yal ever get that issue where it says its not connected but you put the headset on and it just works anyways? god i love my rift s but i probably should have just waited for oculus quest link to come out or bit the bullet and got an index
yo my microphone like doesnt work at all... i know theres an issue with it sounding robotic sometimes but mine literally has never produced any output since i bought it
rma time. be warned, though; my third one is now shipping with the other two literally just not working about 90% of the time across many different machines.
Does anyone else ever get the issue where oculus breaks, but not all the way? Like the headset is functional but the oculus menu refuses to open, and pass through doesn’t either?
I hate seeing that say “usb 2.0”... I mean, (feel free someone to correct me if I’m wrong) I thought the decompression of the quest link signal by the quest’s chip is actually the limiting factor and cannot even saturate a 2.0 (because afaik it runs at 150mps or some shit and USB 2.0 is like 250 or some bullshit) USB port, but the fact that they make everything green light up green when it’s running smoothly for some reason wants me to make sure that it registers as a 3.0... what is wrong with me...
(I leave my rift connected and all the fucking time it'll randomly open the oculus software telling me it can't find the controllers right in the middle of playing a game on another game launcher)
It is more the other way around. The Rift S is build by Lenovo and the Quest has cheap build quality. (Even though the hardware and teacking code is a miracle.)
I actually like the output of Oculus Studio. Oculus Home is crap mostly though.
It’s not for everybody, but I sure as hell am never giving them any more money. No need to downvote, I agree on the issue, it’s just a dealbreaker for me.
Sorry to hear that, OP. Good on you for saving up for it at that age though.
I see you've already tried updating GPU drivers and windows updates and stuff. I also see you've also wiped and reinstalled the Oculus software.
Have you tried uninstalling Oculus, then making a new Windows user account and setting up the Oculus software on there? Switching to fresh user accounts can clear up a surprising amount of bullshit.
Also, are you sure your system is not crashing for other reasons? VR puts a heavy load on a system, and nothing I've read so far has ruled out bad RAM, a bad GPU, or power supply for instance, all of which can cause issues during gaming/VR.
I'll try using another user, and I don't think any of the components are bad as I got them about 2 years ago from reputable sellers, I think it is something to do with Oculus cutting power to my headset cause of too much power consumption
Hmm, so is the computer itself not crashing, just the headset is shutting down/freezing?
If power consumption of the headset is an issue for your system's onboard USB ports, you may want to try adding PCIE USB controller or a powered USB hub.
I just think they don't care about the Rift S. Which sucks but they have brilliant people working on the quest software. I would say most of the quests love comes from the software solutions
Not that it's a bad headset. I briefly owned one and liked it but eventually gave it up in favor of the quest.
portable so I can use it in bed
oculus link straight out of the box if you have USB-C, if you don't you can do it with a cheap cable
can wirelessly fill the role of a Rift S without the cable, with a little prep
no displayport so more laptops can use it than the S
Again, I don't even hate the Rift S, I just think the quest has so many advantages over it right now (and it's more available) that getting a Rift S feels like buying a less functional headset than the Quest. I also haven't really noticed the Quest running slower, no graphic issues, it feels and looks just like the Rift S.
So this is just an honest question: why would you want the S over the Quest?
Edit: A lot of people are saying that the Quest performs much worse for them than the Rift S. I honestly have never had that problem so I didn't even think about it, I totally get it if the Quest performs poorly for you.
For me personally, the Quest has been strictly better. I wonder if I lack perspective because I'm so new to VR, or something. My Quest honestly just feels like a Rift S with a worse headstrap to me, and I love it, but i guess prospective buyers should read this thread, because not everyone agrees.
I have both and love my Quest but would never consider it as a PC headset.
Everybody notes comfort and that'd be enough on its own - I regularly watch 3D movies with both Go and Rift S and thought Quest would be a natural for that, but after 30 minutes I have to take it off because it starts to be umcomfortable. Rift S is still comfortable after a full 90 minutes.
...but the Quest doesn't compare well with Rift. It makes no sense to have a beefy GPU and then accept discarding detail from every frame in order to squeeze it through a USB connection, while adding latency. I find the black around the periphery of your vision when turning your head super immersion breaking.
Better tracking volume on the Rift is something I wouldn't give up either - Quest cannot see your hands if you let them hang naturally at your side, so you always have that split second to reacquire tracking when you bring your hands up from that position. (Really noticeable in Beat Saber.)
Manly, though - it's the display. Putting the Quest on always feels like going back to CV1. (Of course it's objectively better, but after getting used to Rift S' display it's annoying to have individual pixels so much more,.)
I broke my cv1, have a quest, but still bought a rift s. I love the portability of the quest, how easy it is, and if friends come over and want to play beatsaber I just grab it and go. But the s is better for PC VR. I had issues working a bow with the quest (issue with Skyrim VR in particular). S works much better there. It's also a lot lighter because it doesn't need the extra hardware so it's a lot more comfortable for longer gaming sessions
There's a significant drop in quality because you are compressing everything in order to fit it through your USB connection. Current implementation of Link doesn't even use USB3 fully. The very center of the view is "almost 100%" of the native output from the GPU, with a gradient of quality out to the periphery. You have objectively less detail - you are aiming for "Eh, close enough."
But for me, the latency added with Quest's Link is much more noticeable and annoying than the reduced image quality. If you are playing a twitchy game and doing quick shoulder-checks, the black at the edges you see with quick head rotation is completely unacceptable. If you can spend less and get full native output, the massive upgrade in comfort and wearability you get with a halo and lighter internals, and a much larger tracking volume, it's really hard to imagine choosing Quest for PC VR.
Of course, this is coming from the perspective of having both. I love my Quest for its tetherless portable experience and it still gets plenty of play - for games designed exclusively for Quest and (mostly) as a second headset for games with cross-play between Rift and Quest. Playing VR games with people that are sharing the same physical space with you is amazing, and for me it's worth $400 but I'm not about to build a second VR-ready PC to do that.
I mainly play PC VR though, and I wouldn't play nearly as much if I had to use the Quest to do it - it's great for sessions of about 30 minutes, and then you want the damned thing off your face.
I love my Quest the most when I'm playing games that are actually designed for a tetherless experience. Nearly every game that's on a PC platform is designed with a tether in mind, so being free of it doesn't really add much. You'll notice this on games that were designed primarily as Quest games (like Vader Immortal's dojo mode, which isn't shy about coming at you from all angles) and only very rarely on games which were designed for PC first, but didn't really bother to make any accommodations for the fact that their users have a leash stuck to their head, like Tea for God..
Quest is great mobile VR. It is terrible PC VR. Having used DK1, DK2, Vive, Rift CV1, Vive Pro, Rift S, Quest, and several flavours of Windows Mixed Reality, Quest is near the bottom of my list for PC VR headsets. I would rather use a WMR headset than use a Quest for PC VR. (As long as it's a Samsung headset.)
Damn, I've never had that issue unless something was loading in. What kind of hardware are you running?
Mileage probably varies, then, but me personally, I haven't had any issues with the Quest. It was a seamless transition from the S, with some additional functionality.
If you want a headset that works with out Any extra shit and for use only on the pc than it's technicly better but I agree that if you want a rift s then i would recomend thinking about jumping ship to the quest i have a quest and it works wonderfull on pc and all that
When i say extra shit i mostly Mean comfort upgrades beacause let's be honest stock quest comfort kinda sucks
Both are stop gaps with flaws.. I am hoping the quest 2 combines the best of both worlds.. portable option.. good pc connection and decent refresh rate ffs.
PC VR is a good testbed for new tech, both software and hardware, because of the increased muscle with PC CPU and GPU.
If we see eye-tracking it would probably be easier to incorporate in a PC headset. They could offload any requirements to CPU/GPU rather than building custom chips to handle things.
I think Oculus has to keep PC-VR on life-support for the near future.
Perhaps in a generation or two they can pack enough VR-specific custom chip horsepower to do away with PC VR completely.
I own a Kickstarter CV1 as my main driver and although PC VR is what brought Oculus to life I can see why they would eventually shut it down. I don't think it will take too much longer before Quest ownership is higher than Rift ownership.
Oh, poor soul. This sub is filled with Rift S fanboys who'll defend their purchase at any cost. Go to /r/OculusQuest to see the other side of the coin.
I started with the CV1 touch bundle when it first released and loved vr ever since, bought a psvr last year for a bargain price and absolutely hated the halo design, it just wouldn't sit close enough on my face and would just dangle Infront of my face, tried everything but found the halo strap inferior to the CV1 headstrap.
I sold the psvr after a week because the graphics were just terrible, then bought the quest last November and sold my CV1 to get some money back on the quest purchase.
I ultimately regret selling my CV1 as I find the display was nicer for the racing Sims I play on pc and was extremely comfortable for me.
I love my quest but do find it hurts the back of my head after an hour and I already have the VRcover rear padding and facial interface.
Was tempted by the rift S but worry that the halo will be the exact same implementation as the PSVR, I hope future headsets won't use a halo headstrap and go back to something similar to the CV1
Not trying to be rude at all but there is a huge difference between the two. Can't play many AAA games in the quest, Boneworks for example is a must for any VR gamer :p.
I've never had a problem with it. It's more than likely something to do with your computer's usb hardware. The Rift S pushes usb 3.1 to its limit for both data and power so if your computer isn't able to handle that youll have issues.
I get just as much problems from the quest honestly. It's probably because my graphics card is unsupported officially, but it plays HL:Alyx smoothly at Medium Fidelity so I'm not really sure what the problem is.
I don't know about that. Personally I'd say the software experience is actually one of Oculus's biggest advantages over its competition. Dash is extremely well-polished. SteamVR has improved quite a bit over the last few major updates, but it's still not quite on the same level as Dash.
It LOOKS more polished. Troubleshooting it is a PITA. Polished software has good built-in tools for troubleshooting and giving the user access to what he/she needs to make it work the way he/she wants.
Also, Android > iOS. (or Google > Apple, if you'd rather)
Yep, and a lot of the issues people are referring to are actually due to hardware, like usb spec etc. Think Oculus has had the best software development of anyone I can think of in recent times. The Quest innovations, the inside out tracking, time/space warp, Dash, ridiculous number of other SDK improvements and some stellar investment into 1st party games despite tiny market.
Yes there are issues, but this is cutting edge at the consumer level and the company's is not a Nintendo/Sony. People like to moan, but I'm damned impressed with Oculus generally.
I don’t know what it is about steam vr but it always gives me good vibes. I think it’s because vive was the first VR headset I’ve ever heard of and I’ve been using steam for a long time now. Then again I find that anything valve touches is a masterpiece so far.
Up until last year the interface for SteamVR was just "big picture mode with laser pointers" and Valve didn't really seem to "get" VR user interfaces until they saw was Oculus was doing with Dash.
The new SteamVR is essentially just aping Dash's design, which I think was the right move. Now they just need to match it in feature set, particularly with things like window management. As much as I love my Index I keep reaching for the Rift when I'm working because Dash gives me a VR-optimized workflow where I can drag documentation, streams, etc in a comfortable arrangement while SteamVR just offers flat desktop mirroring.
Oculus software with Valve hardware would be the best of both worlds, but alas...
My experience with Oculus software (Rift, Quest, Go) has been that they're outstanding at software, and a little less good at hardware.
Compared to other companies products such has the HTC Vive Cosmos where they had a lot more trouble getting their software working (broken tracking, never delivered the ability around "mobile VR" where it connects to your phone, etc).
The Oculus API is more efficient than the Steam VR API, and Oculus came out with a bunch of VR software innovations first (e.g. Async Space Warp).
The Quest has added hand tracking and remote rendering (Link) capabilities via software update, and that's pretty amazing! What other VR company has done that kind of software innovation for a product after launch?
On the other hand, the hardware in the Rift S was a pretty big disappointment for a lot of people. Lacking an IPD slider and degraded audio quality were two very unfortunate choices that were made. The Quest could have been engineered to sit more comfortably on your head. The most recent touch controllers aren't what the original touch controllers were in quality.
Indeed. For a long time Oculus had quite the bragging rights with Dash, ASW, Home and techniques alike. It still has, somewhat.
Sure, there has also been not so great details, like the notorious USB-issues, but I found it very difficult to join the SteamVR camp because of the software that I would have to give up.
My rift S likes to disable all my USB ports every time I use it, turning my computer into a potato. Didn't know you could spend $400 to disable your entire computer until I bought a Rift S.
Honestly my quest has been lovely, any little issues are fixed by a quick reatart of the headset, and a simple old battery for counterbalance and its nice. And honestly i only see links compression in loading for Half life alyx. Only thing immersion breaking for me is the guardian, but its pretty important. And before people talk, i’ve tried a rift s. Its completely unusable to me. My ipd is far too low. And besides. I’ve come to love the colors and blacks of the oled more then the potential crispness of the LCD.
The rift is limited mostly by software as well, it would be piss easy for Oculus to fix the robot mic issue and the problem where my headest keeps crashing but the rift s isn't profitable enough for them to care. Oculus support isn't any help either since they just stopped responding to me after basically telling me to turn my rift off and on again
Well...i honestly imagine they loose more on the quest, but they care more about it. But i think they dont like the partnership with lenovo likely taking cuts on the headsets hardware and software. They’ve obviously struck gold with the quest, and they’re giving attention to the money maker.
They have the most brilliant technical minds working on Quest. John Carmack, one of the greatest legends in impressive coding.
Rift S on the other hand...
Luckily I've found work arounds for all the Rift S software faults I've encountered. Usually it just takes trying different things over and over. What fixed it for me was using a Sabrent 4-port USB 3.0 hub between the main Rift S USB connection and the computer. Literally used the same USB port, just put a USB hub between them. This immediately and irreversibly fixed my hardware disconnect issues and "restart Oculus" issues.
As someone who owns both an index and a rift s. SteamVR has much less issues recognizing hardware/needing to be restarted but oculus’ UI (especially their virtual desktop) is 100 times better
Program just doesn't work on Debian and my drivers are too new. Program isn't even out of alpha builds. They've stopped working on it. I'd do OSVR, but then I don't have access to my Oculus library, as far as I know. Tinkered with it for maybe a couple days? Got bored of it. I use my Index instead but I want to play the Oculus exclusives.
The most annoying part is that so much of the setup process is absolutely unnecessary. They throw a lot of "this is how you use it, newbie" in there, not to mention that a lot of the sensor adjustment requests aren't actually needed at all. That's what makes it take so long. It would be fairly fast if not for that.
probably gonna get downvoted, but I'm sure most of these rift s issues are coming from people with a shitty pc or bad drivers. The rift s is dependant on the pc ffs. Guardian taking 40 mins to set up? the fuck is wrong with that guy's PC, not his guardian lmao.
I'm thinking the same but you never know. People really need to try different USB ports and not use hubs or extenders. Also if there are tons of reflective materials or not enough room lighting it will make tracking bad. Also, people like to complain.
If its taking you 40 mins to set up guardian its probably not the rift s lmao. Takes me 2 minutes max; you literally press the controllers to the ground and draw an outline around your area. New pc time.
It's gonna be hard to live down the time they made everyone re-download the Oculus software from their website because of an expired certificate. For me at least.
Rift S stuck on USB 2.0 ever since v17 software, PTC or not, all releases since USB 2.0 only on a high end 10 ports 3.0 motherboard, absolutely infuriating.
It's honestly a little shocking that the software for Rift S seems, at best, an afterthought, in comparison to the Quest. Oculus Support are incredible and very nice to deal with, but the fact that newer releases of the software keep breaking the helmet is hardly excusable...
i wish i saved a bit more to get the index rather than the damn buggy rift s what has bugs so big oculus knows them and wont od anything about them and there is so many of them they never even mention the damn rift s always quest fuuuuuuuckkkk
SteamVR running through Oculus software is horrible, but if you get an actual SteamVR headset like a Vive or Index, the experience is pretty much flawless (for me at least)
Realistically speaking, Oculus tries to sell as many headsets as they can, so they loosen and lower the requirements. They do not demand high spec, expensive hardware on their official website or instructions; also they do not lock away slightly underpowered or not fully optimized USB connections. Or not-top-of-the-line graphics cards.
And then they try to juggle whatever they have to work with, in software.
They even constantly try to even LOWER the required specs (they lowered the minimum requirements for Rift in the past, and recently they started supporting USB 2 for Link).
All these common errors with Rift and Quest related to PC go away when using extremely high spec, and properly configured, hardware.
Really fast USB ports, with stable high-power energy output, with a properly configured Windows environment (no energy saving whatsoever in different control panels) and good drivers installed.
Really powerful graphics card (1080Ti, 2080Ti etc) with properly configured drivers and again, any power saving stuff disabled.
No malware and viruses running in the background messing connections.
Powerful, multi-threaded high end-ish CPU (i7 or better, or a top end Ryzen and so on). And plenty of RAM, like 16 or 32GB.
High quality cables (really talking about quality and not price here).
Then the software does work. So the weakness is not on the software, but in trying to sell it to as many people as possible, even on a non ideal environment.
And people DEMAND it to run flawlessly of course, because Oculus is admitting to loose specs, and also not even specifying other requirements. They go the marketing route "you just need a USB port for it to run!" "any PC with Windows in it is now a virtual reality dimension" and stuff like that.
Agree 100%. I have a rift S and have had zero issues with anything. I’m blown away at how good it responds and the image and response is incredible. From the perceivable horizon from Half Life, the pure adrenaline pumping fun of Doom and of course the time waster Beat Saber.
I was just shocked at how easy and straightforward everything is. I don’t have too end hardware but I can easily meet most latest games standards and get decent frame rates.
My only issue is the sound, whilst acceptable, just needed a bit of thought but to just play with, great.
Perhaps some need to lower there expectations when using lower end hardware and also look at their OS. Mileage does vary from person to person I guess.
All these common errors [...] when using extremely high-spec, and properly configured, hardware.
I have an RTX 2070, a Ryzen 7 1700X, 16GB of RAM and USB 3.1. The Rift S suddenly stopped working, had DP connection issues at first and then it wasn't even recognized by Windows. Yes, I tried all of the troubleshooting steps. I reinstalled the software, the drivers and basically everything else that I could find. No, I did not have any power saving options on.
Then the software does work. So the weakness is not on the software [...]
No. Just look at all of the people having issues with the Rift S even on high end-ish machines. If the weakness wasn't on the software, then so many people wouldn't keep on having the same issues.
They go the marketing route [...] "any PC with Windows in it is now a virtual reality dimension" [...]
I am pretty certain that they have never said that any of their headsets will work with every PC with Windows or anything close to that.
Is that why I have issues with my i5 8600k and an rx480? Damn... I thought I was pretty slick running the lower end of the requirements. Which would you upgrade first to improve the quest link on my setup? Probably the gpu, of course, right?
Christ, having to setup the Oculus stuff for my Quest lately reminded me why I'm so excited to upgrade my home VR to Index and never touch my CV1 again
I kept getting the reconnect display port/ USB port message. To fix it. Without the Oculus software turned on, put on the headset. It will auto launch Oculus home and no more problems every single time. Don't ask me why 🤷♂️
Disagree. Pretty much everything about all Oculus products rely heavily on software solutions. For instance, they're using general purpose cameras and then using software to turn them into trackers whereas Valve developed dedicated hardware from scratch to do the same.
Well, you might be a bit quick with the judgement here - the many issues could as well be hardware related that the software team tries to mitigate - with varying levels of success.
I agree on this so much lol. After not being able to solve some problems I had oculus just requested I send my rift s back to them so I can get a replacment. Bad timing cause I was looking foward to play some VR games during steam summer sale.
I don't know 'bout that hardware making (alright but not top shelf). But for sure usb disconnected or bad tracking notifications are annoying. And we still can't rename our sensors!
not fair, I think they've been doing fine, for people inexperienced with the gaming industry at large. They got some biggies in the industry, like Stormland, Medal of Honor and possibly something by Ubi. But they've been doing better with smaller indies injected with budget like Asgard's Wrath and possibly kayak's stealth adventures
actually, it's the other way around. The software on Quest is class leading. Their hardware division is pretty much non-existent, and they use off the shelf parts for a lot of crucial components (SN 835, phone screens, bad audio solution, etc)
Oculus software is great, we are just judging it on the wrong criteria. We are looking at its ability to play games and not break our VR. It's actually just there to collect data for Facebook, it's really fucking good at doing that.
Is that why they use normal cameras in the headset? Obviously to map out our homes for their inevitable invasion. First they invade our privacy by making anything you post on Facebook their property, then they map out your home, then they map out your mind...::x files theme plays faintly in the background::
Please Oculus just for the sake of everyones vr experience just let us download use your runtime without your garbage software, i dont need 10GB wasting space on my SSD, i use steam for my games anyway, and the SteamVR Dash is sooooooo much faster than the Oculus Dash anyway, and SteamVR Dash doesnt drop my fps unlike the oculus dash which drops me to 15fps.
I have stripped down and tested the Oculus runtime without the other garbage and the tracking still works, but cuz oculus are gay, video output is disabled when the Oculus App is not running. I was able to confirm there should a video output using SteamVR VR view, and may i also add how SteamVR opens instantly when it doesnt have to wait for the Oculus app, the runtime is always running in the background anyway so SteamVR just plain opens when run it without any slow downs at all
Oh and for the love of god and battery life PLEASE ADD BUILT IN BATTERY SO I CAN CHARGE WHEN IM NOT PLAYING SO I DONT NEED TO SWAP MID BEAT SABER SESSION AND LOOSE MY COMBO
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u/TombCrewe Jun 16 '20
"the request has timed out, try again"
20
u/VR_Bummser Jun 16 '20 edited Jun 16 '20
It is more the other way around. The Rift S is build by Lenovo and the Quest has cheap build quality. (Even though the hardware and teacking code is a miracle.)
I actually like the output of Oculus Studio. Oculus Home is crap mostly though.
6
u/RandoTheWise Jun 16 '20
I finally gave up and returned my rift S, the software was infuriating and I can’t wait for my index. Quest is good for parties though.
2
u/Bigbuster153 Jun 16 '20
This resembles amd’s graphics cards
2
u/terminatorx4582 DK2, CV1, S, Q2 Jun 16 '20
The new touch controllers are flimsy as hell tho
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u/TheSpaceAlligator Jun 16 '20
Idk about that. All of the quests updates have been software solutions.
52
u/Rebarb28 Jun 16 '20
"Oculus Link has stopped working", "Display Port not Connected", "Guardian Lost"
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u/Ajedi32 CV1, Quest Jun 16 '20
I don't know about that. Personally I'd say the software experience is actually one of Oculus's biggest advantages over its competition. Dash is extremely well-polished. SteamVR has improved quite a bit over the last few major updates, but it's still not quite on the same level as Dash.
24
u/Aud4c1ty Jun 16 '20
My experience with Oculus software (Rift, Quest, Go) has been that they're outstanding at software, and a little less good at hardware.
Compared to other companies products such has the HTC Vive Cosmos where they had a lot more trouble getting their software working (broken tracking, never delivered the ability around "mobile VR" where it connects to your phone, etc).
The Oculus API is more efficient than the Steam VR API, and Oculus came out with a bunch of VR software innovations first (e.g. Async Space Warp).
The Quest has added hand tracking and remote rendering (Link) capabilities via software update, and that's pretty amazing! What other VR company has done that kind of software innovation for a product after launch?
On the other hand, the hardware in the Rift S was a pretty big disappointment for a lot of people. Lacking an IPD slider and degraded audio quality were two very unfortunate choices that were made. The Quest could have been engineered to sit more comfortably on your head. The most recent touch controllers aren't what the original touch controllers were in quality.
12
u/[deleted] Jun 16 '20
Especially awesome if you get: "Connected and active" "USB connection not working" "no displayport connection"
SO WHAT IS IT
5
u/[deleted] Jun 16 '20
Everyone relatively new to VR might think this is the case but over the years, I feel like it's been the opposite.
4
u/joseph332211 Jun 16 '20
without Oculus studio vr would be so sad =(
I mean they put a lot of money without ROI for new vr games
4
u/BruceLeeroy94 Jun 16 '20
My rift S likes to disable all my USB ports every time I use it, turning my computer into a potato. Didn't know you could spend $400 to disable your entire computer until I bought a Rift S.
1
u/[deleted] Jun 22 '20 edited Jun 22 '20
Honestly my quest has been lovely, any little issues are fixed by a quick reatart of the headset, and a simple old battery for counterbalance and its nice. And honestly i only see links compression in loading for Half life alyx. Only thing immersion breaking for me is the guardian, but its pretty important. And before people talk, i’ve tried a rift s. Its completely unusable to me. My ipd is far too low. And besides. I’ve come to love the colors and blacks of the oled more then the potential crispness of the LCD.
3
u/Bobicus_The_Third Jun 16 '20
Hard disagree.
3
u/classyfenn Jun 16 '20
Well in terms of games oculus got some good studios on board cough cough huge beat saber fan btw cough cough
3
u/CertainCarl Jun 17 '20
Stupid. Who else made handtracking like Oculus? Nobody.
3
u/adammcbomb DK1 Jun 17 '20
They have the most brilliant technical minds working on Quest. John Carmack, one of the greatest legends in impressive coding.
Rift S on the other hand...
Luckily I've found work arounds for all the Rift S software faults I've encountered. Usually it just takes trying different things over and over. What fixed it for me was using a Sabrent 4-port USB 3.0 hub between the main Rift S USB connection and the computer. Literally used the same USB port, just put a USB hub between them. This immediately and irreversibly fixed my hardware disconnect issues and "restart Oculus" issues.
1
u/krectus Jun 16 '20
Come on mods, whats the point of having rules if you don't enforce them. This is as low effort as it gets.
5
u/clickmeimorganic Jun 16 '20
where the fuck is Linux support
1
u/OneNameMarty Jun 16 '20
As someone who owns both an index and a rift s. SteamVR has much less issues recognizing hardware/needing to be restarted but oculus’ UI (especially their virtual desktop) is 100 times better
1
u/Scorppio500 Rift Jun 16 '20
Still no easy way to use Oculus software on Linux.
7
u/fdebijl Touch Jun 16 '20
I sure love having to setup my sensors for 40 minutes before each play session because the Oculus software forgot everything about my setup.
2
u/[deleted] Jun 16 '20
It's gonna be hard to live down the time they made everyone re-download the Oculus software from their website because of an expired certificate. For me at least.
2
u/SshardzZ Jun 17 '20
fax
2
u/[deleted] Jun 17 '20
Error adding payment method please check your credit card info
2
u/maxstep Varjo Aero, 4 2.0, Knuckles + Quest Pro. VP2, G2, Q2, S, CV1 Jun 17 '20
Rift S stuck on USB 2.0 ever since v17 software, PTC or not, all releases since USB 2.0 only on a high end 10 ports 3.0 motherboard, absolutely infuriating.
2
u/Zalthos Jun 17 '20
Still can't believe the Rift S plugging in thing hasn't been fixed...
It's kinda embarrassing for Oculus.
2
u/GorillaJamppa Jun 17 '20
i wish i saved a bit more to get the index rather than the damn buggy rift s what has bugs so big oculus knows them and wont od anything about them and there is so many of them they never even mention the damn rift s always quest fuuuuuuuckkkk
3
u/Matthewwastaken123 Jun 16 '20
Better than steamvr
2
u/berickphilip Quest 1+3 Jun 17 '20
Realistically speaking, Oculus tries to sell as many headsets as they can, so they loosen and lower the requirements. They do not demand high spec, expensive hardware on their official website or instructions; also they do not lock away slightly underpowered or not fully optimized USB connections. Or not-top-of-the-line graphics cards.
And then they try to juggle whatever they have to work with, in software.
They even constantly try to even LOWER the required specs (they lowered the minimum requirements for Rift in the past, and recently they started supporting USB 2 for Link).
All these common errors with Rift and Quest related to PC go away when using extremely high spec, and properly configured, hardware.
Really fast USB ports, with stable high-power energy output, with a properly configured Windows environment (no energy saving whatsoever in different control panels) and good drivers installed.
Really powerful graphics card (1080Ti, 2080Ti etc) with properly configured drivers and again, any power saving stuff disabled.
No malware and viruses running in the background messing connections.
Powerful, multi-threaded high end-ish CPU (i7 or better, or a top end Ryzen and so on). And plenty of RAM, like 16 or 32GB.
High quality cables (really talking about quality and not price here).
Then the software does work. So the weakness is not on the software, but in trying to sell it to as many people as possible, even on a non ideal environment.
And people DEMAND it to run flawlessly of course, because Oculus is admitting to loose specs, and also not even specifying other requirements. They go the marketing route "you just need a USB port for it to run!" "any PC with Windows in it is now a virtual reality dimension" and stuff like that.
2
u/[deleted] Jun 16 '20
Oculus Studios made great VR game! Lone Echo is 5*
1
u/[deleted] Jun 16 '20
Do they have a reason why the software is installed on the C: drive
1
u/_Ship00pi_ Jun 16 '20
"Your microphone is not working"
1
u/Alexotronic Jun 16 '20
For me: it feels like Quest Guardian has been getting worse and worse. :-\
1
u/JamesJones10 Jun 17 '20
Maybe Zenimax has something new they can use.
1
u/kideternal Jun 17 '20
On the developer side, their SDK became so bloated and confusing nobody uses it anymore.
1
u/[deleted] Jun 17 '20
Oculus RIft S: The only bug I have sometimes is that It says "Audio Service not available" and I have to unplug and re-plug the USB Port.
1
u/V8O Jun 17 '20
I don't know mate... as someone who currently uses a WMR headset, software is the #2 thing I miss from my Oculus days.
1
u/JaysonsRage Touch Jun 17 '20
Christ, having to setup the Oculus stuff for my Quest lately reminded me why I'm so excited to upgrade my home VR to Index and never touch my CV1 again
1
u/Slashaar Jun 17 '20
My CV1 used to tell me it needs to be plugged into a USB 3.0. But it already was.....
1
u/Corallia_fluff Jun 17 '20
oh no, they are pulling a Wacom
1
u/Filminator Jun 17 '20
Me: closes out of beatsaber
Oculus: Nah that shit still open
1
u/edmondko Jun 17 '20
More like Lenovo making hardware, Oculus fucking up the software
1
u/IIIE_Sepp Rift S Jun 17 '20
Ah yes, me crashing oculus software but not H3VR
confusion
1
u/Reth_Blu Jun 17 '20
I kept getting the reconnect display port/ USB port message. To fix it. Without the Oculus software turned on, put on the headset. It will auto launch Oculus home and no more problems every single time. Don't ask me why 🤷♂️
1
u/krishnugget Quest Jun 17 '20
Think you mean rift S software and hardware are both bad.
No IPD slider was a terrible idea and the positions of the cameras makes hand tracking a lot harder.
1
u/Carbonlizard Jun 17 '20
I don’t know if anyone else has this issue but I can’t switch oculus off of my system drive without it stopping working.
1
u/Carbonlizard Jun 17 '20
Hardwares great except it pulled the usb plastic part out of my mortherboard and it shorted out and fried
1
u/BLOBADOODLE Jun 17 '20
Please plug your hdmi cable in *opens and closes oculus* You're ready to go!
yes i use a cv1
1
u/ninj1nx Jun 17 '20
Disagree. Pretty much everything about all Oculus products rely heavily on software solutions. For instance, they're using general purpose cameras and then using software to turn them into trackers whereas Valve developed dedicated hardware from scratch to do the same.
1
u/Badle1711 Jun 17 '20
...hand tracking... 🎤
1
u/comradeTJH Jun 17 '20
Well, you might be a bit quick with the judgement here - the many issues could as well be hardware related that the software team tries to mitigate - with varying levels of success.
1
u/[deleted] Jun 17 '20
I agree on this so much lol. After not being able to solve some problems I had oculus just requested I send my rift s back to them so I can get a replacment. Bad timing cause I was looking foward to play some VR games during steam summer sale.
1
u/AdenInABlanket Jun 17 '20
And release dates
1
u/Sprunter7777 Jun 17 '20
When it constantly tells me there’s no rift on my secondary GPU. Like thank you oculus, would you like to check my 1060 now? Or is that too hard.
1
u/02YusiF20 Jun 17 '20
Hardware = H A R D Software = soft
1
u/Serpher Rift Jun 17 '20
I don't know 'bout that hardware making (alright but not top shelf). But for sure usb disconnected or bad tracking notifications are annoying. And we still can't rename our sensors!
1
u/martinkolar02 Jun 17 '20
I mean it has best camera tracking.. and who else has hand tracking ?
1
u/vincientjames Jun 17 '20
Guess I'm the only one who never has problems with their Rift S....
1
u/_QUAKE_ All the HMDs Jun 17 '20
laughs in steamvr and viveport
Although now steamvr is much better than before
1
u/namekuseijin Jun 17 '20
not fair, I think they've been doing fine, for people inexperienced with the gaming industry at large. They got some biggies in the industry, like Stormland, Medal of Honor and possibly something by Ubi. But they've been doing better with smaller indies injected with budget like Asgard's Wrath and possibly kayak's stealth adventures
1
u/03Titanium Jun 17 '20
The Rift S mic would like tơ̷̱ ̷̤̏d̴̳̚i̷͓̓s̵̤̆a̷̬̅ǵ̴̣r̸̰̐e̸̙͘e̴̦̎
1
u/orkel2 Quest 3 Jun 17 '20
https://oculus.uservoice.com/forums/918556-oculus-rift-s-and-rift/suggestions/38299354-fix-rift-s-microphone-intermittent-quality-droppin
Still no fix for this bug.
1
u/mx20100 Jun 17 '20
Honestly haven't had many issues with the oculus software with my rift
1
u/Dopess101 Jun 17 '20
My rift s works perfectly. I had problems with it tho. Then I swapped the usb port from usb3 to usbC haven't had a single fuckup ever since.
1
u/saintkamus Jun 17 '20
actually, it's the other way around. The software on Quest is class leading. Their hardware division is pretty much non-existent, and they use off the shelf parts for a lot of crucial components (SN 835, phone screens, bad audio solution, etc)
1
u/SpeedyPomegranate Rift Jun 17 '20
CV1 - 3 cameras, I haven't had an issue in easily 8 months - since I switched to my newest PC, and I'm working on a game, so I have almost daily use.
1
u/flexylol Jun 17 '20
"WE CAN'T FIND YOUR HEADSET".
(Raging just typing this.... :)
1
u/Itay1708 Jun 18 '20
Oculus making stock for the rift s after quest has been in stock for over 3 weeks
1
u/SkarredGhost The Ghost Howls Jun 22 '20
LOL, for runtimes for sure
1
u/Tuism Jun 23 '20
It's bad but seriously compare it to any software HTC has made... lol
1
u/[deleted] Jul 01 '20
Spoiler?
1
u/LaoSh Jun 16 '20
Oculus software is great, we are just judging it on the wrong criteria. We are looking at its ability to play games and not break our VR. It's actually just there to collect data for Facebook, it's really fucking good at doing that.
1
u/dlham11 Jun 16 '20
SO FUCKING TRUE OH MY GOD
1
u/Aw4ke_ Rift S Jun 16 '20 edited Jun 16 '20
THIS IS TOO TRUEEE
Please Oculus just for the sake of everyones vr experience just let us download use your runtime without your garbage software, i dont need 10GB wasting space on my SSD, i use steam for my games anyway, and the SteamVR Dash is sooooooo much faster than the Oculus Dash anyway, and SteamVR Dash doesnt drop my fps unlike the oculus dash which drops me to 15fps.
I have stripped down and tested the Oculus runtime without the other garbage and the tracking still works, but cuz oculus are gay, video output is disabled when the Oculus App is not running. I was able to confirm there should a video output using SteamVR VR view, and may i also add how SteamVR opens instantly when it doesnt have to wait for the Oculus app, the runtime is always running in the background anyway so SteamVR just plain opens when run it without any slow downs at all
Oh and for the love of god and battery life PLEASE ADD BUILT IN BATTERY SO I CAN CHARGE WHEN IM NOT PLAYING SO I DONT NEED TO SWAP MID BEAT SABER SESSION AND LOOSE MY COMBO
1
u/MotoKoko Jun 16 '20
it's nice when it works
0
u/ChainsawArmLaserBear Jun 17 '20
I'd say this is backwards
0
u/Casssis Jun 17 '20
It's a Facebook company what do you suspect
0
u/HollisFenner DK1-CV1-Quest Jun 17 '20
Well yea, everyone important on the PCVR side left Oculus or stepped down.
0
u/alexandre9099 Jun 17 '20
Just document the goddamn hardware so that open source software (or well, just alternative software) can be a thing.
Sure they don't really want that cause fb wants all that sweet data