Oculus update 1.15

Got it this morning, and so far tracking seems rock solid, no flashing Grey screen and overall smoothness has improved
 
Best is that you can now disable the health an safety warning finally. Or better it will be disabled when you watch the H&S video and accept ;)

You can enable it of course again in the settings if you like the screen or use it for initial view/sweet spot setup...
 
Same here still grey flashes only with ED.But!!! if you make your room as Dark possible it reduce it pretty much :) You think the grey flashes haves something to do with only 2 senor?
 
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Same here still grey flashes only with ED.But!!! if you make your room as Dark possible it reduce it pretty much :) You think the grey flashes haves something to do with only 2 senor?

It really shouldn't.
The whole rift system should work with just the one camera, the other two is really just to increase the field of tracking.
 
Just installed 1.15.
Tracking still jumps here and there. Tried Google Earth so far though, but if it's there, it's everywhere.
:(
 
Just installed 1.15.
Tracking still jumps here and there. Tried Google Earth so far though, but if it's there, it's everywhere.
:(

Can you try redoing the sensor setup please to give us some hints if thats a solution? :)

(no issues here on 1.15 with 3 sensors, but I had none on 1.13, 1.14 too)
 
Just did it, I don't think there's a difference.
Still occasionally skips when doing horizontal head movements (left-right).

I did get this though when trying to set up sensors for the first time:

Image_001.png


Mind you, these USB3 sensors are plugged into their Inateck recommended card...lol

That try failed because for some reason Oculus didn't want to detect my touch controllers, so I reset the app and started clean.
Second time it worked, but as I said, skipping still persists.
 
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I did get this though when trying to set up sensors for the first time:

...

Mind you, these USB3 sensors are plugged into their Inateck recommended card...lol

I had problems with poor tracking quality like that, usually on one sensor, and it even got worse when I plugged everything into the Inatek card. Their tech support could have made it all a lot easier on me (and them!) if they had just mentioned the words "USB controller saturation."

Most USB ports are configured to have 4 ports to a controller. The Inatek card they recommend is like this too. The problem is that the sensors are very high-bandwidth, and plugging multiples of them, particularly alongside the headset, into the same controller can be hugely problematic. Ideally each one of them should be on a separate controller to avoid saturation. I ended up buying one of the 4-controller cards they recommended elsewhere (more expensive, usually $80+), and then I was able to comfortably plug them all into the same card. What worked in the meantime before it arrived was to plug only one into the Inatek card, one into the motherboard's backplane, and one into the other cheaper USB card I had picked up elsewhere, but the Oculus software complained about being "unsupported".

I don't think Oculus's own people are sufficiently aware that USB controller saturation can be a problem. Instead they thought my extension cables might be the cause, and they weren't in this case.
 
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I had problems with poor tracking quality like that, usually on one sensor, and it even got worse when I plugged everything into the Inatek card. Their tech support could have made it all a lot easier on me (and them!) if they had just mentioned the words "USB controller saturation."

Most USB ports are configured to have 4 ports to a controller. The Inatek card they recommend is like this too. The problem is that the sensors are very high-bandwidth, and plugging multiples of them, particularly alongside the headset, into the same controller can be hugely problematic. Ideally each one of them should be on a separate controller to avoid saturation. I ended up buying one of the 4-controller cards they recommended elsewhere (more expensive, usually $80+), and then I was able to comfortably plug them all into the same card. What worked in the meantime before it arrived was to plug only one into the Inatek card, one into the motherboard's backplane, and one into the other cheaper USB card I had picked up elsewhere, but the Oculus software complained about being "unsupported".

I don't think Oculus's own people are sufficiently aware that USB controller saturation can be a problem. Instead they thought my extension cables might be the cause, and they weren't in this case.

So...wait.
They recommend you buy Inateck card which is supposed to remedy the issue of sensors.
Then I buy it, plug in all the sensors, then get sensor problems due to bandwidth.
Really? So what should I do now?
2 sensors in Inateck, HMD into back side MBO's USB 3.0, and 1 sensor in front USB 2.0 ?
 
One thing is for sure. Not all usb controllers are created equal as are neither all extension cables. My Gigabyte mobo Intel controller is fine, however when I added a second sensor I tried to use a generic extension that created some tracking issues. After buying this one all was good: https://www.amazon.ca/gp/product/B0179MXKU8/ref=oh_aui_detailpage_o00_s00?ie=UTF8&psc=1

I run 8x10 ft play space and don't see myself needing more than that for what I play.
Rift-usb 3 back panel
1 sensor-usb 3 back panel
1 sensor-usb 3 extention to usb 3 back
tracking is perfect
 
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So...wait.
They recommend you buy Inateck card which is supposed to remedy the issue of sensors.
Then I buy it, plug in all the sensors, then get sensor problems due to bandwidth.
Really? So what should I do now?
2 sensors in Inateck, HMD into back side MBO's USB 3.0, and 1 sensor in front USB 2.0 ?

Here's what works for me:

I have two sensors with passive USB 3.0 extension cables and the headset with a passive USB 3.0 extension cable plugged into the Inatek card (sensors in the two left-most ports and the headset in the third from the left, which runs as USB 2.0). Then I have my third sensor connected with an active USB 2.0 extension cable plugged into one of my motherboard's USB 2.0 ports.

No grayouts at all since I switched to this configuration after having my sensors plugged into a mix of the Inatek and an SIIG USB 3.0 card with the unsupported VIA chipset.
 
Just did it, I don't think there's a difference.
Still occasionally skips when doing horizontal head movements (left-right).

I did get this though when trying to set up sensors for the first time:

https://s9.postimg.org/gco0htu5r/Image_001.png

Mind you, these USB3 sensors are plugged into their Inateck recommended card...lol

That try failed because for some reason Oculus didn't want to detect my touch controllers, so I reset the app and started clean.
Second time it worked, but as I said, skipping still persists.

I had the Public Test 1.15 and its updated to the release version now. What I found was on occasion, E:DD started but had an issue of colours being washed out and sound glitches and I put it down to the software not telling the Sensor my actual position - only happened twice but it then also went on to move me about 90 degress from front. I realized this was actually it's fault and it had lost tracking due to thinking it was in a different orientation. Logging back in would not fix it but restarting the game would. For the first time also I had seen the screen door effect plus god rays. But I knew that it was a failed load of tracking that was the cause and was when I switched from USB2 to USB3 on a new card. I now installed the 2nd Sensor on the previous USB2 and all is pefect at 1m apart.
My thoughts are that USB3 actually draws more power that it needs and is in demand for it because of this. We already know this because it especially suffers over extension cables (even powered) and USB2 is ample.
All in all (and I've told them!) USB2 is adequate and best and old XEON QUADS are also very capable indeed for VR. They have well over speced the "requirements" and not made these even as minimum recommendations due to the SSE4.2 CPU check and it prevents Installation for any that fail. This is an utter con and is force sales for new computers. It's like saying we can not wear leather shoes anymore as there is new synthetic material to make!
 
Commanders,

How do you get this 1.15 update ?
I have automatic updates set to 'Yes' but it hasn't downloaded it yet.
I have searched for a download link without success.

Thanks in advance,

Chris
 
Commanders,

How do you get this 1.15 update ?
I have automatic updates set to 'Yes' but it hasn't downloaded it yet.
I have searched for a download link without success.

Thanks in advance,

Chris

In the Oculus app go to settings, open the Beta section and accept the option to participate in the public test channel.
 
So is 1.15 not in commercial release yet? Is it beta only?

I'm not sure. But Oculus pushes out commercial versions in waves. For example, I waited for the commercial version of 1.13 for around a month. But signing up for the public test channel will get you the latest version, whether it is beta or public, as far as I understand.
 
I found the grey flashes were reduced when I moved plugs around, putting the sensor on its own bank of USB ports helped a lot, granted my mobo has a ton of them so that helps.
 
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