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Oculus CV1 Head Tracking a stuttering nightmare suddenly! Desperate to fix!

PayneSculpturesPayneSculptures Posts: 40
Brain Burst
Hello Oculus forum members. I am having a major issue with my system head tracking. Please help!!!:

I have had my Oculus Rift and Touch and new PC since this past Christmas '16, and it worked perfectly in Oculus Home with smooth head tracking on my 2 sensor forward facing setup. About 3 days ago I decided to update my Nvidia driver (and Java to run the nvidia system scanner) for the first time (without noting what driver version shipped with the system). After updating to the  newest official Nvidia driver for my GTX970 (driver ver 376.33), and starting up home, the Rift (CV1) head tracking is completely ruined. It stutters/lags continuously with any movement. Again I don't know which driver version it shipped with but I have tried to install various older versions of the Nvidia drivers and tried to use Display Driver Uninstaller (DDU) to completely wipe the old drivers and re-update to 376.33. Nothing works. Not even a partial system roll back (although I have not fully restored/wiped the system to factory settings as a have a lot of oculus software downloaded). 

Additional info:
- Again DDU was used to clean-wipe the display driver and re-install 376.33 clean and this did not fix in any way.
-The headset is plugged into a USB 3 port that has not had any issues. after this issue I tried updating the drivers and that cause no head tracking so I was able to roll back to the factory USB 3 driver and the port seems totally normal/fine now.
-I have confirmed with the oculus debug tool that ASW is NOT on. 
- I have also made sure to remove any Asus software that even resembles system monitoring add-ins as those can cause Oculus latency issues (for example AI Suite is not on my system).
-I have tried systematically turning off any background system software processes that seem like they could cause a conflict (example printer drivers, Audio drivers). 

Nothing has improved the stuttering tracking at all and I am left with the crushing realization that I now have an $1800 (new PC/Oculus/Touch combo) paperweight. Please advise! I am desperate and my wife is furious to boot!

My system config: 
Manufacterer/Model: Asus ROG G20CB
processor: i7 3.4ghz 6700
RAM: 16gb DDR 4 2133mhz
Videocard: GTX 970
Windows 10 home 64-bit

THANK YOU IN ADVANCE!!!

Jonathan Payne

Comments

  • Nick_BbNick_Bb Posts: 6
    NerveGear
    Have you tried go to Settings - Beta - Restart Oculus?
    Maybe also reinstall Oculus drivers in \Oculus\Support\oculus-drivers\oculus-driver.exe and setting everything up again.


  • PayneSculpturesPayneSculptures Posts: 40
    Brain Burst
    edited January 26
    Nick_Bb - I will try this tonight! Thank you! EDIT: I did it. No change :(
  • cyberealitycybereality Posts: 22,768 Oculus Staff
    Can you post you logs here? See these instructions on how to get the logs. I'm interested in the LogGatherer one. 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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  • PayneSculpturesPayneSculptures Posts: 40
    Brain Burst
    edited January 25
    Cybereality: UPDATED: I have updated my USB drivers as well, no change in bad tracking symptoms. Please find my Oculus log per the log gatherer program (attached). Let me know if you see anything!?!
  • PayneSculpturesPayneSculptures Posts: 40
    Brain Burst
    Log generated and attached to my previous/now updated post. Let me know what you find!
  • PayneSculpturesPayneSculptures Posts: 40
    Brain Burst
    One other thing I wanted to add: When i have tried re-running sensor setup multiple times over the last several days (after the tracking got so stutter-y and judder-y) I realize that during the Guardian (safety boundry) setup, the 'dot' on the overhead map that represents the touch controller position in my room is also skipping and hiccuping around with the same latency issues as the head tracking. Moving sensors around to different USB ports (which are all actually labeled on the computer as being oculus approved w/ oculus "O"s over them and are all 3.0 or 3.1) doesn't change the tracking.... Now i'm wondering if this is completely coming from the sensor side and only manifesting in the headset.... It's just that the problem started on the day that i first updated the display driver so that's why I have been confident that was the issue... very odd.
  • cyberealitycybereality Posts: 22,768 Oculus Staff
    There is definitely something up with your system. I see this error:
    Windows 10 system doesn't appear to have RiftDisplay.inf installed. Cannot use DXGI 2 path successfully.
    This could mean the driver install failed for some reason (for example, maybe being blocked by anti-virus) so your headset won't work fully. You can try doing a repair install or uninstalling / reinstalling completely. Before that, though, you can just try to install the drivers again. Simply run this file: "oculus-drivers.exe" which should be in the Oculus folder (C:/Program Files/Oculus/Support/oculus-drivers or something similar). 

    There are also some sample reading errors, which could potentially cause choppy tracking. I would guess it's a USB compatibility or bandwidth issue. In this case, running the sensors on USB 2.0 would help (you can try just one sensor on USB 2.0 or both). 

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  • PayneSculpturesPayneSculptures Posts: 40
    Brain Burst
    Hello there cyberreality! I will definitely try the drivers you suggest and report back on this thread.

    As for the USB ports, this in an "oculus" ready tower that Asus makes that has only 3.0 and 3.1 ports so a 2.0 swap is out of the question unfortunately. I do not believe there is any 2.0 port as the device manager says they are all 3.0 or higher. The strangest thing about all of this is that it worked beautifully for several weeks with this exact setup. The sensors were getting enough power/bandwidth, the headset tracking was buttery smooth. It was only the day I updated the Nvidia driver and java that everything went south. Maybe a coincidence, I don't know.

    I the issue of the Oculus installation: When you say try doing a repair install: Do you mean of the desktop Oculus software? How does one do the repair install? For the full install I can certainly redownload it again but ultimately that was already tried once but I'm happy to do it again. Is there a troubleshooting "repair" function in the Oculus settings menu that I missed? I have all of my oculus software backed up in a different directory so I have no concerns about wiping/reinstalling Oculus itself.


  • PayneSculpturesPayneSculptures Posts: 40
    Brain Burst
    edited January 26
    Hello Cyberreality - I have been trying to install the drivers from both of the following locations and strangely i get an hourglass loading icon and then nothing. No actual installation app visibly runs. A window opens and immediately disappears with out any successful installation. I'm definitely worried now that something in my oculus installation is broken. Additionally I tried completely uninstalling and re-installing oculus software and it still runs exactly the same.
  • PayneSculpturesPayneSculptures Posts: 40
    Brain Burst
    Hello Cyberreality! I it appears to have been fixed by USB balancing after all! I found that two of my ports labeled as 3.0 in the Oculus sytem profiler are actually 2.0. Once I realized this (and that they were therefore on their own controller) I moved the sensors to the USB2 ports and now everything is finally working! HOOOOOORRAAAAYYYY
  • cyberealitycybereality Posts: 22,768 Oculus Staff
    Awesome! Thanks for following up with the solution.
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  • JesseDeyaJesseDeya Posts: 90
    Hiro Protagonist
    Hey Cyber, has Oculus considered issuing or recommending a tool that can let people scan their system easily for it's USB bus configuration and then try to make educated decisions on how to plug in devices?

    For instance, Aida64 has a really good USB bus report - it's not free but perhaps OVR could license a cut down version of Aida64 that just enabled Rift users to assess their system in an interpretable way.
  • cyberealitycybereality Posts: 22,768 Oculus Staff
    That's not a bad idea. We do have the Compatibility Tool ( https://ocul.us/compat-tool ) which has some basic detection of supported or unsupported ports. However, you'll still have to switch around the USB ports yourself to find the best configuration.
    AMD Ryzen 7 1800X | MSI X370 Titanium | G.Skill 16GB DDR4 3200 | EVGA SuperNOVA 1000 | Corsair Hydro H110i
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  • JesseDeyaJesseDeya Posts: 90
    Hiro Protagonist
    You could still do that, but with the right tool have a user take a single sensor and one by one plug it into each USB port. The software could then tell you basics like:

    The port your sensor is currently plugged into is:
    A USB 3.0 port, controlled by Intel Controller, driver version xxxxx.
    Your sensor is running at SuperSpeed - USB 3.0. OK.

    User manually moves to a new port....

    The port your sensor is currently plugged into is:
    A USB 3.1 A port, controlled by Intel Controller, driver version xxxxx.
    Your sensor is running at HiSpeed - USB 2.0. There may be a driver issue or incompatibility with this port.

    User manually moves to a new port....

    The port your sensor is currently plugged into is:
    A USB 3.0 port, controlled by ASMedia controller, driver version xxxxx.
    Your sensor is running at SuperSpeed - USB 3.0. OK.

  • cyberealitycybereality Posts: 22,768 Oculus Staff
    Well, the tool is already doing all that behind the scenes, it just doesn't display all the details.
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  • will84will84 Posts: 76
    Hiro Protagonist
    edited February 10
    great idea, maybe at the beginning on the sensor scan screen where it gives error codes identify there.

    maybe add a part in the compatibility tool for oculus touch, 2 sensor compatible, 3 sensor experimental ;) compatible etc

    (does anyone have a list of what all the error codes mean, I know if gives suggestions about usb possibly being overloaded etc)

    edit: obviously sort the bugs out first, adding more stuff not a good idea I think lol
  • PayneSculpturesPayneSculptures Posts: 40
    Brain Burst
    BAD NEWS UPDATE: Hi Cybereality - After about 3 1/2 weeks of *fixed* tracking the problem has just randomly surfaced for no particular reason. My roommate was playing Dead and Buried and then reported that the tracking just started jumping. The REALLY frustrating part is now, no matter how I plug in my USB devices it does not seem to make ANY difference! Just the same stuttering tracking that skips/jumps around twice a second on a regular cadence. BTW the update to Home 1.11 did not seem to have any negative effect on my system one way or the other. ONE THING to notice though is once this tracking issue got going, with my roommate playing yesterday on the 19th, the floor height bug started which has never happened on my system before and we all know that this is a common reported issue with 1.11. So my working theory is that maybe this is still a software issue but one that is closely tied to the hardware setup and can be turned on/off depending on some arcane combination of USB hubs, USB balancing and software updates. Would it be helpful for me to update a new log?
  • PayneSculpturesPayneSculptures Posts: 40
    Brain Burst
    edited February 22
    Update: Other users on reddit are reporting an update on exactly the same day as my tracking stopped working. Can anyone confirm this on their systems that the recent weekend update caused tracking issues?:

    NOTE: i just checked my long and there was definitely a firmware update! Going through my system logs i had:

    ver: 1.11.0.335772 - from Jan 31st. (worked fine)
    THEN updated to 1.11.0.343615 - On Feb 16th (NOW BROKEN!)
  • PayneSculpturesPayneSculptures Posts: 40
    Brain Burst
    *NEW Update 2 (resolved - compositor frame dropping on GTX970 appears to be caused by DVI adapter - GO FIGURE): So after uploading a video to see if my "tracking/stuttering" looked like others I found that it did not. Mine was a constant strobing unwatchable mess while most other videos I found online were more subtle drifts and pops" I determined that something is indeed causing my system to just drop frames after using the oculus debug demo (with built-in frame counter). This showed me that the compositor specifically was dropping frames. Scouring message boards for that specific problem I came across this entirely unconvincing and yet amazing message: "I managed to fix this by changing my primary monitor from dvi to displayport. I can't explain it, but I dropped out of college." LINK: (https://forums.oculus.com/vip/discussion/43905/compositor-frame-drops-every-second-stuttering-in-headset)    - "No way is this going to work" I thought. Yet strangely it FIXED the problem. No more need to USB balance! It's fixed! EUREKA! BTW: This is the only place i've seen this suggested and it seems to be right on!*
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