Roomscale Space Corrupted Check


Can we increase the time to disconnect on the room scale corruption check?

Every time I lose tracking or walk out of roomscale to grab a drink I get disconnected immediately.

I want to suggest increasing the check to like 10 seconds so that tracking loss/grabbing something out of roomscale, walking to the computer etc won’t immediately disconnect you depending on the room setup.


What kind of tracking loss is causing it to happen? Headset? Or controllers?



For example, experiencing tilted world can make the headset wildly slide outside of the playspace and the instant it leaves it you are forcebly disconnected even if tracking stabilizes it after a few seconds. Like if someone walks in front of the lighthouse to the HMD, or you grab your HMD to take it off the head and it blocks some sensors. Or lift up the headset and to get some water off a table outside the playspace.


Just a note to help troubleshoot, this may be platform specific. I run an Odyssey and I regularly set my headset a few feet out of bounds for bio and whatnot with no issue. Playing on Win10/WMR 360 roomscale.


Never noticed this happening on Oculus either. Unless this is related to the steam pop up for “headset not ready” somehow kicking you out of Orbus, I’d guess it’s related to the recent fix they did regarding player offset through Vive settings.

Maybe you are getting a false positive, and Orbus is kicking you out for that?


I am using a Vive. As soon as I leave the roomspace for any moment I get the error about roomscale that forces me to relog.


I mean it depends on how large your existing room space is. If you already have a very large space (like say 4 m x 4m or more) then yeah if you get much outside of it, it will trigger the protection. I’m not really sure what we can do about that without making it too easy to bypass.


I was just thinking increase the number of seconds so that lighthouse tilted world issue wouldn’t immediately trigger the check. So instead of 1 second, maybe make it 5 seconds so its still not worth trying to abuse it at all because you can’t accomplish much of anything in that time.


Yeah I will look into adding some sort of grace period once every X minutes or something.


Is it possible to stop tracking beyond a range and throw a pop up message to the player about returning to the center of their play area? I get you are attempting to stop exploits, but forcing a disconnect/logout, seems a bit much to something that appears to be able to throw false positives. (though I’ve never experienced it) Or is that a Vive feature not an Orbus feature?


Interesting. I use an Oculus and I experienced this for the first time after I moved my setup from a small sideroom into my living room. Had no idea what it was. All I do is put my headset down though, and I’ll come back to a disconnect. Could be due to the way my sensors have moved (I have some blackout zones at the moment where tracking gets lost).