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Hmd Tracking Stutters with more then one sensor

Gravity1368Gravity1368 Posts: 17
NerveGear

I've been having a strange problem since i got my touches in, whenever im using more then one sensor my hmd tracking jumps when turning around with my back to the cameras.

I dont run into this when using just one sensor. I can turn around and the tracking is 100% solid, but the moment i plug sensor two back in the tracking jumps when i stop with my back to my sensors. This shouldnt be happening with the hmd I would understand if it was the controllers but the Rift has tracking lights on the back of it.

I've tried using every combination of usb ports and sensor placement, from up high on the ceiling to just on my desk still the problem remains. I even borrowed one of my buddies cameras to run the experimental setup, the irony is that the controllers track great with the three cams in roomscale but the hmd does not. Playing something like jobsim on steam I will turn around to grab something and the whole world shakes like someone is bumping my sensor.

I've spent the last two days trying everything I can think of but still nothing helps other then using just one sensor. The last thing I can think of trying is buying a usb card and see if that helps. Sorry for the wall of text but I've been beating my head against the wall trying to smooth out the hmd tracking just a little frustrated at this point.

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Comments

  • HoIIywoodHoIIywood Posts: 320
    Nexus 6
    I would hold off on the USB card. You haven't added any more taxation to the USB chipset or controllers by using the Touch controllers. I presume you did the entire Rift setup again after getting Touch? The tracking sensor test comes out positive with no warnings?


  • AJBatsAJBats Posts: 15
    NerveGear
    I have this issue too. My virtual position with guardian will randomly jump around. The support forum has many threads now with people all reporting very similar issue to this one. Hopefully oculus has its eye on this issue.
  • Callidus80Callidus80 Posts: 24
    Brain Burst
    edited December 2016
    I have the same issue as well! I'm sure its only started since I got the second sensor. Here's a video showing the issue at its worst https://youtu.be/CVElwsze650
  • AJBatsAJBats Posts: 15
    NerveGear
    I have the same issue as well! I'm sure its only started since I got the second sensor. Here's a video showing the issue at its worst https://youtu.be/CVElwsze650
    Awesome thanks for the video. I'm going to use this to help spread the word.
  • RaynbeauxRaynbeaux Posts: 9
    NerveGear
    Hey, have you guys run across any debugging steps we can take?  (Other than switching computers/re-running the user friendly setup, which I've tried already)
  • BCL74BCL74 Posts: 14
    NerveGear
    Having this issue as well, it's driving me crazy, the height keeps glitching out and shifting, but seems to only happen in certain games...Job simulator and I expect you to die...
  • RaynbeauxRaynbeaux Posts: 9
    NerveGear
    Oh wait, I think I figured out my problem.. I had the sensors on a standing desk, and I guess their algorithm just can't handle repeated occlusions gracefully.  Whenever I waved a touch controller in front of my head, it would glitch out and teleport my face around randomly.  I moved one sensor lower down, and put the other one higher up, and that seems to have worked around my problems
  • BCL74BCL74 Posts: 14
    NerveGear
    Hm didn't seem to work for me. It's very clearly switching sensors when the tracking shifts from one sensor to the other, or one is occluded. Like if I reach for something in the far corner in job sim it will switch only to switch back when I reach back to normal positions. It's really strange and making the rift unplayable right now....
  • APGamerZAPGamerZ Posts: 2
    NerveGear
    I'm having the same issue with two sensors. Whenever I turn away from the sensors the tracking shifts and it also seems to occur when I occlude myself with the touch controllers. The touch controllers also have serious tracking problems when they're occluded by my body, but I'm not sure if that's expected. The touch tracking issues are a nuisance, but the HMD tracking issues make things almost unplayable. Whenever I turn away the entire VR world shifts, I can see the shift in my guardian boundaries like other people are mentioning. It shifts back when I turn towards the sensors again, and I sometimes often see shifts even when I'm not completely turned around. It's a serious problem. My head tracking was great with one sensor but with two it's awful. My touch tracking isn't too great either since it goes wacky the second it's occluded.

    When facing towards the sensors everything is fine, but it's a problem if I can't turn.
  • BCL74BCL74 Posts: 14
    NerveGear
    For me I was able to fix it by changing the USB ports, and also making sure both sensors were aimed at the exact same level, so if they are tilted ensure their tilt is the exact same. Not sure which if the two fixed it, but it somehow works now...
  • APGamerZAPGamerZ Posts: 2
    NerveGear
    edited December 2016
    I had my sensors upside down near the ceiling, but now I have them right side up at desk level with the same tilt. The coverage isn't as great, a smaller area and now it doesn't track my touch controllers at the floor (it loses them 4 or 5 inches from the ground). However, my head tracking is much better now. I can turn around and it tracks my head just fine. The touch tracking is still problematic though. Any occlusion completely throws off the touch tracking. The head tracking is still worse than with one sensor but it's miles better than it was.

    Regardless, I want Oculus to fix this. I ordered a third sensor weeks ago, but I'm not hopeful it will make a big improvement. I hope I'm wrong and it fixes everything. I'll get four sensors if that's what it takes, I just want a solution.
  • Gravity1368Gravity1368 Posts: 17
    NerveGear
    I have the same issue as well! I'm sure its only started since I got the second sensor. Here's a video showing the issue at its worst https://youtu.be/CVElwsze650
    Yes this is close to what is happening with me. My guardian is shifting as well. Im going to try the usb card not much to lose and Im hoping it will help. 
  • EliteSPAEliteSPA Posts: 1,544
    Project 2501
    edited December 2016
    Use diferent usb port or try to put the camera on high level for example get a box and put it on the desk and the camera on top of it also 1 meter away from you looking down both like 30 degress. 
    71AWBj.png
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  • HoIIywoodHoIIywood Posts: 320
    Nexus 6
    Don't forget to try the Desk Scene viewer to navigate your way through the sensor layout in real time in the HMD
    (for CV1)
    https://www.reddit.com/r/oculus/comments/4dwhpx/miss_the_old_desk_scene_demo_and_seeing_your/

    I used this to ensure that at least one camera was tasked at ensuring vertical coverage and that the other was handling the horizontal space. It also confirmed for me that the cameras could see the ground and were not occluded by the desk or any other object.

    You can change the fill pattern of the sensor wave to also see the exact point the sensors overlap.

    If you find the wobble start to happen at any particular spot, report it back here.
  • Callidus80Callidus80 Posts: 24
    Brain Burst
    @AJBats No worries, thought I would have to get a good video of the issue to properly communicate how bad it is. I have a support ticket open at the moment as well. Will post here if I get a fix.
  • weasel47weasel47 Posts: 299
    Nexus 6
    HoIIywood said:
    Don't forget to try the Desk Scene viewer to navigate your way through the sensor layout in real time in the HMD
    (for CV1)
    https://www.reddit.com/r/oculus/comments/4dwhpx/miss_the_old_desk_scene_demo_and_seeing_your/

    I used this to ensure that at least one camera was tasked at ensuring vertical coverage and that the other was handling the horizontal space. It also confirmed for me that the cameras could see the ground and were not occluded by the desk or any other object.

    You can change the fill pattern of the sensor wave to also see the exact point the sensors overlap.

    If you find the wobble start to happen at any particular spot, report it back here.
    It seems that the version for multiple cameras is in an invitation-only thread?
  • HoIIywoodHoIIywood Posts: 320
    Nexus 6
    I noticed that after posting. Here is the previous version - works for CV1  ; at least gives you an idea of where the coverage is (note that the virtual desk is not to scale or position, which is a bit annoying)
    https://drive.google.com/file/d/0BzzWVEzclTeCTS1YQ002Zl9Banc/view?usp=sharing
  • LeprechaunnLeprechaunn Posts: 1
    NerveGear


    here's a video of the sensor placement glitching way off.  Sometimes it works fine but recently it's been happening more frequently.  Does not make it unplayable but I have to play without guardian, which I kinda need. >.<  I have the sensors upside down which I've read can cause issues but I really have no room to put them upright in an optimal position.  Hopefully we'll get a fix or news regarding upside down sensor placement
  • BCL74BCL74 Posts: 14
    NerveGear
    edited December 2016
    I thought I had fixed it yesterday but now it is back to being janky as hell. View just shifts around like crazy in job simulator, especially when turning towards the far corners. It has something to do with occlusion, something to do with the sensors, its hard to tell but its extremely extremely frustrating and disorienting, making it unplayable. 
  • cyberealitycybereality Posts: 22,770 Oculus Staff
    Please upload your log files and I'll have someone take a look. Thanks.
    https://forums.oculus.com/community/discussion/33792/how-to-get-logs-for-bug-reports-for-consumer-rift-1-3/p1
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  • BCL74BCL74 Posts: 14
    NerveGear
    @cybereality here are the logs from today, when playing Job Simulator. The tracking was working perfectly in rec room and home, then I switched to JS. Looks like the consistent error was "[Kernel:Error] Camera frame truncated" - I did not move anywhere that would be considered outside the frame. Its strange, when I switched the cameras from the USB 3.0 card to the USB 3 ports on the front panel, they seemed to improve, until I booted up job simulator which seems to be the game where the issues are at their worst. 
  • cyberealitycybereality Posts: 22,770 Oculus Staff
    Thanks @BCL74. For everyone else, please post your logs too. It's very important. Thanks.
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  • BCL74BCL74 Posts: 14
    NerveGear
    @cyberreality Its very strange and could possibly be a power management issue. When I had the two trackers plugged into my front case USBs, my wireless mouse (whos receiver is also plugged into the front) started glitching out, very poor tracking, etc. When I unplugged the two it instantly improved. I have gone into device manager and unchecked the windows power saving stuff- it looks like there have been similar tracking issues/errors related to power management in the past so looking at some of those potential fixes. I have the inanteck usb card, but the issues were more prevalent when I had the trackers plugged in there. not sure if its relevant but I have a 980ti and a 750W PSU... 
  • falken76falken76 Posts: 1,640 Poster of the Week
    Mine is doing this too.  I have my second sensor on a cardboard box and I think I've bumped them slightly so I assumed it was because I didn't put them exactly back where they were originally.  I'll try setup again first, if it persists I'll provide a log too.
  • BCL74BCL74 Posts: 14
    NerveGear
    edited December 2016
    The three errors that come up consistently in the log are 1.[Kernel:Error] Camera frame truncated 2. [DisplayManager] Failed to set power mode on NVidia adapter. -175 3. [Kernel:Error] WaitForFrame request failed 

    Anyone else's logs have similar errors?

    when I plugged the sensors into the USB 2.0 ports and played job simulator, it seemed to work better. Will continue to test, but what I have to assume the 2.0 ports provide less accurate tracking? 
  • HoIIywoodHoIIywood Posts: 320
    Nexus 6


    here's a video of the sensor placement glitching way off.  Sometimes it works fine but recently it's been happening more frequently.  Does not make it unplayable but I have to play without guardian, which I kinda need. >.<  I have the sensors upside down which I've read can cause issues but I really have no room to put them upright in an optimal position.  Hopefully we'll get a fix or news regarding upside down sensor placement
    Hey brother I had something similar though it was because my headset was not in range of the sensors. The setup screen was going berserk until I moved the headset somewhere in line of sight, then it stopped.


  • UdoGUdoG Posts: 42
    Brain Burst
    I have the same issue - will post my logs today/tomorrow.
  • WildtWildt Posts: 979 Poster of the Week
    Sad to report I'm seeing the same. Didn't notice it once during the entire Superhot campaign, but I'm getting it A LOT in Arizona Sunshine now :disappointed:
  • cyberealitycybereality Posts: 22,770 Oculus Staff
    Sorry about that. Please share your log files so we can try to fix the issue. Thanks.
    https://forums.oculus.com/community/discussion/33792/how-to-get-logs-for-bug-reports-for-consumer-rift-1-3/p1
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  • BCL74BCL74 Posts: 14
    NerveGear
    @cybereality some say it could be an issue with imu calibration, is there a way I can get the tool to check, or does that seem incorrect? 
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