Beat Saber

Beat Saber

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ScoobyVR Apr 23, 2021 @ 9:46am
Oculus Rift 4 sensors still can't keep up
Just what the title says. The hardware lags, not the internet. Constant game stutters resulting in missed hits, resulting in don't even think about trying ANYTHING fast because HELL NO you loose by default.

i7 6700k, 32GB DDR4 RAM, RTX 2070, and all SSD. Wired LAN, rf signal to DOCSIS 3.1 modem is prefect including SNRs, 5G router again is wired to PC.

I'm watching the Hardware tab on my Oculus.exe show connections/ disconnections, but all USB power is managed correctly (that is to say, I turned off PC control of my USB ports). I have 750W PSU so what the hell is the deal?
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Showing 1-10 of 10 comments
MystaMagoo Apr 24, 2021 @ 1:57am 
which nvidia drivers you are using?
RTX cards have a known problem with a few games with drivers,not sure if later drivers have fixed it?
Angry Russian Apr 24, 2021 @ 7:38am 
You can try to understand which USB ports are connected to which controllers on your motherboard so you can keep the sensors on a separate controller. Also some controllers are just bad in sense of latency and there is nothing you can do about it except trying different drivers for them (windows often installs bad ones). That's the reason why some people have perfect tracking on CV1 and some are having a horrible one. Of course there is also effect of reflective surfaces in view of sensors and bright light sources, but I guess that is kind of obvious.

Also 4 sensors is an overkill, not many USB controllers will be able to keep up with them, so better limit yourself to 3 sensors. Basically everything will be perfect if at each moment of time your controller and headset is seen by 2 senors.

And yes, if it's really the rendering issues and you still didn't fix garbage management in the game then search the forum for boot.config edit
Last edited by Angry Russian; Apr 24, 2021 @ 7:41am
ScoobyVR Apr 24, 2021 @ 8:13am 
for reference, I'm an engineer, I built this VR room about 4 years ago, and have several thousand hours in my play space. All with no issues. Seams to just be Beat Saber that does not behave as intended. Using Oculus Rift CV1
Angry Russian Apr 24, 2021 @ 9:22am 
Good, I'm an engineer too. Then do a boot.config edit, that is Beat Saber specific and most common reason of stutters since 1.13.4.

Also you say "all SSD", so does it mean there's no a single HDD in your config?
Last edited by Angry Russian; Apr 24, 2021 @ 9:26am
ScoobyVR Apr 25, 2021 @ 10:35am 
my 2 USB 2.0 sensors and my 3.0 HMD port are all off the ROG Maximus VIII Hero Mobo, the 2 USB 3.0 sensors are off the recommended aftermarket 4 port USB 3 card. Same as it's been for years. All USB power management by PC is turned off.
I'm pretty sure I know what the problem is since Oculus themselves corrected it years ago (right after I bought my CV1 new) when they released the new touch controllers. You see, the original touch controllers that I have the sensor ring faces down, under my hand, and my sensors are mounted in the ceiling corners.
Admittedly I'm a hardware engineer, I'd rather not mess with config files for one game when I think the problem is hardware.
also, "all SSD" = no HDD.

Thoughts?
Last edited by ScoobyVR; Apr 25, 2021 @ 10:37am
Angry Russian Apr 25, 2021 @ 11:30am 
Originally posted by ScoobyVR:
my 2 USB 2.0 sensors and my 3.0 HMD port are all off the ROG Maximus VIII Hero Mobo, the 2 USB 3.0 sensors are off the recommended aftermarket 4 port USB 3 card. Same as it's been for years. All USB power management by PC is turned off.
I'm pretty sure I know what the problem is since Oculus themselves corrected it years ago (right after I bought my CV1 new) when they released the new touch controllers. You see, the original touch controllers that I have the sensor ring faces down, under my hand, and my sensors are mounted in the ceiling corners.
Admittedly I'm a hardware engineer, I'd rather not mess with config files for one game when I think the problem is hardware.
also, "all SSD" = no HDD.

Thoughts?
Please confirm first you did what I asked before. Again this config file is NOT a system file, it's a GAME file for booting Unity engine, developers messed up and removed this line recently. There is no point digging deeper until you fix this file.
Last edited by Angry Russian; Apr 25, 2021 @ 11:30am
YoeyYutch Apr 28, 2021 @ 5:03am 
Originally posted by ScoobyVR:
I'm pretty sure I know what the problem is since Oculus themselves corrected it years ago (right after I bought my CV1 new) when they released the new touch controllers. You see, the original touch controllers that I have the sensor ring faces down, under my hand, and my sensors are mounted in the ceiling corners.
Admittedly I'm a hardware engineer, I'd rather not mess with config files for one game when I think the problem is hardware.
Thoughts?

A simple way to test your idea about the sensor rings would be to play Beat Saber holding your controllers upside-down. I actually play with my controllers upside-down and backwards. I put my hands through the rings so they wrap around the top of my wrists. A starting point for the settings would be something like: Position (2,4,2) Rotation (-140, 8, 0)
I just do that because it's easier for me to hold on to the controllers, but my tracking seems pretty good.

However I don't think the sensor rings are causing stuttering in the game as you describe in your original post. Honestly, I've had a rollercoaster of performance issues with Beat Saber and I'm just not systematic enough when it comes to troubleshooting on the computer to pinpoint what causes my issues and what fixes them. I did notice a pretty big improvement after I did a Windows update recently because I found that I had some drivers that needed updating. I can't remember how I managed to include the driver updates but you're an engineer, so I'm sure you could figure it out. Good luck!
ScoobyVR Apr 28, 2021 @ 5:58am 
Originally posted by yoeyyutch:
Originally posted by ScoobyVR:
I'm pretty sure I know what the problem is since Oculus themselves corrected it years ago (right after I bought my CV1 new) when they released the new touch controllers. You see, the original touch controllers that I have the sensor ring faces down, under my hand, and my sensors are mounted in the ceiling corners.
Admittedly I'm a hardware engineer, I'd rather not mess with config files for one game when I think the problem is hardware.
Thoughts?

A simple way to test your idea about the sensor rings would be to play Beat Saber holding your controllers upside-down. I actually play with my controllers upside-down and backwards.

I was thinking exactly this while walking the dogs.
I'll report back. o7
Icedove Apr 28, 2021 @ 1:34pm 
Try with 3 sensors. The USB 2.0 connected sensors are heavy on the cpu, because decompression. Maybe try 3x USB 3.0.

You are aware of -vrmode oculus ?
Last edited by Icedove; Apr 28, 2021 @ 1:35pm
Kurtino Apr 29, 2021 @ 4:35am 
Not much to add, but I will say that I used to run a 4 sensor Oculus Rift CV1 setup and I had 0 stuttering issues, tracking issues, or lag issues related to the sensors.

2 sensors running in USB 3.0, 2 sensors running in USB 2.0, as per Oculus guidelines.

When setup correctly they should cause no latency issues, so your issue is not that you have 4 sensors.

This was playing Beat Saber as well, so nothing to do with 4 sensors and how Beat Saber interacts with them, unless some sort of update since then has caused an error. I am currently running 4 SteamVR 2.0 sensors with an Index instead so cannot test this any more.
Last edited by Kurtino; Apr 29, 2021 @ 4:37am
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Date Posted: Apr 23, 2021 @ 9:46am
Posts: 10