Oculus Quest Tracking Issues | How You Can Avoid **For Questers and Developers**

Oculus Quest Tracking Issues | How You Can Avoid **For Questers and Developers**

July 14, 2019 43 By Bernardo Ryan



welcome to Metaverse adventures my name is immersive Matthew and this is a special follow-up video we'll call it part three of the oculus quest touch controller issues that some of you including myself have been experiencing in this video we're going to conclude our findings and all the tests that we've been doing we're going to be playing with two different quests to see how they behave we're gonna be going back to the original oculus rift to see how its touch controllers behave and at the very end I got a special bonus for you to show you how other HMDs also compare so stay tuned for that all right let's start off with my personal oculus quest and I'm gonna recreate the experiments that I did the other night because some of you had mentioned and rightfully so that the room wasn't as bright as it possibly could be now I didn't have any control of tracking issues however I want to eliminate that as a possibility by doing it in this much brighter room and I've been playing around in here this afternoon no tracking issues have been coming up other than the ones that are about to no for you so let's start there and I'm gonna start off by just doing the hand swing test the one that you'll be doing in any game like beat Sabre or maybe the dojo inside of a door immortal really and we release wiping heart with your lightsaber and there are other games that are similar where you have fast movements and I want to show you how my quest at least responds and I say my quest because I know some of you in the comments have said that you don't have this issue and then when you tried you couldn't creat create it which is interesting I don't know what's causing that I do have an original quest that the first date you could order it I was right on it and I've received mine almost immediately on the 21st there's a few few days after them in Canada I have two of them the second one came a week later I ordered a little bit later in name and it also has the same problem but let me show you that here right now I'm gonna go ahead and pop it to my quest and I'm gonna start my recording so you can see what I'm doing okay recording started so all I'm gonna do is simply the same thing I'm going to just tenement beat saver and I'm swinging those you know what blocks I'm slicing those blocks sing with my arm and you know that in some levels you have to have a lot more travel and it was how many meters of space you've got so I'm gonna back away from my grid here it's coming at me see that but I see a grid okay so you can see me swiping away here no little problem okay and you can see that it's tracking this no good and this is a pretty hard swipe you know I think in beat saver I'm mostly doing this however sometimes you know I'm doing that you can see how it just lost it and all I did was a little bit of a flick on the rest I'll do it again you see hard annoyed okay same thing there that it's stuck in me there and it actually remained stuck there as you can see even though I spoke to have them want to show it again okay there it is again in the air so I'm going fast and I'm going to slow it down they're finite snapped in again this being people who have been saying that maybe it's the GeForce sensor in here there's an inertial sensor and a combination of that with the speed I'm actually more of the mindset that it's actually the tracking cameras that when it's mine that fast and that close it's probably just a little bit of a blur effect you can try this when you sit up your guardian and you're in that moment when you can see your room just take your or hunt your controller and go back and forth really quickly and you will see what I mean that's the same camera is that the vision is tracking and that you're seeing inside that black and white version so that's probably why it's struggling now I'll show you the same thing on the last controller that was the right controller on the left controller it's exact same thing it's out there for a second we go there there you go so same thing now is that a really hard sway it's a reasonably a hard sway you know if I was playing a game like spark scramble is another example I'm going to go and swing that racket sometimes I do swing that hard especially if you're diving for a ball and here's the last second you might swipe that part and so those are the types of situations that I think at least my oculus quest has the limitation is it a defect maybe not maybe it's just a limitation of this technology I mean we can only expect so much out of a mobile system let me show you the other crafts I have here it's like I said I have to stop with this one now and again these are totally two different controllers of course they both come with a set of two we fire this up let me start the recording as well on this one okay recording so same thing that's gonna swipe it here in the air you can see no problem again tracking it but there you go it's a little bit faster it does exact same behavior and I'm not swiping it crazy hard as you can see here I have a little flick in my wrist and so that's maybe what's giving it but that's not that's not a swing I wouldn't do in that sports crab or even beat saver when the blocks are coming in like crazy sometimes and same with the left controller you see that okay so in a bright lit room both my oculus quests both probably you know the very first couple weeks of being manufactured both have a hard time tracking the touch controllers with reasonably moderately fast swings I know they're not the fastest I can go I can swing a lot harder than that of course but they're also you know a little bit more that I normally would do most of the time I don't have a problem the question I don't want to bag on the class I think it's the most amazing HIV in the market by far even with some of these flaws however it is something that I think developers in particular need to note because there seems to be an upper limit and they're gonna have to make sure that they craft and design their games with that living in mind so they're not gonna bring about situations that may require someone to swipe as hard as I just did and there are some games who are breaking that rule today I believe unless my cue quests just are defective if you're not able to reproduce this please let me know in the comments I'd love to hear what your results are now I also want to follow up on some other experiments that did I had mentioned that people on reddit were saying that a piece of tinfoil down on the bottom of the battery might actually alleviate this problem because it could be a battery problem and it's sort of seen that that might be that way and they serve made me look at the battery itself and how they've designed it it does the ability because of when you're swinging this way the battery is going to maybe slide forward because the spring is on the bottom and it does that it has potential to come off of the positive terminals and so I talked about that in my very first video and in the recommendation that I and others have had is the stuffs in tin foil at the bottom and tried to get it to improve well I went to the ends degree on that one I didn't only the stuff it I actually ended up soldering a bit of metal on the end of each battery can make it a little longer and then I had to really jam it in there and I made sure that the pieces of the solder was just the right size to get on to the positive terminal and it was sandwiched in there in fact it was almost impossible to get that battery out it was really jammed in there and when I did the test I had the exact same result I tried tape inside the kyboot stone I put a spring inside and make it even more springy I put tinfoil on the pause negative end as well as the positive end I put the solder on both ends I did pretty much everything you could possibly imagine to get that battery to stay still and stay connected and it was still giving me the exact same result you just solid us now so I think in conclusion I have to say I don't believe that by swinging the controller that the battery is coming off that positive terminal I don't believe that's K that's the case that doesn't mean that it never happens I think there are scenarios certainly if you were to pump down like this you can actually tell that there's a problem and you can actually hear the battery moving around and in fact if you go inside the quest alright can you do that you see what happened do it again so there's an example of the battery coming loose but that's a pretty hard whack I mean actually light Lac on this particular one all right so that's when the battery comes loose it's pretty clear that it behaves differently and then when I'm swinging when I'm swinging the six degrees of tracking de stops and the controller will just start spinning in the air because the 3.43 degrees is still active somehow so that sort of indicates still getting power when I bumped as you just saw it was a little bit different behavior it's still travelled through the air as you saw and we didn't see any rotation despite me as you could see moving it around so that sort of proves that when you're swinging I don't believe the battery is moving now that's not to say that it never does and there are situations where you know you swing it hard enough that the battery could move forward and come up that positive terminal but it doesn't look like that's the likely scenario here now in the last day you saw me swing to touch controls around with this red rope and that's not something you would normally do in fact I don't recommend you do it at all if you slip or petco affect that rope your controller is going to be a goner however it is an interesting experiment because it allows us to have a little more control around the speed of rotation and then later on I can figure out how fast it was actually going calculate the g-force and the exact speed of that outer loop and that will tell us exactly when the touch controllers fail on the quest and as you know my last video they failed at 39 km/h which is 24 miles an hour so I'm going to do that exact same test today I'm not going to use this red rope instead I'm going to use this other rope it's a little bit easier on the hand and I've gone ahead and marked an exact location where I'm going to hold it here so that I can get a very accurate measurement and how long it is from tip to tip here right so let me get in first things first let me go ahead and start the recording okay and then I'll just go and get my hand in the right spot there okay so here we go the Rope test press number one this is my partner's quest immersive knees she doesn't mind me doing this right so there's a good piece no problem it may attract sit very well oh there it is just lost it there down over there it is okay and I think I'm right on the edge right now with feelings so this is where a little bit faster now what's actually going ok now that's weird that it failed there because I wasn't going that fast let's go faster that's really fast well that's it there it goes and there it goes again and there goes again okay so we'll measure that to see what speed that was that's the first quest let's go and do the exact same test on my quest alright so test on my quest that's weird why is it there we go okay found it so swing it around it's another pretty good speed and faster there we go fix there there there consistently filling there okay so that is the oculus trust and it is fast you know I'm not saying this as a problem but there are certain situations as I demonstrated with the hand where it is so we'll go back and I'll you know what this is somewhere up here I'll say the speeds okay immersive knees failed at originally at 33 km/h and that was twenty two point five miles per hour which equated to twenty two point five geez that was an anomaly because it didn't fail again after that until it reached the speed of 43 km/h or twenty six point seven miles per hour and that equated to thirty seven point eight G's so not really sure what caused that initial failure that seemed like a speed that it typically could handle even my last tests it seemed like it was okay up until the kind of close to 40 km/h than when it seems to fail is it did for sure here so we can rule that initial value out as perhaps an anomaly or just a little twist on the rope or something on my one we got more consistent results it failed originally at 39 km/h that's 24 point two miles per hour with a g-force of thirty one point two all right on to the next test and the point of comparison I want to show you how the oculus rift the original oculus rift along with the original touch controllers and how they work all right so let's get in alright so I'm recording my PC screen the first test I want to do is simply the same one that was doing in beats a row you got that cork up on that cord I hate the feeling of that alright so I'm going to do the same sort of swiping action that you saw me do before okay so you can see here that no problem tracking so far let me go a little faster and since the Rick wrist flip that again see that it just did it let me get together quick but I would say it is harder to do there we go it's harder to do but similar in front a left hand I put the wrist strap on that's one thing me that's one of the things I like better about the new quest the new touch controllers is that they don't they feel like you're not going to come out of my hand like they don't feel like it's the ergonomics they sort of stick in your hand more whereas these don't I can't read some of the differences but there's definitely a difference I feel like I'm not throwing a lot more than I did with the quest alright let's do the same thing with the other hand all right there we go alright so it is similar in the rift now I I sense it feels like I'm actually swiping harder than when I was in the quest when it started to lose tracking when you started to see it go up in the air like this but let's get some real data here by tying the rope on and do the exact same test and then we can go and we get the actual speed the exact speed here which really calculator and I'm really curious as to where this one failed versus the quest any one thing a guess but you're wondering right now what's it gonna be I tell you this tour I don't miss the cord you know I think if nothing else if all things were the same the quest even if the questions wasn't as good as the rest in my opinion it is really the same difference yeah there's a few differences in the graphics but I don't know if I like is anything to write home about unless you're doing a direct baby comparison you really can't tell but that chord I tell you this chord is so annoying alright I had to change hands here because I'm getting a blister on my head oh this controller all right here we go so so far so good no problem oh there I thought okay it'll be quicker there we go you see that so right now it would look like that the speed I'm swinging it here it feels comparable to where the quest fails maybe a touch slower it's hard to say but you can see where it's having a problem right at this speed for sure if I slow it down a little bit no problem again was backtracking it so it does seem like the quest and the rift have a similar failed point let me go and do the editing I'll measure it then I'll come back and give a conclusion all right this test was interesting because knees original oculus rift failed around the 33 kilometers you saw there that's 21 point one miles per hour which equated to twenty two point four geez and that was similarly to how the quest failed for her as well and then it but it just like the quest that more consistently failed thereafter at around thirty seven point one Columbus per hour at 23 miles per hour which calculates the twenty eight point six geez and just like her quest and rift I don't know why they failed at that lower speed it didn't seem to be as reproducible as the higher speeds and so again I would love to get anyone's opinion on what's causing these slower speeds to fail it maybe it's a twisting of the rope or maybe I have a slight jerk in my arm and just for a brief moment perhaps it is traveling a little bit faster it's hard to say but I think it's safer to say that it's probably more and then kind of the forty clamor our range you know that these sort of 42:23 miles per hour range which is similar between the two systems what's interesting is that they both have 60 frames per second cameras and this is probably the limiting factor here and as sort of that is the smoking gun those cameras to only track so fast like I said earlier when you go into guardians setup mode again that black and white space when you move your controls around you know at a decent paced you know other by whipping around when your arm or like I did with the rope either way the kind of gold blur and I was come a smeared mess because the cameras just are not quick enough don't have enough frames and have enough of latency in them that it is they just aren't you with the track it actually and of course the computer of vision you know the machine learning is looking at that trying to find patterns and when it's just a blurry mess you know just like anyone like just like a human it begins very difficult to track so I believe this is where we're looking at here not a battery issue but how fast these controls are going now others have said it with g-force potentially because the way the quest works it doesn't funky calculations with the inertial and and speed and these sort of things and and maybe I haven't delved into the SDK so it could be the g-forces as well so it's other the speed or the G's I would love your comment if you're a developer and you're deep inside of this I would love to hear you in the comments when you use what your thoughts are so please enlighten us and I'm gonna play with us more and I'll likely do a fourth video once oculus releases their updated oculus quest tracking which is unbound very soon and I'll dive into the SDK myself I don't hear from anyone and see if I can get some more answers for us alright like I said the beginning the video I have an extra small bonus for you I may be showing you the same tests with the HTC vive now as you may know the HTC vive has a different tracking technology instead of using cameras on the front of the device it has these laser sweepers in the corners of the room here that put out a laser sweep that these little divots in both the hmd and on the controllers pick up and then it can calculate based on the angle and how many of hitting it etc to figure out the 3d positional space where it is in 3d where it is in 3d space and so I'm gonna do the exact same test I'm gonna start off by just waving it around so let me get into the vibe here and again these cords that's driving me nuts okay so I'll pretend again I'm playing beat Sabre and it's gonna swipe that okay and just like with the quest I'm gonna tape it up a little faster put my hand in the wrist strap these are harder to hold on to it feels like so you can see here even in the hardest throw it does not appear to be losing tracking I hit my hardest throw I'm gonna put it back to the hand because it keeps someone to do that oh yeah I cannot can't get the fail I keep on hitting as a side button it which brings up this little menu but the controllers seem to be solid let's turn have the same cast with the rope to see how it performs and just like with the other systems I'm gonna hold the rope in the exact same spot which is right here go a little marker the way alright here we go oh it's turned off alright there we go and I'm gonna put it in the same easier to see there we go okay swinging around a decent pace this is a on the slower side of things like I was doing with the quest and I must slowly speed it up faster faster even at that speed still it was tracking it so apparently the HD vibe I can't make it fail at least not in his face this big even I had a really big space that was making it that fast you know being velocity would be even higher but that's is so unrealistic and like I said even by swiping I was not able to fail it so I think this is sort of the gold standard of tracking and flamey all you want in the comments and I think that you know there are some limitations with the quest and with the rift as you saw in the results but there's still great systems and they're within you know 99% of time gonna be within tolerances of how fast you swing your arms about but it's good to know for developers that there are those limitations all right that's right about for the conclusion of the video alright I hope you enjoyed that video I like to wrap things up really quickly by kind of giving my final thoughts on what we just saw I think it's safe to say that the oculus quest is an awesome head now display like I said earlier it is my all-time favorite and so I'm not trying to pick on in any way I'm just trying to know what some of the limitations are with it and as we saw in the video there does appear to be a limitation about how fast you can swipe your touch controllers and we saw it fail sometimes at around thirty three climbers per hour that's 21 miles an hour but more consistently we saw it failed more around the 39 km/h 40 km/h aa9455hm now there are some exceptions you know what some of us who play beat Sabre a little more vigorously maybe are trippin it more than others perhaps or if you're really aggressive with sports scramble or Vader or immortal and there's going to be other games that are going to be in that same place and I guess the real hope of this video is that developers who watch this recognize that there is sort of this upper limit and then to design their game around that and that is my hope that we all have that so I hope that for those of you who are everyday users of the quest and you maybe you're having some tracking problems this might give you some insights because certainly there are issues around lighting to bright to dark that can cause the controller issues battery to low can cause controller issues you know something blocking it and cause controller issues there are those sorts of things and we also know that the battery although I'm not so sure that's going to be a common one however I think those all those together I believe are the least common issues I think the more common issue is just why I've showed you here today but I'd like to know what you think can you recreate those tests are you able to cause it to lose when you whip your controller around let me know in the comments love to hit your thoughts if your developer please chime in with maybe some technical details around what you've noticed in the SDK and some of your experimentation and always I hope you enjoyed this video and we'll see you in the net worth I know the news is coming up very shortly