Having spent a bit of time now with the Vive Pre in Elite, I'm finding there are weird tracking issues when I'm seated at my desk (which, being a desk, is near the edge of the room). Tracking gets very jumpy every few seconds, and it regularly loses its lock and blanks out the screen while it reacquires its position. Turning my head can result in crazy wild view oscillations. I've played around a bit with lighthouse position, but haven't yet found a good spot where it doesn't happen.
If I move out into the center of the room—which means walking around the cockpit, very cool, though not REALLY walking since the avatar remains seated—tracking is rock solid. But when seated back at the desk it goes nuts again.
I'll continue to screw with lighthouse placement, but this is not a problem I had at all with the DK2.
Gosh, Someone else that sees that too.
On a DK2 here, and I am seeing similar events, SteamVR grid temporarily blanking out the game - almost like the wrapper resets, jumps in position - view jumping up/down requiring f12 resets especially when transitioning or looking left / right. Camera is attached to a wall mount so it does not shift or move.
I confirmed that I am always in view (and in scope) of the camera, and the the rift works fine (and stable) in all other programs that I tried.
Is it game breaking? Well no, but it is annoying.
Of note, I was having the position issues with the previous SDKs also so I don't think it is a SteamVR wrapper issue per se.
Sometimes I wonder if it is not the game itself that somehow does not/skips update the viewport position (too busy doing other stuff) resulting in the repositioning of the view and or forcing a wrapper reset (grid).
Oh yes, I7-4790 // pair of 290s, loads of memory and minimal background processes - well as minimal as W10 allows, but it was the same with the older SKD in Win8.1. And with a previous Motherboard and CPU (I5-3550).