Sensor placement, jitter, etc.

I am having major issues with jitter on my Oculus headset

Should I use one or two sensors for head tracking?

How far should they be placed from the headset and at what angles?

I have tried to us Dr. Kaii's ED Profiler but I am unable to find the files to use, I am using steam vr and purchased the game from steam but cannot find the elite exe. for the EDProfile launcher

my internet speed is 90 down and 25 up

my system is
MSI Apache Pro GE62VR 6RF
i7 6700
Nvida 1060 3 gig

16 gig ram

128 SSD

A
It is listed as VR Ready but man do I hate what I am getting from the Oculus VR Elite dangerous jitter jitter everywhere. Also All programs are up to date


Any suggestions.....
 
Are you sure its not judder from missing frames etc? What detail settings are you running on the 1060?

If you have the Touch hand controllers you will have a second sensor. The Rift will use all available sensors to handle the tracking... adding more just increases the tracking volume and certainty.

Check around for glass-framed pictures, windows etc where the (invisible) infra-red LEDs on the Rift might get bounced before they reach the sensor. I had to remove a picture (an oil painting, but it had a glossy surface) that somehow interfered with the Rift. Once it was gone and the curtains pulled, it tracks fine, no tracking jitters.

Additionally - I think the current Oculus runtime has a bit of a tracking issue, but I'm not sure if its fixed or not, yet (up at work away from home).
 
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Having now moved all my gear i have found out a few things.

The cameras wants to be about 2m apart, any more and the oculus starts crying.
But where i have now mounted my hotas is across my room.
But these dont really like extension usb, then again, extending a usb cable has never not caused problems.

The camera on the extension lead can desynch randomly, and the second camera which is just about 2m away, but in decent view. Is far enough to introduce tracking wobble.
Looks as if my head shifts an inch randomly, this is apparent regardless of game.
Even in the oculus room.

So basically don't expect the cameras to track further than 2m or just under seven feet.
Heck, oculus support consider any tracking loss further than half that as "working as intended".

Now compare this with the vive that has a flawless tracking system over twice that length.
 
Since 1.13 update most of us are getting little jumps and flashes each 10 to 20secs. It got slightly better in the Public Test Update 1.14 (in settings) and is mainly in Stations when docked and in SC. It settles down for me after some time but is still at those places on occasion. It's to do with USB power to the sensor and 1 CMDR got a workaround by using CPU allocations (search VR).

For 1st Sensor just do as it says. Place it in front and to the side of your monitor and point it directly at your head when you are sat back in your chair. I tried all other angles and it's not that at the cause.
 
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So - what actually are your graphics settings, and what do you exactly mean by "jitter"?

A 3GB 1060 isn't exactly high end - most of the VR fanatics here use at least a 1080 ("at least", because I've seen the occasional post with a twin 1080ti setup).

The executable from Steam should be wherever you told Steam to put it - right click on the game in your steam library -> properties -> local data -> move installation directory, that should tell you both where the data is now and give you the possibility to move it wherever you want (not sure about the exact names here, I'm translating on-the-fly from German).

Next, if you're in the game, turn on FPS display (Ctrl-F) on the monitor and check what you get there. Also, after the 2.3 update, several people reported (otherwise non-explainaable) FPS drops in Open, which disappeared in Group or Solo. Might be worth a try.
 
I do notice an fps improvement when I launch ED through Oculus Home, you may want to try that. Also I'd expect a 1060 to be slightly better than a 970 (which is what I have) and I do the VR medium preset, SS at 1.0 and hmd quality at 1.25. I only get judder in stations, and occasionally in a RES with a lot of other CMDRs.
Hope that helps.
 
Other things you may try to flush old files after the updates: RESTART OCULUS in OH Settings, Run Oculus Setup again in OH Settings, Reboot, Enable Public Test Version in OH Settings then Uninstall Oculus (use reboot and check all files gones inc. within hidden USER/APP DATA) then reinstall, check in Task Bar that the only remaining Oculus loaded files are now 2 files for OVR Server - others should not reside after a reboot anyway, use Windows Update and check in devices if you Disabled any and that they are still Disabled e.g. unused sound drivers (disable any stuff not used in BIOS).
Don't switch the Oculus USB lots just settle on the motherboard ones, they really do not need USB3.0 but USB2.0 works fine with HMD & Sensor on the same port. Other Sensors are suggested to use different ports. If you have any USB Copy Protection Dongles then these must be reinstalled if you move any as they will cause issues.
 
I have two sensors around 10 feet apart in opposite corners of my play space. Tracking in Elite is pretty good, though there's some jumpiness when I turn my head to the left too far. But my two-sensor-setup tracks much better than my original one-sensor setup, which would shift/rock back and forth every few seconds.

Additionally, I've read that reflective surfaces — such as mirrors and picture frames — can cause issues with the sensors.
 
Thank you I checked this an not the issue but I go an update last night that seemed to help.

- - - Updated - - -

I have two sensors around 10 feet apart in opposite corners of my play space. Tracking in Elite is pretty good, though there's some jumpiness when I turn my head to the left too far. But my two-sensor-setup tracks much better than my original one-sensor setup, which would shift/rock back and forth every few seconds.

Additionally, I've read that reflective surfaces — such as mirrors and picture frames — can cause issues with the sensors.

I will ad the second sensor tonight and let you know if it helps I did get an update last night on Oculus that help with the jitter last night.

- - - Updated - - -

So - what actually are your graphics settings, and what do you exactly mean by "jitter"?

A 3GB 1060 isn't exactly high end - most of the VR fanatics here use at least a 1080 ("at least", because I've seen the occasional post with a twin 1080ti setup).

The executable from Steam should be wherever you told Steam to put it - right click on the game in your steam library -> properties -> local data -> move installation directory, that should tell you both where the data is now and give you the possibility to move it wherever you want (not sure about the exact names here, I'm translating on-the-fly from German).

Next, if you're in the game, turn on FPS display (Ctrl-F) on the monitor and check what you get there. Also, after the 2.3 update, several people reported (otherwise non-explainaable) FPS drops in Open, which disappeared in Group or Solo. Might be worth a try.

Thank you I will try this tonight....

- - - Updated - - -

Since 1.13 update most of us are getting little jumps and flashes each 10 to 20secs. It got slightly better in the Public Test Update 1.14 (in settings) and is mainly in Stations when docked and in SC. It settles down for me after some time but is still at those places on occasion. It's to do with USB power to the sensor and 1 CMDR got a workaround by using CPU allocations (search VR).

For 1st Sensor just do as it says. Place it in front and to the side of your monitor and point it directly at your head when you are sat back in your chair. I tried all other angles and it's not that at the cause.


Did you get the update last night it seemed to help with the jitter....
 
Even after the update to 1.14 I get flashes in Stations and SC and jumps in the dock. It's so smooth and Oculus have ruined it slightly after 1.12
I really would like to get that version back and prevent my Auto-Updates. Then occasionally I could try the update to test and then revert again if any issues like this. It is tampering with the product we bought - i.e. sabotage and illegal in my eyes.
 
I am having major issues with jitter on my Oculus headset

Should I use one or two sensors for head tracking?

I run with 2 at 12ft separation in opposite corners 6.5 feet elevation. The front is on a 15ft usb 2 extension. I have no tracking issues even in the usb 2 ports (Intel onboard controller).

Is your usb power mgmt. turned off? In device manager select each usb hub and controller and also each rift sensor. Right click and select properties of each. Select the power mgmt. tab. Untick "allow computer to turn off this device to save power". Just a thought as this is often the cause of your issue.
You could also try one sensor or the other alone in front at around 3ft without extension to verify integrity of each part.

If this doesn't do it then further thoughts:
I do note your 1060 is only a 3 gig version. 3gig vram is under recommended Ed spec (4gig) for VR so depending on how aggressive your settings, you might have stutter being caused there (just a thought). You could try setting minimum graphics setting across the board, to see if your issue persists and if not slowly move things up.

Also, you didn't mention if the issue is exclusive to Ed or happens in other titles. If it is only Ed then I would suspect the 3gig vram. If it is every title then I would lean toward it being a USB issue. There has been a fair number of issues reported with poorly implemented usb drivers by some mobo and add in usb card makers. A cheap check would be to put in an Oculus recommended usb card and see how that goes.

Hope that can help.
 
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I get the odd little jump in tracking once every 20 minutes or so but that's in all games and it happens regardless of whether I'm using a single sensor for seated or 3 for standing. Software issue I think. In ED I'm getting jitter now when opening and closing the station menus. That's since the 2.3 update, so probably related to that. Also the star textures are slow in refreshing now or seem to be constantly doing so. Again another 2.3 update issue. Other than that I'm mostly OK.

Try using the beta OH software and see if that makes a difference.
 
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I do notice an fps improvement when I launch ED through Oculus Home, you may want to try that. Also I'd expect a 1060 to be slightly better than a 970 (which is what I have) and I do the VR medium preset, SS at 1.0 and hmd quality at 1.25. I only get judder in stations, and occasionally in a RES with a lot of other CMDRs.
Hope that helps.

Hi, how do you launch ED through Oculus home when bought from frontier early in beta?
 
went on the frontier site and got an Oculus key and then downloaded it on the Oculus home. I am new to this also so there may be a better way of doing it.

No that's pretty much it.

I noticed that the login you enter in the first start of that oculus ed install is stored seperate from other installs.
So I have the oculus install set to start my second account.

My main account I now tend to start via big screen, my hotas is atm mounted utterly away from any screens, so have to, which works quite well.
I start bigscreen, put the hmd on, then start discord etc etc, and then start ED in vr via the regular launcher.
When I quit ED bigscreen resumes.

Now if I could only alt-tab between the two it would be damned near perfect.
 
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No that's pretty much it.

I noticed that the login you enter in the first start of that oculus ed install is stored seperate from other installs.
So I have the oculus install set to start my second account.

My main account I now tend to start via big screen, my hotas is atm mounted utterly away from any screens, so have to, which works quite well.
I start bigscreen, put the hmd on, then start discord etc etc, and then start ED in vr via the regular launcher.
When I quit ED bigscreen resumes.

Now if I could only alt-tab between the two it would be damned near perfect.

Do you use the big screen for planet mining in SRV, when I am in SRV in 3d I tend to get sick. Is there a way to use main account in 2D for planet mining in SRV?
 
I do notice an fps improvement when I launch ED through Oculus Home, you may want to try that. Also I'd expect a 1060 to be slightly better than a 970 (which is what I have) and I do the VR medium preset, SS at 1.0 and hmd quality at 1.25. I only get judder in stations, and occasionally in a RES with a lot of other CMDRs.
Hope that helps.

Hi, How can there be an FPS increase if launching ED through oculus home? The game is still the same?!?!?
 
Do you use the big screen for planet mining in SRV, when I am in SRV in 3d I tend to get sick. Is there a way to use main account in 2D for planet mining in SRV?
I haven't really tried playing anything at all in bigscreen, I just use it as desktop interface.

Driving in VR is one of the best reasons for VR imo.

And happily I don't get any ill effects from it.

Longest single journey in the SRV has been just shy of about 500km, with a nap before the last 100km :D

It is a special feeling having driven for a little over an hour, coming on a canyon making yourself traverse it. And no flying!.

I tried playin batman arkham asylum last night, and in bigscreen then just goes black for a few seconds and boots me back to desktop while game runs.
Not really too interested in making that work, since well a 32" 3440x1440p is better at that kind of thing.
I also have my actual home theater to play these things on, albeit the pc isn't connected to that atm.
 
I tried playin batman arkham asylum last night, and in bigscreen then just goes black for a few seconds and boots me back to desktop while game runs.
Not really too interested in making that work, since well a 32" 3440x1440p is better at that kind of thing.
I also have my actual home theater to play these things on, albeit the pc isn't connected to that atm.

Try VorpX for non-VR games. It can convert some games to pseudo-VR, but I prefer to play on the virtual large screen. Many games also render in 3D, so it's close to VR but not quite. Still lots of presence and immersion, though. Also, the app lets you tweak things like screen size and distance, 3D strength and sometimes UI size and placement depending on the game.
 
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