then I'll just have to ignore Elite as I just can't tolerate the issue and it gets my brain ticking over thinking my PC is in some way at fault!! I reseated my CPU, applied new thermal paste, reseated all RAM modules before running stress tests and benchmarks just last night due to this - its driving me nuts :eek:
 
Thanks Dogbite.
I find the CTD happens at anytime though, after 2 hours of play or even after just 15 minutes. I also find that after one CTD, the next time I load before rebooting windows the CTD are more frequent. I guess I'll have to wait until FDEV release a fix and see if my PC still has problems with the game. Until then I'll just have to ignore Elite as I just can't tolerate the issue and it gets my brain ticking over thinking my PC is in some way at fault!! I reseated my CPU, applied new thermal paste, reseated all RAM modules before running stress tests and benchmarks just last night due to this - its driving me nuts :eek:

You said Ed was your only issues suggesting your system is fine. I just rolled back to NVidia driver 364.72 and spent an hour in an asteroid field trying to induce a lock. Never got over 40% memory usage (16gig) and no crash. I am going back to play for several hours in the galactic core and see what happens. Will post
 
You said Ed was your only issues suggesting your system is fine. I just rolled back to NVidia driver 364.72 and spent an hour in an asteroid field trying to induce a lock. Never got over 40% memory usage (16gig) and no crash. I am going back to play for several hours in the galactic core and see what happens. Will post

Yeah ED is the only app I have issues with, just paranoia I guess or space madness! Let hope that patch fixes stuff :)
 
Yes, Oculus will request the defective unit prior to shipping a new one. The total process for me, I had issues with mine on day one as well, took just over a month. YMMV.

Surprisingly, my new one shipped immediately once they received the defective unit. The reason it took so long is bc Oculus support would go days to a week or so without responding. Also, I had to wait for a new cable, which took quite a while.

My defective got worse and worse everyday I tried it where even the slightest tap would cause a disconnect.

My guess is that the PC board cable connector in the headset may not be securely mounted. So, slight movements were causing the board connector to break away, or sever solder joints.

This is a very sensible post... ^^
I have experience of sorting out a bad CV1 (+Oculus support) only after a few days of joy of it working perfectly then gradually losing the ability to get it to connect permanently. Same computer no driver updates installed just running normally.. a machine I built specifically for Rift - I have now successfully managed to send the Rift back RMA.. YMMV=your mileage may vary (-: and I've been promised a replacement tba - turn out to be hardware issue according to logs submitted.
With regards to memory leakage in ED I've not experienced any play long enough to know about all that but read others seem to have this issue only with ED. If the problems with the CV1 only happens with ED then it's ED that is the problem... not a motherboard or driver issue - don't do what I did and totally uninstal/re-install and dismantle a perfectly working PC just to sort out a prob... work through the forums and gradually dismiss the parts that work well so as not to jump to conclusions and cause panic and heart ache - and in my case a few rage posts about bill gates operating system !
 
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