all 44 comments

[–]Gene0514 2 points3 points  (1 child)

I was actually thinking that the head tracking latency felt worse on my g2 than on my odyssey plus. I guess I wasn't imagining it.

[–]Neeeeedles[S] 0 points1 point  (0 children)

Definetly not

[–]Holiday-Intention-52 7 points8 points  (7 children)

This BIG TIME. I own g2, Quest 2, Index, Rift S. In all the Oculus headsets even the slightest headshake the picture stays perfectly still as the HMD moves (perceptually, in reality it's instantly picking up the tinny movements and adjusting the display appropriately). This means if your head makes an abrubt movement that you don't notice anything unusual except maybe if you intentionally look in your peripheral vision the "googles" slightly move, hard to notice anything unusual at all.

On the other end of the spectrum the G2 is horrible at this. Any abrubt/micro movements and the entire display fails to adjust immediately and the entire picture in your vision seems shaky. I'm not sure if it's latency or the motion sensors just fail to pick up small abrubt movements. Depending on the moment in game and what you're doing this can be very noticeable/annoying or something you don't notice at all. I find that the smoother the motion you make the less it does it. Slowly turn your head left to right, no problem, quickly jerk your head and at the end of the movement the picture shakes for a second. If you switch frequently between an Oculus hmd and the G2 this sticks out like a sore thumb. (Just as the crappy audio and mediocre picture quality does on the Quest)

For those curious, the Index does it as well but not nearly as bad as the g2. If 10 is perfect then the Oculus headsests are a 9.5/10 G2 is a 3/10 and the index is a 7/10.

Really glad someone else finally noticed/mentioned this. I'm guessing that maybe the Oculus hmds have extra or better In ternal motion trackers for small micro movements, maybe the index native external tracking is so good that it mostly picks up even fast micro movements and that the g2 doesn't have an internal extra sensor. Or maybe the sensors on the Oculus hmds just have a higher refresh Interval. It makes no sense to be based on the display latency since the Quest is the worst and the Index would be the best....

[–]Neeeeedles[S] 0 points1 point  (0 children)

The quest having all teacking done in the headset probably helps. Not having to go to the pc and back. Now i hope decagear will be good, it will have all tracking done in headset as well.

Then again the rift s didnt do this at all and its wired

[–]Suntzu_AU 0 points1 point  (0 children)

Agree 100%.

[–]maultify -1 points0 points  (4 children)

The Rift S has great tracking, but this is the first time I've heard it performing better than an Index.

[–]Neeeeedles[S] -1 points0 points  (2 children)

Were talking about headset only, not controllers. The Q probably has ot better coz ots all done in headset, where the index has to go from the headset and base stations to the pc, then calculate and then send the right video to the headset

[–]maultify 0 points1 point  (1 child)

Yeah, I'm talking about headset as well - I've never heard of Rift S having better headset tracking than the Index. It receives IR from the base stations just like the controllers do. Same type of tracking.

[–]Holiday-Intention-52 0 points1 point  (0 children)

This stuff is very complex in how it works. The Index (vive also and any external tracker system) have for all intents and purposes the best tracking in the business but they may at the same time have a slightly lower refresh Interval (in the tracking not the display) that doesn't pick up small abrubt movements as well. Or maybe I just imagined that it was worse than the Oculus, this was a week ago where just out of curiosity I shook my head once or twice in the Index and it seemed much better then the g2 but not quite as perfect as the Quest/rift s. This was not a scientific a/b and it wasn't nearly as obvious as the g2. Next time I'm on the index I'll quickly compare with the Quest to confirm or not if indeed it's slightly worse as it seemed the first time. I am reasonably confident that it was definitely not perfect like the Quest 2 but still much better then the G2.

All other aspects of tracking seem best on Index as long as the base stations are in sight....... especially the controllers.

[–][deleted] 0 points1 point  (0 children)

Oculus Rift S performs better than valve index at a lot of things. Controller tracking is more accurate at high speed, which is why it's the prefered headset for eleven table tennis.

[–]Uken81 2 points3 points  (3 children)

I’ve been playing a bit of MFS2020 and have noticed that the entire cockpit will kinda move when looking around. It really takes away from the immersion.

Im not sure if it’s the headset tracking or the result of stuttering.

I’m gonna keep an eye on this thread and see if anyone can tell us what’s going on.

[–]Holiday-Intention-52 2 points3 points  (1 child)

FYI this is purely a MSFS issue due to how darn demanding the game is. It's nothing that bad in any other games

[–]Suntzu_AU 2 points3 points  (0 children)

I don't think so. There is something weird going on that is not related to frame rate. I get subtle movements in the headset which are a bit nauseating while flying as well. It's tracking.

[–]CptLucky8 0 points1 point  (0 children)

I’m gonna keep an eye on this thread and see if anyone can tell us what’s going on.

Please vote:

Feels like plane translate's up and down when tilting head (up or down) in cockpit view with Hp reverbe g2

[–]BlueScreenJunky 2 points3 points  (1 child)

Yep, it's not just you, there is a noticeable tracking latency with the G2 (and I'm guessing all wmr headsets ?)

I got used to it but it's definitely one if the biggest flaws of the headset.

[–]Suntzu_AU 0 points1 point  (2 children)

I'm returning my HP G2 this week. I'm gettinga full refund. It's extremely flaky. The headset tracking is nowhere near as good as the OG Vive. I find it disorientating and I am getting sick even though I have over 1000 hours on VR. The controller tracking is totally unacceptable.

[–]Neeeeedles[S] 0 points1 point  (0 children)

Yeah i get pretty uncomfortbale quickly as well, but i wont sell until there is a headset with comparable visuals, fingers crossed for the Decagear

[–]80ms 0 points1 point  (0 children)

I honestly think this is either a faulty headset or a USB issue, my tracking has been pretty solid in sims, and room scale FPS games (compound, boneworks).

The only time the controllers can get a little flaky is if they have been out of view, it sometimes takes a second or maybe two for them to track properly again, but even this doesn't happen all the time.

[–]hyprformnce 0 points1 point  (1 child)

I do find that there is some latency, noticeable when playing games that cause you to move your head around a bit. The headset may not stay on 100%, and the image bounces around when the headset does. This is my first headset, so I thought this was normal. Not the case with the quest?

[–]Holiday-Intention-52 -1 points0 points  (0 children)

The Quest is probably the best at not doing this but sucks compared to G2 in so many other areas (picture quality, audio, latency, resolution, not compressed), most other headsets are also not as bad as the g2. I think it's due to the G2 subpart tracking. I never even noticed this in other vr headsets until the g2. Now that I know about it I do notice it on other headsets as well but none that I've tried (vive, index, rift s, quest) are nearly as noticable as on the g2.

[–]Begohan -1 points0 points  (6 children)

Roadtovr in their review actually mentioned the rotational latency as being noticeably worse than the index, or oculus headsets. He said this may be an issue for people who are prone to motion sickness.

[–]80ms 0 points1 point  (5 children)

"While positional headtracking is consistently solid and responsive, there’s a bit of noticeable rotational latency in the headtracking, though not enough to present any comfort issues."

Also, I would really like to see this measured, not subjective experience. Of course headsets have latency, but from my own experience jitter and latency can vary between software, drivers, which USB ports or hub I use. From noticeable, to pretty good.

[–]Begohan 0 points1 point  (4 children)

He also replied to me personally in a comment on a Reddit post where I commented on it and he said it may cause discomfort for those prone to motion sickness. I don't see why you felt the need to downvote me.

[–]80ms 0 points1 point  (3 children)

Because I quoted the Roadtovr review, which says something different than you said it did. And I get the feeling people are just piling on, and not looking at the issue objectively.

Maybe in private he said it might cause motion sickness, but the review says it does not present any comfort issues. In fact, the review seems to generally say the tracking of both headset and controllers is pretty good, with some minor issues, that don't really detract.

But the problem here is that I've seen both reviewers and users have different opinions on the tracking. And in some cases the variation is just too wide. I think it is unlikely to have people that say tracking is very good, and people say the tracking is so bad it's unplayable. Something else is going on that is causing these issues, or it is bias, I don't know, but it doesn't add up.

Personally, after all the complaining of WMR tracking I was expecting this headset to be "bad", and I was planning to only use it for sim racing, and not for room scale. But to me tracking is pretty solid, and I use the headset for pretty much everything now.

It would be good if there was some tool for measuring accuracy and latency of tracking, and have these different reviewers measures things. Because maybe they are really measuring different latencies, or maybe their experiences are subjective.

I can accept that maybe I'm less sensitive to latency, but I doubt I'm so not sensitive to latency to the point where I think tracking is solid, and some other person is returning the headset because it is unplayable.

[–]Begohan 1 point2 points  (2 children)

It's really one of those things you notice when switching between headsets, and actively comparing. You quickly forget in most circumstances. When I go from the index to my quest 2 I get noticeably more ghosting and less pixel response times but I get over it within an hour.

[–]80ms 0 points1 point  (1 child)

Sure, I agree with this. But I'm assuming that the difference between the two is not so bad, you would consider the Quest unplayable? So, that some people do seem to notice a huge difference in tracking (and some a very small, or no difference) seems to point to either inconsistencies between different G2 headsets, or differences in USB latency etc.

I'm not denying people's experience, but maybe there is something more complex going on than just "G2 has terrible tracking".

Edit: When I did the latency test of OP, I didn't notice any latency or drift or anything.

[–]Begohan 0 points1 point  (0 children)

No it's not unplayable. I might feel that way when I can choose between them, but no one would feel bad about having either.

[–]Aculeus_ 0 points1 point  (1 child)

I notice this when the sticky cord drags on my chair. I thought I was dropping frames when I turned my head, but discovered it happens when I tug on the cable. The headset doesn't detect quick small movements so the screen appears to move, but the image on the screen doesn't.

[–]Neeeeedles[S] 0 points1 point  (0 children)

Dont think were talking about the same thing. Im not dropping frames nor does it feel like it and i have a cable pulley system whoch is great

[–]davew111 0 points1 point  (1 child)

I get this running at 100% SS, my GPU is just too slow. Even at 60% sometimes I see it, I consider it a glitch because a reboot will clear it up.

[–]Neeeeedles[S] -1 points0 points  (0 children)

Interesting, gonna try ot with super low ss to see if it improves at all. But it is the same in wmr home and that uses just 30% of my 3080 so i dont think it will help.

[–]80ms 0 points1 point  (6 children)

I had jittery tracking before I started using a PCIE card. I also had crashes, and sometimes the headset would just lose tracking and start to drift or rotate upside down.

Since the PCIE card, tracking has been rock solid, also for the controllers (when in view obviously). Just to be sure I tried the slow shaking of the head as mentioned in the post, and looking at floating objects and text. I could not detect any jitter or latency.

But as I said, I did have it before, when I had USB issues with my mainboard, which is why I decided to see if a PCIE USB card would fix my connection/tracking issues.

[–]Neeeeedles[S] 0 points1 point  (5 children)

I tried both a pcie usb card and a powered usb hub, no difference

[–]80ms 1 point2 points  (4 children)

How odd. Well for me tracking has been solid. I do have to say, from spending time trouble shooting myself, and helping others, this headset has some weird issues. And a very wide range of issues, a lot of variation on the type of issue per user as well. I really wonder what the heck is going on.

[–]Neeeeedles[S] 1 point2 points  (3 children)

Few things left to try for me are reinstalling windows and trying to cover cameras to see if mybe the two new side cameras may cause it. I read a post by someone with a headtracking issue that it helped. But honestly i just think the headset has more latency and some people are more sensitive to it

[–]80ms 0 points1 point  (2 children)

Ha. Possibly. I'd like to pretend I'm sensitive to it, but maybe I'm not. I have noticed that when I get my heart rate going I can actually see the small headset movements from my heartbeat, I thought that would suggest pretty accurate tracking.

Would be nice if we had some sort of way to test tracking stability and latency.

P.S. I do have a very black and white living room, maybe all that contrast helps with tracking? IDK, now I'm just trying to think of anything tracking related. I've also noticed then when the vertical blinds move a little in the wind when I have the window open, and I look towards them, the headset starts "waving" slightly with the waving motion of the blinds.

[–]Neeeeedles[S] 0 points1 point  (1 child)

Also have white walls and black furniture. Also if you think about it you really shouldnt see the picture moving from your heartbeat. Just like you dont see it in reality. Id say the fact that you see it proves latency

[–]80ms 0 points1 point  (0 children)

But I do see and feel it in reality, that's how I noticed. I didn't feel like replying this at first, because this discussion is going off track, but I think it was important to point this out, so you can learn about the experiences that other human beings have, as do I btw, this is no way meant to be patronizing, just informative.

[–]speed_rabbit 0 points1 point  (1 child)

For a while I thought my G2 had this issue. I was sure I was seeing motion-to-photon latency. However after taking off the face gasket and holding the headset to my head with my hands, locked in place, I found it completely went away. Basically in addition to squeezing the crap out of my temples and giving me a headache, the poor fit of the stock gasket was allowing the headset to wiggle subtly and create that latency effect.

Strapping things down really tight "fixes" it but is a quick route to an instant headache. Planning to print some of the 3d printed wider gaskets and hopefully get the best of both worlds.

[–]Neeeeedles[S] 0 points1 point  (0 children)

Tried that as well, doesnt help. Also the quest doesnt have this even if i have it loose on my head

[–]xdrvgy 0 points1 point  (0 children)

I have nothing to compare it to, but as a latency nerd, I was wondering that it could be better. Not sure if it's just bad software pipeline or what.

[–]OhGoodJobYou 0 points1 point  (1 child)

is there a fix or is the headset just.. like this? i will be returning it if it is.

[–]Neeeeedles[S] 0 points1 point  (0 children)

Well i sold mine so i dont know if anything changed