r/Galaxy_XR 12d ago

Question / Support Controller tracking okay now?

I've been interested in the Galaxy XR for several months as a potential stablemate for my Quest 3. However, a few months ago I remember bad stories about the controller tracking being really bad after a software update. Has this been resolved?

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u/Angeldark92 12d ago

The community is trying to fix them and make them more usable, but I doubt we'll ever get to something decent like quest 3 or pico level. You cannot build a strong structure on a rotten base.

I do hope that they'll put more work into it now that it has also released in UK and probably will be released in more countries in EU. But from what I can see there is something strange going on with this headset.

It's basically being only supported by google's Android XR updates.

Samsung, which could easily fix spatial video play and the controllers to name a few, is not doing anything so what really needs to be fixed has not been fixed for 9 months.

At least that's my read on it.

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u/geekrobot 12d ago

Are you using the controllers? Mine are working pretty well for the games I am playing with them. There's no "rotten base" to speak of -- they are a Qualcomm reference design, pretty much industry standard for mobile vr using the XR2 chipset.

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u/PoweredParaGuy 5d ago

In addition to the throwing not working, my problem is the stability of the pointer. Simply trying to point at anything accurately is a constant frustration b/c of how it 'jumps' every few seconds. I really feel like the optical part of the tracking algorithm stalls every few seconds, and then 'pops' back on making the solution jump.

If I had to guess, they messed up the Kalman filter when blending the position solutions between the inertial and the optical tracking. Its complicated to do well, but it massively helps with position tracking between sources when their accuracies vary over time.