Oculus sensor tracking and greyout flashing issues with Elite Dangerous (Oculus 1.13 & 1.14)

Does this make any sense to any tech wizzards out there ?( I am not one!:))

-remove dodgy looking link-
 
Last edited by a moderator:
I tested the 1.15 beta but it was certainly not 15 gig. Was around a minute download. Around a couple of 100's MB with my connection.
Anyway, I use windows 8.1.

Sometimes I can play an hour without any greyouts and camera sticking. Then suddenly it happens.
I have never had it happen in other VR games so I honestly think its Elite related
 
Last edited:
Does this make any sense to any tech wizzards out there ?( I am not one!:))

-remove dodgy looking link-

Guys why was the link removed? This is a valid document and not "dodgy" in any way? It actually explains a workaround using some level of coding , for the grey flashes for the rift
 
Guys why was the link removed? This is a valid document and not "dodgy" in any way? It actually explains a workaround using some level of coding , for the grey flashes for the rift

All I read while, the link was still there, was a workup on the sluggishness of the pixels when transitioning between off and max brightness and slightly overdriving the transition helps counteract blurring.
Update: I might have been confusing this with a different thread, I read it late last night and was a bit woozy this morning.

The greyouts in this thread is from tracking loss where the oculus software purposely desaturate the screen until tracking resumes.
How does a blog on OLED pixel transition rate, which was not bad in anyway, help with what is a USB controller/driver glitch ?
 
Last edited:
I tested the 1.15 beta but it was certainly not 15 gig. Was around a minute download. Around a couple of 100's MB with my connection.
Anyway, I use windows 8.1.

Sometimes I can play an hour without any greyouts and camera sticking. Then suddenly it happens.
I have never had it happen in other VR games so I honestly think its Elite related

It happens in other games too, whether the Devs of these games are missing a trick with the coding I don't know, but I'm convinced the problem specific to me regarding the grey outs is with SteamVR - as I only get them when I run that.
 
I was experiencing lots of these grey flashes, turns out it was related to power being distributed to the USB sockets.

I did have lots of flashes when I had all my usb devices plugged into the back of my tower.
I don't have lots of flashes with the DK2 headset usb plugged into the tower's front usb socket, the DK2 camera usb plugged into back of the pc and all other usb devices plugged into a powered usb hub.
Turns out that even with a decent Corsair 750 Watt gold standard PSU the motherboard simply doesn't supply consistant power to all the usb sockets.

I thought I would chime that in as it seemed related to the topic.
 
It's MBO's fault, not PSU's.
I bought that Inateck expansion pcie card, and when I plug in all three sensors+rift, I start getting notification in Win10 that there's no enough usb bandwidth, or something like that.
I don't understand how, it's plugged into the first (small) pcie port, just above the graphics card.
 
It's MBO's fault, not PSU's.
I bought that Inateck expansion pcie card, and when I plug in all three sensors+rift, I start getting notification in Win10 that there's no enough usb bandwidth, or something like that.
I don't understand how, it's plugged into the first (small) pcie port, just above the graphics card.

Are they all plugged into the same card?
Even these expansion cards are limited to the 5gpbs, that's for all devices on that controller and oculus warn that two are about enough to hit that limit.

And even suggest the third sensor to be installed in a usb 2 port to alleviate bandwidth requirement.
 
Are they all plugged into the same card?
Even these expansion cards are limited to the 5gpbs, that's for all devices on that controller and oculus warn that two are about enough to hit that limit.

And even suggest the third sensor to be installed in a usb 2 port to alleviate bandwidth requirement.

Yes, they were all plugged into the card.
I did so, moved one sensor to front usb 2.0, so the card now handles 2 sensors and Rift.
 
It happens in other games too, whether the Devs of these games are missing a trick with the coding I don't know, but I'm convinced the problem specific to me regarding the grey outs is with SteamVR - as I only get them when I run that.

I really thought it was Elite only for the gray flash as it's the way, AFAIK, the Frontier devs show to the user sensor(s) lost contact with the HMD (it's like that from the DK2), and I didn't experimented this gray flash in another game/apps. If it's about the sticky camera, I had that in several games/apps if I'm obviously exiting the zone the devs wanted me to be (like inside the cockpit of a plane, and not outside), but I'm pretty sure this is not the case here as you will have noted that (sorry for the basic reminder, no offense please).

Some time ago I had the problem of the USB sound and the Oculus hourglass displayed, and setting the Power Management of my sensors (3 for me) in the Device Manager to prevent Windows to turn them off when it think they are not used fixed this. I'll test more intensively tonight with the Oculus 1.15 but I didn't see this gray flash for weeks now (it was possibly before 1.12)...
 
Just played a 3 hour session with no flash or sticking what so ever. All I did change compared to yesterday that was flashy was put the HMD in Another USB 3 port and ran the Oculus reset default view in VR available in settings. Put height to 183 and let the sensor scan me in the setup that followed.

Must have been something about these two things because I have never had a flash free evening before
 
Just played a 3 hour session with no flash or sticking what so ever. All I did change compared to yesterday that was flashy was put the HMD in Another USB 3 port and ran the Oculus reset default view in VR available in settings. Put height to 183 and let the sensor scan me in the setup that followed.

Must have been something about these two things because I have never had a flash free evening before

Comments on reddit also suggest that you do sensor setup on every update - maybe worth a try.
 
I think I've solved my grayouts by moving my headset's USB connection from my SIIG USB 3.0 PCIe card to the Inatek USB 3.0 PCIe card. I've been playing for around two hours now with zero gray flashes.

Here's my USB connection setup in case this helps anyone else:

Headset: Inatek card's third USB port from left (USB 2.0 in Oculus settings)
Sensor 1: Inatek card's left-most USB port (USB 3.0 in Oculus settings)
Sensor 2: Inatek card's second USB port from left (USB 3.0 in Oculus settings)
Sensor 3: Motherboard USB 2.0 port (Intel chipset)

UPDATE: two hours later and not a single grayout.
 
Last edited:
It's an effect of the combination between Oculus RT 1.14 and Elite Dangerous 2.3.02.
I dont think it's not hardware related as i played for hours on the 2.3.0 version without any issue, on the exact same hardware. It's not related to windows version (i use Win7/64, others have Win8 and Win10 and got same issue).
Also i want to point out i can play for hours on other VR games and there are absolutely no tracking issue. It's really specific to the Elite Dangerous 2.3.02 client (and that version, maybe the 2.3.01 too i didnt test it, but not the 2.3.0 that one worked fine).
 
Back
Top Bottom