Tried playing the game for the first time today, downloaded it to my SSD and once I launched the game my tracking started flickering violently every few seconds, went out of the game and launched a different game (H3VR in my case) and all tracking worked fine, checked my system performance and everything was fine there too, enabled asset preloading and everything but nothing would stop my tracking from trying to give me a seizure every time I start the game. Anybody know what the issue could be?
#Tracking bugs on Index
78 messages Β· Page 1 of 1 (latest)
May you record this and send some logs?
yeah im gonna have to do that later but I will
is it alright if I use workupload or something similar for this since the clip size is too large for me to upload it directly over discord?
Yeah sure, whatever works :3
Thank youuu
no problem, let me know if you have any idea what the issue may be.
Ive had a similar issue before in VRC but that turned out to be related to my network and has since been fixed so im real confused rn ,_,
Hey there @fierce crypt, sorry for a random ping, but my testing of fixing the Index tracking issues by emulation I have available on PSVR2 turned out to be... well the emulation works on the release so it's not helpful 
If you have a minute or two, could you check what bindings set you are using for Labrat in the Controller Settings of SteamVR?
oh yeah all good, Im just using the standard index bindings set currently
So essentially this π
yeah that should be it
@elfin willow
Actually can you check the interraction profile when you edit it?
I would guess it's SteamVR native HMD stuff instead of just my PSVR2 so you should have it in the settings of the keybinds
I hope π
I cant do that right now unfortunately, I dont have my index available currently since im currently moving
its at my old place so I dont have access to any of the stuff for it
Awwww
Yea and SteamVR for some reason doesn't allow to check bindings without VR connected (which is dumb ngl) 
im sorryyyyyy π
Don't worry, that at least confirms it's a real issue on the Labrat side π
Thanks a lot for understanding 
Haha nuu dw
its all good ill let you guys know once i get it over here
might take a few days though
Ive got my headset back! If you guys still need help id be available later today.
Oh definitely π The patch is technically live, so just booting the game and checking if it works would be amazing 
So sorry for responding so late, I'll get on that as soon as im home!
just booted the game and played for a sec, it would seem im still having the same issues as before sadly
I do feel like theyve become less frequent in a way but that might just be me playing tricks on myself
checked my bindings, theyre set to the default with OVR advanced
also booted it once in Open XR mode but that didnt change anything either sadly
Im so... lost
I could try to disable OVR if that could help?
I got also confused until I re-read the initial post - tracking "works", the issue is flickering of it and drop outs 
Trying disabling the OVR is a good idea honestly, if that doesn't help, can you record how it looks?
Ill try to disable OVR, I think theres already a link to a video of the issue but i am happy to record another if that might help
ah yeah makes sense, ill get another over shortly
Here you go, this is how it currently looks with OVR running, im gonna relaunch rq and check it without OVR
first few seconds dont have any issues but it becomes rather apparent
this also happens during normal gameplay outside of the intro sequence
Hold on, the HMD itself looses tracking
Okay that is... weird 
Well at least there is other issue fixed, the tracking of the controllers (reported as not working) works
Just now figuring out why in the world 6DOF is getting screwed over...
ill see if OVR fixes it, it could technically be a hardware issue since i got this headset used but ive never had a problem like this
the SteamVR does say the HMD lost tracking tho, so it might be something outside of the game causing this 
I have PSVR2 and it does loose tracking sometimes as well, but it freezes the 6dof movement, doesn't cause a restart in the floor 
If it isn't apparent in any other game / steamVR alone, I will guess it's not a full blown hardware issues, it would manifest itself in other titles
I think ._.
Never had a change to have fun with Index myself, it's wayyyy to expensive and well, now old tech to get it, and no one I know has it >.>
Only had experience with Vives / Rift S and Quests / PSVR2 so 
yeah OVR didnt fix it either π
checked my system performance and everything was fine there aswell
yeahh it should anyway
but ive checked out the headset and base station a few times too and havent found anything that would be wrong with them
Okay I have last question myself before I hand it fully to NotIntense :P Mind sending over the full player log again? I see a ton of errors in there about HandJoints, and I'm curious if those will be a thing again on the latest version
If so, I think we can try testing out something
yup will do
IF Index has this feature that PSVR2 has 
E.. no the errors are gone
Ughr
Tho there is A ton of OpenXR Initiatlizations, gonna guess each time the HMD looses the tracking SteamVR triggers the init again when it gets it back.
Lemme see if I fiddle with my VR if I can reproduce it, sounds like a valid theory at least 
@elfin willow any ideas in the meantime?
Yup, the init is caused each time the HMD looses focus, so when SteamVR looses tracking, it will re-initialize the OpenXR.. At least that is my theory
How to fix the tracking issues tho, I have no clue
Like I said, never had hads on Index myself, and decided to go with PSVR2 as the specs on it well, are better, and it's over 2x cheaper native SteamVR HMD π
The issue of... well no games supporting it natively is a different thing, but I have the Emulation in SteamVR so
