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Oculus Rift 1.13 Release Notes

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  • whoa182whoa182 Posts: 380
    Trinity
    edited March 28
    Tracking seems perfect now. There is not even a blink when turning 360. Just completely smooth. No hand off noticed at all  :)  Thank you Oculus! :D 
    CPU: i5-4690K 4.50 GHZ RAM: 8.00 GB Corsair Vengence GFX: Nvidia GTX 970 HDD: 2TB MONITOR: Samsung U28D590 27" 4K Res
  • DeathMetalForLifeDeathMetalForLife Posts: 14
    Virtual Boy (or Girl)
    whoa182 said:
    Tracking seems perfect now. There is not even a blink when turning 360. Just completely smooth. No hand off noticed at all  :)  Thank you Oculus! :D 
    Just sucks that we cant use supersampling with this update, it looks horrible without it.
  • kojackkojack Posts: 3,399 Volunteer Moderator
    edited March 28
    whoa182 said:
    Tracking seems perfect now. There is not even a blink when turning 360. Just completely smooth. No hand off noticed at all  :)  Thank you Oculus! :D 
    Just sucks that we cant use supersampling with this update, it looks horrible without it.
    Well, you could if the games exposed it in their settings like they should. We've known about pixel density since before the CV1 came out..


    GibStorm said:
    Included in this release is the compositor mirror, an experimental tool for viewing exactly what appears in the headset (with Asynchronous TimeWarp and distortion applied). The compositor mirror is useful for development and troubleshooting without having to wear the headset. The compositor mirror is not recommended during normal usage as it can affect performance.
    I've now finally received the update. How do we activate the compositor mirror? I see no new options anywhere.
    I'd guess that the compositor mirror sounds like something that would come with the sdk, like the debug tool did. It's not recommended for general use (performance reasons) and sounds like something developers would find handy.
  • hoochyukhoochyuk Posts: 330 Poster of the Week
    My oculus tray tool is working ok although doesn't close down after unless I do it manually
  • kzintzikzintzi Posts: 584
    Neo
    gpv_knud said:
    my tracking is also abit worse then with 1.12...... there is some small height jumps very offen now.


    this is happening to me also - dropped ~5 inches in height.. the floor is above my ankles ATM.
    Though you are more than slightly incoherent, I agree with you Madam,
    a plum is a terrible thing to do to a nostril.
  • e_m_d88e_m_d88 Posts: 368
    Trinity
    kzintzi said:
    gpv_knud said:
    my tracking is also abit worse then with 1.12...... there is some small height jumps very offen now.


    this is happening to me also - dropped ~5 inches in height.. the floor is above my ankles ATM.

    Me 2.  This started with 1.12 and continues with 1.13.  It's a small up down jitter every once and a while.  I sent my Oculus logs to Cyber to see if he can pin point the issue.  But I think it's a software bug that needs to be squashed in the next release of updates.
    ASUS Sabertooth Z170 S, i5 6600K. 16 gigs ram DDR-4 3000 MHZ. SSD Samsung 850 Pro 256 gigs. WD Caviar Black 1 TB. Windows 10 PRO 64-bit. Gigabyte GTX 1080 G1, Acer Predator XG270HU 1440p@144 hz, Phanteks Enthoo Pro case. EVGA Supernova 750 G2 PSU. Inatech 4 port USB 3.0.  Rift + Touch.
  • ButtonMoonButtonMoon Posts: 4
    Virtual Boy (or Girl)
    My oculus tray tool is working ok although doesn't close down after unless I do it manually
    Are you definitely on 1.13? If so have you opted in to the beta? Just wondering if they have a update to fix the SDK issue.
  • dburnedburne Posts: 623
    Neo
    My oculus tray tool is working ok although doesn't close down after unless I do it manually
    Are you definitely on 1.13? If so have you opted in to the beta? Just wondering if they have a update to fix the SDK issue.

    Ya I was about to ask the same.
    Cyber any news on the updated SDK?
    Don

    EVGA X-79 Dark MB|I7 4820K@4.50 GHz|EVGA 1080Ti FTW3 Elite|16GB Corsair Platinum 2133MHz| TM Warthog + 7.5cm Ext| MFG Crosswind Pedals| Rift CV1|Windows 10 64 bit 
  • hoochyukhoochyuk Posts: 330 Poster of the Week
    Yeah deffo 1.13 and yes it's working  on steam (onward) but runtime won't shut down automatically  after
  • hoochyukhoochyuk Posts: 330 Poster of the Week
    Yes opted into beta had another update  this morning 
  • MikeFMikeF Posts: 282
    Art3mis
    edited March 28
    danybonin said:
    MikeF said:
    I was on 1.13 for about 30 minutes last friday, then it reverted to 1.12
    really?
    Yep, this happened on at least two of our development machines at 11am EST on friday.
    Worked out for the best because 1.13 crippled our software rite before an important demo (another reason devs everyone should be able to chose their version during a rollout period)
  • cyberealitycybereality Posts: 21,760 Oculus Staff
    If you experience any sort of issues, please reach out to support so we can properly keep track.
    https://support.oculus.com/
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  • DeathMetalForLifeDeathMetalForLife Posts: 14
    Virtual Boy (or Girl)
    If you experience any sort of issues, please reach out to support so we can properly keep track.
    https://support.oculus.com/
    Is there a way to revert back to 1.12?
    kojack said:
    whoa182 said:
    Tracking seems perfect now. There is not even a blink when turning 360. Just completely smooth. No hand off noticed at all  :)  Thank you Oculus! :D 
    Just sucks that we cant use supersampling with this update, it looks horrible without it.
    Well, you could if the games exposed it in their settings like they should. We've known about pixel density since before the CV1 came out..
    Yeah, every game should have it in the graphics settings, as it is now we have to use the oculus debug tool which isnt working with the latest update, is their a way to revert back to 1.12 update?
  • l0b0l0b0 Posts: 4
    Virtual Boy (or Girl)
    I have 980ti, i7-6700k and most games running between 1.3-2.0 supersampling. Now, most games are blurred... I want 1.12 back or Oculus Debug Tool working with 1.13!
  • DeathMetalForLifeDeathMetalForLife Posts: 14
    Virtual Boy (or Girl)
    l0b0 said:
    I have 980ti, i7-6700k and most games running between 1.3-2.0 supersampling. Now, most games are blurred... I want 1.12 back or Oculus Debug Tool working with 1.13!
    Exactly! the oculus is unplayable without supersampling.
  • TurraniusTurranius Posts: 22
    Virtual Boy (or Girl)
    Just bought Narcosis. Waiting for the 1.13 Oculus SDK before I play it.

    Keep refreshing =)
    https://developer.oculus.com/downloads/package/oculus-sdk-for-windows/

  • hoochyukhoochyuk Posts: 330 Poster of the Week
    I don't understand how mine works on steam not tried on oculus home yet but it loads up fine still
  • dburnedburne Posts: 623
    Neo
    I don't understand how mine works on steam not tried on oculus home yet but it loads up fine still

    Steam VR? That would likely not use the Oculus SDK anyway right?
    Don

    EVGA X-79 Dark MB|I7 4820K@4.50 GHz|EVGA 1080Ti FTW3 Elite|16GB Corsair Platinum 2133MHz| TM Warthog + 7.5cm Ext| MFG Crosswind Pedals| Rift CV1|Windows 10 64 bit 
  • hoochyukhoochyuk Posts: 330 Poster of the Week
    I don't know but the ss on tray tool works on it as you can tell when ss not on with onward as looks awful
  • hoochyukhoochyuk Posts: 330 Poster of the Week
    Pretty sure it does use oculus sdk 
  • dburnedburne Posts: 623
    Neo
    Strange... maybe they are slowly rolling out the new SDK lol.
    Don

    EVGA X-79 Dark MB|I7 4820K@4.50 GHz|EVGA 1080Ti FTW3 Elite|16GB Corsair Platinum 2133MHz| TM Warthog + 7.5cm Ext| MFG Crosswind Pedals| Rift CV1|Windows 10 64 bit 
  • dreimer1986dreimer1986 Posts: 169
    Art3mis
    Hm, 1.13.0.362051 here now, buuut no Beta channel, only the good ol' reboot selection...
  • hoochyukhoochyuk Posts: 330 Poster of the Week
    I did get the 1.13 update yesterday and woke up to another update this morning before I tested it so maybe I don't know
  • hoochyukhoochyuk Posts: 330 Poster of the Week
     @dreimer you need to restart oculus beta in settings
  • dreimer1986dreimer1986 Posts: 169
    Art3mis
    @licker1977 aaaaahaa, now we are where we wanted to be ^^ THX ^^
  • hoochyukhoochyuk Posts: 330 Poster of the Week
    Np had same problem
  • cyberealitycybereality Posts: 21,760 Oculus Staff
    Here is the OculusDebugTool that has been updated for 1.13. Sorry for the delay.
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  • l0b0l0b0 Posts: 4
    Virtual Boy (or Girl)
    Here is the OculusDebugTool that has been updated for 1.13. Sorry for the delay.
    Thank you very much! :smiley:
  • dburnedburne Posts: 623
    Neo
    Here is the OculusDebugTool that has been updated for 1.13. Sorry for the delay.
    Where exactly do the files go?
    Don

    EVGA X-79 Dark MB|I7 4820K@4.50 GHz|EVGA 1080Ti FTW3 Elite|16GB Corsair Platinum 2133MHz| TM Warthog + 7.5cm Ext| MFG Crosswind Pedals| Rift CV1|Windows 10 64 bit 
  • elbofforelboffor Posts: 2,168 Valuable Player
    dburne said:
    Here is the OculusDebugTool that has been updated for 1.13. Sorry for the delay.
    Where exactly do the files go?
    where ever you like mate, it's the SDK, the debug tool is most likely the only thing you will use.

    moist people don't use them but instead use the tray tool @ApollyonVR made that integrates the features of the debug tool
    This is my forum signature.
    There are many others like it, but this is mine.
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