Oculus Runtime v1.12 has now ruined all games - I can not play anymore until it reverts.

Oculus Runtime v1.12 has now ruined all games - *Needed RESTART OCULUS (not PC)

BUG REPORTED (but allas it isn't FD's)
Description
Today's Oculus Runtime Update has now totally ruined the game. It now stutters every second even when using hotkeys to DISABLE ASW which worked 100% smooth previously in v1.11 and previously we even heard a Sound Confirmation when we switched these Modes but there is none now. I know it still switches as I can see a difference from CTRL&Numpad1 when compared with auto CTRL&Numpad4. I do know for a fact this is NOT reverting back to the original game mode.

This is SEVERE AND SORRY FD - I CAN NOT PLAY ELITE:DDANGEROUS ANYMORE until fixed as before. It isn't even you problem but is that of OCULUS for altering this. I also read other users have issues with other games.


Steps to Reproduce
Rebooted - all I will try next is to swap over the USB sockets to rebalance them. This has worked for 1 user.

I had auto update ON so I wonder if I can use System Restore and disconnect router then switch it off if it comes back.



https://forums.frontier.co.uk/showt...NOT-allow-disabling-ASW?p=5239705#post5239705
 
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PROBLEM FIXED! - by going into Oculus Home Settings on monitor and simply using the RESTART OCULUS (for me this is in the BETA MENU at the bottom of the list as I must use v1.3.2 to avoid the SSE4.2 cpu check).

The Sound Click confirmations are back too.
Happy to play once again ;)
 
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Three days might be a bit much.
But I would recommend rebooting the rift or the PC next time ;)

Hehe true, I was being a tad sarcastic :)

I screamed blue murder at VLC the other day trying to watch a GoT episode where the sound wasn't playing right.
I had background noises, sound effects, music but no dialogue... what the? Couldn't for the life of me work out what was going on... ranted a lot, then found out that having your motherboard defaulting to 7.1 sound and feeding stereo headphones doesn't quite work!
 
Basically it was a case of emergency having invested in VR and left with the prospect of then having to sell it. I had already tried REBOOT PC. It was quiet on the Oculus Forums to this but later did stumble across the issue hidden in their Store Suggestions and not the Discussion Posts. There really should be a way to contact them in these emergencies as it would ruin their rep if I had to switch to another manufacturer. One clue was there about switching around USBs it worked which pointed me to look at the Software for the RESET or perhaps try FORGET DEVICE and RE-CONFIG. Now I can do all these but the one thing that holds me under a rock is I can not use their current INSTALL program as it uses the daft SSE4.2 cpu check and prevents continuation of installing the Runtime. As I got around this using 1.3.2 which does update the Runtime obviously, I just can not change my installation drive.
Seriously something this needs looking at to have updates REBOOT DEVICES after any updates. It's just the obvious stuff in life that matters. Plus remove this daft SSE4.2 so that new users may not get into trouble. It's caring that counts. ED is not cpu power hungry and other games can function. Those that are Early Access are not yet efficient to work well.

My issue was further an emergency as few users know what this ASW does so it was not mentioned by others.
If you have a problem and no one else has said so...shout it out before you sell it ;)

RESULT = I now bought a EVGA GTX 1080 SC2 (as to avoid the fire issue of Superclock model!)
 
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Your idea of what constitutes an emergency and mine are totally different. Say a stroke or heart attack (which you might have if your hardware causes you that much stress). Try a mantra or something.

As one who has used computers since the 8 bit days, there have been many times I have had to search for solutions to hardware and software anomalies. Believe me, this was a lot harder before the search engine was available. If you are not the only one having an issue, it will soon become a known issue. It may take a few days to get to a solution. If you expect a company's tech support to supply an answer (or even admit there is an issue) before it is known you are deluded. If you think tossing your Rift and buying, say a Vive, is going to put Oculus out of business or even keep you from having future issues you are deluded.

You are using somewhat off spec hardware and thus beta software and complain when crap happens and a resolution isn't immediately forth coming. You then figure it out in a day for yourself. Go figure. I once spent 2 weeks communicating with ATI tech support (daily) trying to solve a video related crash. I finally figured out that another installed program was misbehaving with ATI's driver and then gave them the solution as they were stymied.

If you are stressed by the fact that these things happen in this computer hobby, from time to time, may I suggest an Xbox One.
 
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I wish my problem was that easy to solve. I've also posted this problem on the Oculus forum.

When I received my touch controllers I moved my PC into the living room as it had more space. Everything was working nice and smoothly over Christmas. After Christmas I decided that I would move the PC back upstairs to a bedroom. This is when my glitching problem started. It's only slight but none the less annoying. If I move my head slowly from left to right or up and down and I'm facing the sensors the image jumps very slightly (but not all the time) as if it is dropping a frame or two. I've used the debug tool in game and it does show a drop in headroom from say 80% headroom to -80% briefly. This doesn't necessarily coincide with the screen jumping though. I've disconnected all peripherals so it's as it was setup in the living room but still have the same issue. I'm having difficulty pinning this down and even a fresh install of windows 10 hasn't cured it.The only real difference is the positioning of the sensors where they now with one directly in front above the monitor and the other 2m to my right. In the living room they were either side of the TV. I did notice once, when waking the controllers, the image jumped about, but it then settled down to the usual glitching every now and then.

I assumed or hoped that it would have been rectified with the latest firmware updates as a lot of people were complaining of tracking issues.

This is driving me crazy and it is spoiling my enjoyment. I'm now loathe to use it because all I do now is put the Rift on and wait for a glitch!

My setup
i5-4670K 3.40Ghz
MSI GTX1080 Armor
Nvidia driver version 378.66
16Gb Ram

Any ideas would be gratefully received and I would be interested if anyone else is having a similar problem.
 
This is when my glitching problem started.
This is why I post all I find in my experience because it really is not given to us within the Software Menus. Your problem is ASW which came out in November 2016 by Oculus. I really fail to see why they bothered with this as it is to make up for slow computers and yet the Official Install Program only allows i5 & i7 cpu's which are supposed to be VR ready. Well they are but some are obviously better than others due to how fast they are. My Xeon is just as fast as the i7 as proved in benchmarks yet some games are more streamlined for the advanced graphics features these new chips have. Fact is in ED we only use about 50% of a XEON or about 10% of i7. It's all on the game design architecture.

Anyways all you need do is DISABLE ASW by holding CONTROL & Numpad 1 every time you start the game. You should hear a ting sound confirmation. If you don't then RESTART OCULUS in the Settings on the Oculus Store (on the Monitor) - mine is the last menu labelled BETA.

I do also want to point out that with ED (and other games) XEON QUADs are compatible and so too is USB 2.0
 
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Any ideas would be gratefully received and I would be interested if anyone else is having a similar problem.

Oculus said they would be addressing the multi-sensor tracking issues in at least 2 updates. They have only released 1, so hopefully you will see relief soon. Not everyone is having the issue and not everyone has seen improvement in the 1.12 update (some have). I doubt ASW is causing the problem, but it may be exacerbating it. This is one instance where the Vive has a more elegant solution. Something that may be causing issues so recently is the Oculus court case ruling. They may well be having new issues while purging disputed software code. Given that Oculus has only just released their "first" updated to fix the issue, I would be inclined to not expect everybody will see a resolution all at the same time. Many people don't have a tracking problem, so we know it is fixable. Given the variety of hardware and software combinations in an average pc gaming rig, the task will take more than a day or two. Hang in there.
 
Any ideas would be gratefully received and I would be interested if anyone else is having a similar problem.

Are you sure you're running the latest patch 1.12? Have you tried moving your sensors in different positions? Have you tried disabling power management to the sensors? If you haven't already done so send a message to oculus along with the logs and see what they say about the glitches.
 
Thanks for the replies. It seems that my problems started with the issue of 1.11 but I can't be sure, I am on 1.12 now. I disabled ASW in the debug tool but still had the problems.

I'm getting a lot of these errors in the log though

Service_2017-03-06_10.20.03.txt] 06/03 10:53:42.764 {!ERROR!} [MirroringService] Error enabling mirroring: Windows encountered an error: Unknown error 0x8889000F
[Service_2017-03-06_10.20.03.txt] 06/03 10:53:46.081 {!ERROR!} [HMDCalibration] Gyro offset could not be read from HMD
 
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1.12 seems great on my system with a couple of odd issues.

1. The Rift now shows as being plugged into a USB 2.0 port, it showed as USB 3.0 previously and is connected to a USB 3.0 port... odd but it works fine. That said I don't like that its not reporting the correct connection and will continue to troubleshoot this. I suspect the update has had some effect on how the PC is seeing the Rift in combination with my USB extension... Funny how it used to work without issue mind you.

2. The first day or so I had bad USB disconnections when I connected my HOTAS up and ran the Thrustmaster TARGET software. The Rift would disconnect, or one / two sensors would disconnect.... I had to buy a PCI-E USB 3.0 card in the end. Strange I'd been running with the same stuff connected to the same ports for a couple of months with 0 disconnects...
 
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Thanks for the replies. It seems that my problems started with the issue of 1.11 but I can't be sure, I am on 1.12 now. I disabled ASW in the debug tool but still had the problems.

I'm getting a lot of these errors in the log though

Service_2017-03-06_10.20.03.txt] 06/03 10:53:42.764 {!ERROR!} [MirroringService] Error enabling mirroring: Windows encountered an error: Unknown error 0x8889000F
[Service_2017-03-06_10.20.03.txt] 06/03 10:53:46.081 {!ERROR!} [HMDCalibration] Gyro offset could not be read from HMD

Hmm...have you tried "resetting" oculus home (Settings -> Beta -> Restart Oculus) ? This post on the official problems mentions different symptoms but the same game and disabling ASW as you did.
 
I've tried resetting and it didn't help unfortunately. Although it it still happening it doesn't seem quite as bad. I've checked the logs and all it shows now is this

[Service_2017-03-06_10.20.03.txt] 06/03 16:49:47.808 {!ERROR!} [Kernel:Default] Cannot serialize non-finite value.

I think I'll just have to "hang in there" as suggested, until more updates maybe solve the issue. The trials and tribulations of being an early adopter eh? As we say in good 'ol blighty "mustn't grumble". But on the whole it is a lot of fun!
 
My only other suggestion is to contact oculus as the have a better understanding of the log files and may know what the problem is.
 
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