02-06-2017 10:45 AM
**NEW UPDATE IN POST 16THIS SOLUTION IS TEMPORARY AND DOES NOT GUARANTEE THE SOLUTION OF THE PROBLEM OR THE IMPROVEMENT OF THE TRACKING
02-06-2017 11:19 AM
“Dreams feel real while we are in them, it's only when we wake up that we realize something was strange.” - Dom Cobb
"Be careful, if you are killed in real life you die in VR too." - TD_4242
I7 10700K, RTX 3070, 32GB DDR4 3200Mhz, Oculus Rift CV1
02-06-2017 11:28 AM
02-06-2017 11:36 AM
02-06-2017 11:37 AM
02-06-2017 11:52 AM
02-06-2017 12:40 PM
elboffor said:
@Alehandoro, you sir are a legend and I salute you.
Please release more in depth images of what you have blocked out and how we can all get to testing for you.
Out of interest, is blocking the leds on the headset strictly necesary?
Edit;
The handover between your front and rear cameras looks violent! It may be because of how smooth the rest of the tracking is.
02-06-2017 12:46 PM
This is a temporary solution to my case.
I do not know if it will solve other problems, but for me it is much better than to be watching as my hands constantly jump. Right now there is some leap, but I think I'm plugging incorrect (or insufficient) leds I do not know.
The jumps that were produced only with the sensor no longer gives, and that for me is something important because it made me unplayable.
If the control LEDs are not plugged, the sensors jump is still produced, but in the Touch it is more complicated to "hit" with the LEDs that need to be plugged. In some cases, I have covered the one that is not and my command has become two.
All this seems to be the same problem that had OSVR and was a problem of Leds synchronization, in OSVR was solved updating the firmware of the controller of infrared leds, in Oculus I have no idea ...
So that the HMD does not produce jumps in the sensors, block these leds:
02-06-2017 02:29 PM
02-06-2017 03:07 PM