Why I'm returning my Rift S - and an odd tracking issue

I wanted a better headset than my Rift, and in the end the choice came down to the Rift S or the HP Reverb. I wouldn't have minded paying the extra money for the Reverb, but I balked at the price of the top-end gaming computer I would have had to buy to run it, whereas the whole point of the Rift S is that if your rig will run the Rift, it'll run the Rift S; so it was the safe choice.

Safe! Hah!

As a headset it did more or less what I was expecting: a mild improvement in resolution. This did have its downsides - aliasing was more pronounced, and the better lenses meant that in some places the screen door effect was more rather than less noticeable (especially on the destination target symbol and text), though the "mesh" size was definitely smaller.

On the other hand, in a CZ I felt that ships were now more than just vague blobs in the distance, and the game generally looked that bit better. So from a performance point of view I'd call myself unenthusiastically satisfied.

What was not in any way satisfying was the Rift S's capacity for destroying my Windows USB drivers. The third time I started my computer after installing the Rift S my mouse and keyboard didn't work: I couldn't get logged into Windows. I was able (after some online research) to sort this out by accessing Advanced Startup and using a Restore Point to get my USB drivers back, but it was not a fun experience.

I thought this might have happened because I hadn't unplugged the Rift's lighthouses when I installed the Rift S. So I did so and tried again. I got a good long gaming session out of the Rift S then shut my computer down. When I tried to start it again next morning, my USB drivers were gone again. I unplugged the Rift S, applied the same solution, then for good measure did a complete reinstall of Windows (I wasn't sure the drivers weren't corrupted at the restore point - I couldn't remember whether it was set before or after I first installed the Rift S).

My online research indicated that USB problems are not unknown for the Rift S, though I didn't see a description of my particular problem. At any rate, two near-bricking incidents are beyond the limits of my tolerance for hardware shenanigans, so back it goes.

The tracking issue - the inside-out tracking worked really well for me on the Rift S's first outing. But on the second, it became intolerably jerky. When I was trying to figure out why it occurred to me that I'd moved my wireless phone handset and cradle while plugging and unplugging things from the computer after the first driver disappearance, and it was now sitting next to my keyboard. The dull grey LCD might not look like much to me, but what did it look like to the Rift S's cameras? A flickering distraction, perhaps? So I took the handset off the cradle and placed it face down on the desk, and Lo! Tracking perfection restored.

Not that this matters, because the Rift S is going back. Can't run a modern computer without USB drivers.

Oh well.
 
I can't say that I've encountered these issues with the rift s. I've had it since release and it performed as expected. Better overall than the og rift (I hated those god rays), I got used to the halo strap, sweet spot is awesome.
I do remember in the beginning the screen would turn black or static for a second, but they fixed that with a couple of patches.
The annoying thing about, well mildly annoying, is that if I change something in the room it makes me redo the guardian setup. So I just ignore that, as I don't really need it for seating experiences.
I would like to try the reverb because I've heard great things about the video quality, alas I think it would need a 2080ti to work decent.
So maybe in the future
 
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My Rift S comes in the next days (maybe Tuesday). My Rift worked perfect, never had a bigger problem with it. I hope the Rift S works also without problem, will post it here.

The annoying thing about, we'll mildly annoying, is that if I change something in the room it makes me redo the guardian setup. So I just ignore that, as I don't really need it for seating experiences.
Good to know.

I would like to try the reverb because I've heard great things about the video quality, alas I think it would need a 2080ti to work decent.
So maybe in the future
The reverb was also an option for me, but it has a smaller FoV and also a small sweetspot, maybe like the Rift CV1.
 
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Hope you like it. It took a while to get used to it after the original rift but now it's grown on me. I spent more than 4 hours today in ED. Can't go back to 2d anymore 😄
 
Well, as I say, issues with the Rift S and USB aren't unknown, but I didn't see any reports of my particular problem, so it could be a hardware fault with my headset; but the improvement over the Rift isn't worth the risk of putting myself through Computer Death Syndrome again, and perhaps not being able to recover next time. So I'm going to send mine back and have a think about what to do next.

I do have the money to buy a computer that'll run the Reverb, and my computer is four years old, so it's not like I can't justify buying a new one. But I'd rather have waited to see what things would be like next year; also the Reverb has had its own issues and I've seen reports that it's now on a Version 2. Which means that at this point I'd be reluctant to buy one unless I could be sure I wasn't going to get old stock.

So again, wait and see.
 
I've had more than my fair share of issues as well with the Rift S.
Working through them can be a royal pain in the butt, although hopefully I'm through that stage now.
The problem, I firmly believe, lies with the almost infinite variety of hardware and software environments that plug in gear has to be compatible with. That's PC computer gaming, for you...
Shame to take it back but I know how you must feel.
 
Hope you like it. It took a while to get used to it after the original rift but now it's grown on me. I spent more than 4 hours today in ED. Can't go back to 2d anymore 😄
I played ED already with the Rift DK2, but than i made a mistake, i bought a 4K monitor and understand how nice a high pixel density is for the image quality. Because my 4K monitor i made a joke: "When other search for there landing pad number, I'm already on approach to my platform." Because when other see on there lower resolutions only pixels on the horizon i already could read my landing pad number.

But i must say, that i ever was a big fan of a far view into the distance and that ruins VR a bit for me, because a far view is nothing we have right now in VR. Now we have the need of a very good Antialiasing and i hate the need for it. So I fear it will take 5+ years until I'm really happy with the VR resolution. But because it needs that much time from right now, i can more get used of the actual resolution. But i can't say that I can't play ED on my 4K monitor, what i really miss there is more the headtracking, because the Tobii EyeTracker that I have (and TrackIR etc. too) is no replacement for that, not that natural than a VR headset.

Nice side effect: because VR and 4K gaming needs a high end graphic card, it is a good excuse to buy one. ;)

P.S. sorry, wrote more than i want about that. :confused:
 
This sounds like a decent sell from my perspective.


USB problems aren't really an issue I'm going to get upset over. However, I still want to wait until the vr resolution is on par with a 1080 monitor from a couple feet away before sinking any substantial money at the problem.

Incremental upgrades have never been my style.
 
This sounds like a decent sell from my perspective.


USB problems aren't really an issue I'm going to get upset over. However, I still want to wait until the vr resolution is on par with a 1080 monitor from a couple feet away before sinking any substantial money at the problem.

Incremental upgrades have never been my style.

I've been very pleased with the resolution and pixel density in the Rift S. I very much doubt you'd be disappointed. Of course there is a *slight trade-off. While the visuals aren't *quite as stunning, they are still very beautiful to my eyes, and on top of that you get the immersion of VR which is actually a large net gain in game enjoyment and game experience. That's running it on a Vega56, but I'm imminently going to upgrade to a 5700XT which will give a pretty noticeable improvement in quality
 
Honestly for me there is nothing like vr. Of course the resolution is not close to HD monitor quality ( I heard the reverb comes very close to it), but it doesn't bother me that much. The immersion is well worth the trade off. In Vr I'm actually flying a spaceship ( I use a hotas so that helps too).
I did try playing in 2d recently, doing some pve but it's so not the same. I get bored easily.
Pve ( or pvp for that matter) is so good in Vr. I'm aware of everything, I can easily track my opponent. Plus it's made it much easier to use fixed weapons now and fa off. I'm far from good at it, but vr makes it easier to grasp.
I'm thinking about the reverb, but like someone said, it does have its own technical issues. Plus you can't really appreciate it without a 2080ti.
 
I’ve got the Rift and Rift-S, and I‘ve used them on three different PCs. I’ve never experienced USB, driver or other issues. Not saying that they don’t exists.
The thing about hardware, drivers, OS and applications is that they need to work together. So many developers and engineers put a touch on things that often they clash with each other or override mandatory basics. I’ve run into motherboard unique tools that add complications such as fast charging USB apps. Be careful of these.
Anyways, my questions.
Could it be the headset is fine and your experiencing such a clash? How old is your PC? Are drivers updated? What kind of video card are you running? Are you running motherboard related apps or tools? What version is your USB? Is your USB native to your motherboard? Have you check motherboard drivers and firmware?
Just some thoughts here.
Again, everyone is going to have a different experience, for me, on three systems with both the Rift and Rift-S including 4 lighthouses if you will, I’ve not had any USB issues, nor tracking issue But I must admit I run a clean system. I don’t add things to my gaming PCs that will add overhead.
Good luck here, I hope you get things worked out.
 
Computer is a Dell XPS, four years old but a top-of-range model when I bought it, stock except for the addition of a 1060 video card three years ago, when I also added a Rift. Windows has been kept up to date.

I've had no issues with it till I added the Rift S. At which point on two occasions the Windows USB drivers have failed to function on Windows startup. On the first occasion I removed the Rift S, rolled back Windows to the last restore point, and it worked again.

Same thing happened again, I removed the Rift S and did the restore point thing again, then for good measure ran Reinstall/Update on Windows. I then started Windows multiple times without issues. Then I reinstalled the original Rift, and so far the computer has come through several starts without problem.

That's me done debugging. The USB drivers only break when the Rift S is attached. If the Rift S can't be plugged into a recommended-spec Dell with up-to-date Windows software without breaking the USB, then as far as I'm concerned that's Oculus' problem, not mine.
 
I am pretty sure the issue is going to be with your motherboard.

The XPS from 4 years ago used a custom Dell motherboard and is very likely using the Z87 chipset. I have the same chipset (for my 4970k) and I can tell you immediately, it has issues with USB bandwidth.

I have to really fiddle to get 1x Rift and 3x sensors running, with my other USB peripherals. It's fairly well understood that the Z87 has problems on some motherboards due to limited USB bandwidth, and while I don't have a Rift S, I can imagine similar issues happening with that motherboard, as with mine.

You have to remember, tech has moved on at an exponential rate since back then. We've had 5 new Intel CPU techs, and a huge jump in motherboard speeds and bandwidth, And I can guarantee that the Rift S was not designed with a Z87 chipset in mind.

I have loved my 4790k for the many years I've had it, paired with a GTX 1080. But, it is really starting to struggle now (Playing the Outer Worlds last night while trying to watch a YT vid utterly failed - the game literally took 100% CPU!), and I am having to admit defeat - especially now I'm considering an Oculus Quest; I'm pretty sure DDR3 memory and old USB chips are just not going to drive it properly.

TLDR; Your machine is simply too old for the next gen of VR - in whatever flavour.
 
That’s a pretty dated system, VR has steep requirements, and I know Dell well, most ports for systems dated in that range are USB 2.0s. They like to give two 3.x’s and four 2.x’s. Did you check?
In fact, have you run a compatibility test to see if your machine is VR ready?
I believe Oculus has a tool you can download to test your system, it may help shed some light.
Top notch systems 4 years ago means nothing for today’s hardware and applications. A system is outdated a month after its purchased, imagine 4 years.
Anyways, sorry its proving not to be a good fit for you, good luck on this.




Computer is a Dell XPS, four years old but a top-of-range model when I bought it, stock except for the addition of a 1060 video card three years ago, when I also added a Rift. Windows has been kept up to date.

I've had no issues with it till I added the Rift S. At which point on two occasions the Windows USB drivers have failed to function on Windows startup. On the first occasion I removed the Rift S, rolled back Windows to the last restore point, and it worked again.

Same thing happened again, I removed the Rift S and did the restore point thing again, then for good measure ran Reinstall/Update on Windows. I then started Windows multiple times without issues. Then I reinstalled the original Rift, and so far the computer has come through several starts without problem.

That's me done debugging. The USB drivers only break when the Rift S is attached. If the Rift S can't be plugged into a recommended-spec Dell with up-to-date Windows software without breaking the USB, then as far as I'm concerned that's Oculus' problem, not mine.
 
That’s a pretty dated system, VR has steep requirements, and I know Dell well, most ports for systems dated in that range are USB 2.0s. They like to give two 3.x’s and four 2.x’s. Did you check?
In fact, have you run a compatibility test to see if your machine is VR ready?
Given that I've been running a Rift without any difficulty for the last three years, I'd have to say yes, my machine is VR ready. And of course the USP of the Rift S is that it runs on the same specs as the Rift. And it isn't running the Rift S that's the problem. Apart from that odd phone LCD interference I described, it runs fine. It's the fondness for crippling USB drivers on startup that's the showstopper.

And as I said, my Dell was top of the range when I bought it. Including eight USB 3 and two USB 2. I'm not sticking a USB 3 plug into a USB 2 socket.

And thanks for wishing me luck. Give me an internet connection and a web browser and I can kinda sorta find my way around a computer, but I'm far from an expert, so luck, wishes, prayers, spare rabbit's feet, all very welcome!
 
TLDR; Your machine is simply too old for the next gen of VR - in whatever flavour.
But the whole point of the Rift S is that it's not next gen - it's this gen with a bit of refresh rate swapped for a bit of extra resolution. If the Rift runs, so should the Rift S. And mine does. It's just that it chews up my USB drivers for an encore.
 
Again, I don't know the specifics, so I am not talking out of pure knowledge, but the S I would imagine, takes more bandwidth due to the data being passed back and forth - some of the tracking processing is being done on the headset, but by all accounts the USB C is being pushed to its limits with the amount of data being transferred.

Saying that I noticed after a quick gander at the interwebz, that Rift S issues are pretty common. I still think it's designed for much newer hardware, given the data transfer rate, and I suspect if I do buy a Quest + link cable, I'll probably have issues too...
 
Saying that I noticed after a quick gander at the interwebz, that Rift S issues are pretty common. I still think it's designed for much newer hardware, given the data transfer rate, and I suspect if I do buy a Quest + link cable, I'll probably have issues too...
You're right about the Rift S having issues; in particular USB issues are common, though when I looked I couldn't see my issue among them.

I don't know much about the Quest but isn't it higher resolution than the Rift S*? You might just scrape by with a 1080, but with my humble 1060 I didn't consider it as an option.

*Edit: but only 72Hz refresh, I see. So it might work on my machine. I didn't find the 80Hz of the Rift S to be a problem, but I'd want to try 72 Hz before committing to it.
 
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OK, I had to break down and have a look at my machines's specs:

XPS 8900
Device name: GRUNTER
i7-6700k cpu
RAM: 24 GB
SSD: 256 GB
HD: 2TB
Graphics card: Nvidia GeForce GTX 1060 6GB

When I bought GRUNTER, it wasn't for gaming, but for photo editing - I didn't get addicted to Elite Dangerous till the year after. Then I added the graphics card to drive the Rift. I would have bought a 1080, but couldn't get a straight answer from Dell about whether the PSU, cooling, and space inside the case would support it, I'm not an expert in these things, and the 1060 would do the job so I played safe.

It's an old machine, yes, but it's not immediately obvious that either the Rift or the Rift S should be giving it any trouble.
 
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