05-01-2018 07:43 AM - edited 05-01-2018 07:44 AM
Just adding that I'm having the same issues reported in this thread. Tried all the suggestions to no avail. I'm shocked at how bad the tracking is and I'm using the new 2.0 stations. If this HMD is this sensative, I'll just stick with my Oculus. Sadely the Vive pro is going back.
05-01-2018 11:11 AM - edited 05-01-2018 11:12 AM
None of the solutions have worked? Check for IR interference from other devices and of course reflective surfaces.
05-01-2018 11:25 AM - edited 05-01-2018 11:31 AM
It's also worth noting that as we saw with 1.0, Valve will continually release updates which will enhance 2.0 functionality with time. 1.0 use to be very sensitive to backhits but improvements in the algorithms made the system much more robust overall. We're only a week into the start of 2.0's lifecycle and most features are not yet supported in software.
Technical Specialist - San Francisco, CA; Monday-Friday
05-03-2018 12:50 AM
After sending my log, I was advised to switch off devices like Kinect or iRobot (which may emit IR) because synconbeam signals were found in the log.
While there is nothing in my room which sprays IR while not in apparent use, I disconnected or pulled out batteries from everything which has an IR emitter inside, but this did not have any effect on the symptom.
I bought a USB interface card to bypass the motherboard USB terminals, but this did not have any effect either.
But today, I finally got the Vive pro to work, and that was by buying and replacing one of the basestations. Both the new basestation and the one replaced are 15LED. The original is 2016, and the new one is 2017.
The reason it took so long for me to try this is because the original basestation works perfectly with my original Vive. The reason I tried this was because I found that one of the original basestations seemed always to take noticably longer time to be recognized than the other.
If a basestation works with the original Vive and not with the Vive pro, is the basestation faulty ?
05-05-2018 01:55 PM
05-05-2018 02:01 PM - edited 05-05-2018 02:08 PM
05-25-2018 03:03 PM
Similar situation here except everything I have is brand new.
I bought the Vive Pro by accident, so i didnt have base units or controllers.
I bought them all individually and my screen goes grey every few minutes making it unusable.
The error on the screen says it is a tracking problem.
I have been through a cosmic ton of 'fixes' on the web including the latest SteamVR beta software AND adding a USB riser card which came today. (Inateck Superspeed 7 Ports PCI-E to USB 3.0 Expansion Card)
The Vive Pro is connected to this riser card all by itself. Base units are green lit, channels b and c.
Everything is appearing correctly in SteamVR (beta) and it will just go grey in the visor and the tracking error will come up.
I am at my wits end. I have spent well over $1000 on this and have the same issue.
I was about to pack it all up and send it back when i found this thread.
You can find my system specs as follows: (I have most of it disconnected to see if i could whittle down the culprit)
05-28-2018 11:44 AM
05-29-2018 02:52 PM
Now nothing works.
It says the Compositor is not available.
Clicking Launch Compositor does nothing.
Do I need to create a new topic with my issue?
05-30-2018 12:15 AM - edited 05-30-2018 12:15 AM
@SundanceC Are you running windows 1083 build? Try uninstall and install your drivers (Graphic, BT, USB etc.. )
06-26-2018 05:29 AM - edited 06-26-2018 05:30 AM
This might help someone.
I have a Logitech Wireless G903 gaming mouse and Powerplay Wireless charging pad. Unplugging the pad fixed tracking drop out issues with the Vive Pro and 2 x 15LED base stations. All works 100% fine now.
I'm using my other Logitech G700s mouse instead and everything seems fine now.
06-26-2018 05:33 AM - edited 06-26-2018 05:36 AM
Try unplugging all your USB peripherals. You have a lot of devices there and any devices with a high polling rate or unusual USB activity can interfere with the Vive Pro.
Find a standard USB keyboard and mouse and if that doesnt work start looking for reflective surfaces or IR transmitters or repeaters you may have setup in the room. (like a Logitech Smart Hub)
07-16-2018 10:24 PM
I'm having the same issues as everyone else, apparently. One controller seems more fickle than the other. It sometimes "jumps" forward in my virtual hand by a few inches, and then jumps back. It also jitters a bit. On more than one occasion my world has gone askew, as if my HMD was falling off my head. And a couple of times the fickle controller has virtually floated out of my hand and fell slowly about ten feet away below the floor. I thought I'd lost it forever! ;) When I move them around, the eventually track right, but it's kind of making the fluidness of VR rather jerky at times.
I've removed all shiney tables from the room, and dawn the curtains and it still exhibits the effect. I don't have any other IR remotes working or turned on when using the Vive Pro. I do have an Xbox Kinect in the room, but it's not powered up at all. My base stations are about 15 feet apart, about 7'9" above the floor.
System: Asus X299-Deluxe, Intel i9-7900X, G. Skill 64 GB DDR4, Windows 10 Pro 64bit, Samsung Pro 970 M.2, EVGA GTX1080 FTW
I've worked with the Vive HTC before, and the controllers always moved buttery smooth. This jittering I'm getting from these isn't very fun for use.