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Rift S tracking issues after 1.38 update


Redshift

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Oculus have pushed 1.38 as a mandatory update and I see no way to avoid it or to revert back. It has caused tracking issues in the Rift S with judder on head movements which may not be present on game launch but becomes evident after a few minutes. The problem then becomes apparent in other apps including Oculus Home. Others have reported this in other games. It was apparently reported in 1.38 betas but still they decided to push it to stable.

(Yes, THAT Redshift)

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Not having a problem on my end <knocking on wood>.

 

Been running 1.38 since it was available in the PTC.

Don B

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All smooth for me too...running 1.38 PTC

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I had the problem on beta, reverted to stable. I’ll have to try and avoid this stable update!

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Have you tried turning off ASW not ideal but I have to do it a lot on my mobile rig if it can't maintain close to 40fps it does weird crap and judders.

 

Sent from my GM1915 using Tapatalk

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Have you tried turning off ASW not ideal but I have to do it a lot on my mobile rig if it can't maintain close to 40fps it does weird crap and judders.

 

Sent from my GM1915 using Tapatalk

 

When I had the problem, that didn’t help. It was an issue with tracking, when you move your head it judders really bad, but otherwise was ok

Ryzen 7 5800X3D / Asus Crosshair VI Hero X370 / Corsair H110i / Sapphire Nitro+ 6800XT / 32Gb G.Skill TridentZ 3200 / Samsung 980 Pro M.2 / Virpil Warbrd base + VFX and TM grips / Virpil CM3 Throttle / Saitek Pro Combat pedals / Reverb G2

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+1

 

Just received the forced update to 1.38 - totally f*@ked my tracking! Same issue as reported by others who are affected - micro-freeze/stutter when moving head about.

 

That's me out unless I can find a way to hack 1.37 back in or it gets ironed out by Oculus.

 

 

EDIT: I seem to have fixed it!!

 

- DL'd & ran the Oculus installer, ran the repair function which re-installed all the Rift gubbins (still 1.38, no firmware reverts).

- On a whim I 'removed the device' in the software & re-ran the HMD setup, however, I used a different USB port/controller on my MB (I believe it was plugged into a USB 3.1 gen2 port. Now standard 3.0)...

 

Low & behold, fired everything up expecting no change whatsoever - Wrong! Tracking was back to being smooth as silk!

 

I'm not quite sure which particular part of the process fixed the issue, but in this particular instance, on my machine, something squashed the gremlin!

 

I'm not saying this is a staunch fix for everyone...but might be worth a shot if you've not tried it so far.

 

EDIT 2: Also found this: https://www.reddit.com/r/oculus/comments/c1wd9y/possible_fix_for_138_rift_s_stutter_problem/?utm_source=share&utm_medium=ios_app

 

Which would also tie into the above as I believe the USB 3.1 gen2 port I was using is indeed on an ASMedia controller.

 

Cheers,

Brick.


Edited by Fubarbrickdust

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Sorted.

 

It turns out to be a USB port issue. My B450i motherboard has 4 USB 3.1 Gen 1 ports on the back, in two groups of two. One pair are marked "VR ready" in the manual and the other pair are not (!). When I switched the cable to a "VR ready" port the stutter and jitter went away.

(Yes, THAT Redshift)

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  • 2 months later...

Hi All

 

Just wanted to bump this up - this was never an issue for me until a few days ago with the 1.4 update.

 

I'm on an older Z97 board (4790k) and DCS was unplayable for me (image would hold on the hmd and when turning my head the new area would appear black) until I shuffled some of the usb's around to make use of the chipset usb ports (top most ports).

 

If anyone else is having these issues, give it a go.

 

I ended up swapping a couple of button boxes and my keyboard receiver over to usb hubs, removed a usb expansion card and am getting a much more stable system on the whole. This shouldn't be necessary though - apparently it's just the Rift S usb cable that needs to be relocated.

[sIGPIC][/sIGPIC]

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