my biggest problem is getting the audio from the s and my desktop speakers both working at the same time,i have the setting set correctly but it does not always work like it should
I can say that I've stopped getting the tracking loss entirely. What's changed since then: First I set the OCServer process priority to above normal which made it very rare. Then the firmware update came from Oculus, if that changed anything, I didn't notice. Then I upgraded my CPU from i5-6400 to i7-7700K and now it's totally gone. My CPU usage went from near 100% all the time to around 30% peaking at 40 or 50. No need to prioritize process anymore; I've not gotten the head tracking loss a single time since then.Hmmmmm, Just experienced the head position glitch many have noted in the thread. tried to duplicate the jump by a process of elimination because it seemed random but connected to head position and thought that perhaps a camera is being tricked by a light source,cable moving across its field of vision. Something shinny, the height placement and location of the hand controllers etc... Experienced none of these issues last night but today I optimized my Nvidia settings for ED where last night I used a customized more detailed setting. Will check drivers and go back to the custom settings and see. Now on a different note why did OCULUS remove the very handy IPD graphic tool from being available with the S? Really liked its simplicity and ease of use. Must say I really more or less have winged it with the S with nothing more than my handy calipers from the garage LOL!!
Nice catch, and it poses an interesting question, what hardware is these people on that keep experiencing issues?I can say that I've stopped getting the tracking loss entirely. What's changed since then: First I set the OCServer process priority to above normal which made it very rare. Then the firmware update came from Oculus, if that changed anything, I didn't notice. Then I upgraded my CPU from i5-6400 to i7-7700K and now it's totally gone. My CPU usage went from near 100% all the time to around 30% peaking at 40 or 50. No need to prioritize process anymore; I've not gotten the head tracking loss a single time since then.
And then last night I had a tracking glitch come back, but just for a second when I first started up; I think my computer may have tried to do something in the background. It was an unusual play time for me, just hopped in to finish a mission before it's timer ran out.Nice catch, and it poses an interesting question, what hardware is these people on that keep experiencing issues?
I have not had a single tracking issue in the S, even the vibrating chair is gone compared the CV1, I think, I haven't played too much elite lately.
But I'm running an i7 8700k OC to a mere 4.7ghz on all threads, dont really think the OC matters much here.
Thinking you start to only see issues when CPU is pegged is another old hangup from 2d rendering, to keep things running smoothly I have found anything reaching a total load across CPU's of 70% load you start seeing longer frame-times, dropping frames at around 80% is practically guaranteed, above this you will experience severe problems, and features like ASW and spacewarp will trigger, regardless of wether being in auto or off, and this feature seems designed to offload primarily off the GPU, and adds more load to the CPU, so if the CPU is the bottleneck then you are on a fast slippery road down to an unplayable mess.
This is what I noticed with the i7 4790k, even though the cpu might not break the 85% mark, it was completely unable to hold even 45fps in spacewarp, and my gpu in these situations could hit as low as <25% utilisation, depending on settings.
This is what I noticed with the i7 4790k, even though the cpu might not break the 85% mark, it was completely unable to hold even 45fps in spacewarp, and my gpu in these situations could hit as low as <25% utilisation, depending on settings.
So I think this scratches my VR itch.
I gave up on the Rift CV1 about 9 months ago and have been playing on a 43" 4K monitor. It looks awesome, but now that I'm back from DW2 and started really playing again, I started missing the VR experience. My original plan was to wait another 12-18 months and hope for a new Gen2 wider FOV HMD, and the gfx card to support it, come out for Xmas 2020, and for the ED update. Then I'd finally replace my old i7-4790k/GTX-1080 system.
But then I started getting the itch to pick up one of these newer/cheaper HMDs as a stop gap, until I read your post, Tor. I just checked the Oculus site and they recommend an i5-4590/GTX-1060, which gives still me hope. So does my old system have any hope of running ED on a Rift S? Anybody? Maybe their system requirements are just for Lucky's Tale.
Using wmr Lenovo hmd my i5 4690k even with an overclock cant make frame time for elite so is always below 90fps. Its flat out st 100% with the gpu at 60% I think on hmd 1.25, but cant remember. Someone else on the forum upgraded from my i5 to your i7 and didnt notice much of a difference... but I cant find the post.So I think this scratches my VR itch.
I gave up on the Rift CV1 about 9 months ago and have been playing on a 43" 4K monitor. It looks awesome, but now that I'm back from DW2 and started really playing again, I started missing the VR experience. My original plan was to wait another 12-18 months and hope for a new Gen2 wider FOV HMD, and the gfx card to support it, come out for Xmas 2020, and for the ED update. Then I'd finally replace my old i7-4790k/GTX-1080 system.
But then I started getting the itch to pick up one of these newer/cheaper HMDs as a stop gap, until I read your post, Tor. I just checked the Oculus site and they recommend an i5-4590/GTX-1060, which gives still me hope. So does my old system have any hope of running ED on a Rift S? Anybody? Maybe their system requirements are just for Lucky's Tale.
Then I upgraded my CPU from i5-6400 to i7-7700K and now it's totally gone.
Yeah, so, I agree that I've only every seen this head position issue on ED. But for me it seems to completely tied to CPU overload and it pretty well completely disappeared when I updated to a suitable i7 CPU. Looks like you have a 4 thread CPU also... Have you checked to see if any of those other sim titles are pinning your CPU? Is ED pinning it?Thanks for the research on this, but I'm forced to disagree. This isn't a CPU issue, it's a Frontier issue.
My rig:
I've now tested on:
- i5 6600K no-OC
- GTX 2080
- 32 GB of RAM
...and none of them have the head position issue that Elite demonstrates on every play.
- FSX with FlyInsideX
- X-Plane 11 VR
- IL-2 VR (Aside: Wow! Gorgeous in VR!)
- European Truck Simulator 2
- Flyinside native VR simulator
To reiterate, the head position problem only occurs in Elite: Dangerous, and not on any other simulator title. This speaks to the issue being with Elite, not with the Rift-S headset.
For the record, my old CV-1 and Vive ran Elite perfectly on this rig, even with a 980TI (albeit with lowered graphic settings.)
I'm frustrated, as Elite is my go-to VR experience. Having been "grounded" for coming on a month now has been aggravating. And yes, I've tried reloading the software from scratch. No joy.
I also see you have a nasty fast GPU, which will put even more load on your CPU. In VR and and ED especially it seems that it's more important to balance.
Other's seem to have the issue with no CPU problem so I don't think it's the whole story but...
I was so scared to update to 1903 on my rig. Thankfully everything worked after updating.Again there is some weirdness with the S and usb's.
I just updated to win10 1903 and the S stopped working when plugged into my expansion board.
Uninstalled and reinstalled various drivers But still the S only work on my mobo usb3 port now.
The expansion card works fine for a bunch of other peripherals though. And after fiddling with drivers in device manager it almost started working but Oculus is now telling me it recommends updating drivers for usb.
There are no newer drivers..
Might be time for an os re-install.
I was so scared to update to 1903 on my rig. Thankfully everything worked after updating.
And yes the S seems really picky on USB ports. My headset stopped working and just showed gray static from its cameras when i first set it up. Swapped to a different USB 3.0 port, and it has been working perfectly every since.