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Reddit mentions of StarTech.com 4 Port USB 3.0 PCIe Card w/ 4 Dedicated 5Gbps Channels (USB 3.1 Gen 1) - UASP - SATA / LP4 Power - PCI Express Adapter Card (PEXUSB3S44V)
Sentiment score: 45
Reddit mentions: 101
We found 101 Reddit mentions of StarTech.com 4 Port USB 3.0 PCIe Card w/ 4 Dedicated 5Gbps Channels (USB 3.1 Gen 1) - UASP - SATA / LP4 Power - PCI Express Adapter Card (PEXUSB3S44V). Here are the top ones.
Buying optionsView on Amazon.com
- HIGH-PERFORMANCE EXPANSION CARD: Increase the efficiency of your USB 3.0 devices with four dedicated USB 3.0 channels and up to 5 Gbps of bandwidth per channel with this 4 port USB 3.0 PCIe card.
- POWER & CHARGE: Use this USB 3.0 add on card to power high-powered USB devices as necessary, with the optional LP4 or SATA power connector.
- MULTI-USE USB CONNECTOR: Connect additional external hard drives, VR headsets, game controllers, digital equipment and more to your computer by connecting this USB adapter card through an internal PCI Express slot.
- USB 3.0 WITH UASP SUPPORT: This PCIe to USB adapter card lets you experience speeds up to 70% faster than traditional USB 3.0 when used with a UASP-supported enclosure.
|Number of items||1|
|Release date||January 2014|
|Size||4 Ext Quad Bus|
So after a few hours of testing, the next issue I started to run into was a lot of "poor tracking" issues when connecting to the Inateck.
I started to remove factor by factor trying different cables, different balances (2 sensors on the intateck, 1 and rift on mobo) and so on... still kept getting "poor tracking" after a few minutes. At one point, it got really bad and every single sensor and rift said poor tracking, I was completely lost.
Finally I started to strip my testing even more and started to remove any extension cables (CableMatters 3.0) just to be sure those weren't causing issues. I also started to just run 1 sensor on the Inateck and things started to stabilize a bit. Then I added 2... I would get "poor tracking" but on rare occasions. This is still unacceptable.
Ultimately, after swapping cables and everything here and there, I finally stabilized by having 2 sensors on the Inateck as 3.0, The rift on my mobo as 3.0 and the last sensor as 2.0. I really think the Inateck isn't capable of more than 1 solid sensor - 2 sensors and it starts to dip here and there. My thoughts on why Oculus recommends this card AND why they now sell the additional sensors with a 2.0 extension cable is to keep cost down and have you running at least at the minimum specs to get up and running.
My thoughts after this testing is that if you want to run VR at it's full potential, we need to spend the extra money and get proper USB 3.0 cards with at least 4 individual usb controllers like this one:
I think I may have to just return the Inatek and cough up the difference to get this proper card.
Will do further testing tomorrow and will update you guys if I render any new results.
So after about a week or so of testing with the inateck, yes what I stated in the original post is true, sensors on 3.0 use less CPU power but that card simply doesn't seem strong enough for even 2 sensors. I would keep getting poor tracking warnings. I did see a huge improvement on stability when a user suggested putting one sensor in port 1 and the other on port 4. For some reason this worked well. Something about them being further apart that it made the USB traffic not as choked up, but none the less, I'd still occasionally get the poor tracking warnings.
Ultimately after troubleshooting some more and more, the only way to get no warnings was to go back to all sensors on 2.0; but this also meant going back to 17-20% CPU usage...
Because of this, I'm now returning the card and getting the 4 bus StarTech. Its $80 and has individual buses for each port. I will report back when I've tested with this.
For those of you looking to get the StarTech, keep in mind Amazon has different versions for different prices that look identical. Make sure you select the 4 bus version ($80). There is a cheaper 2 bus version that some have said is "enough", but at this point, why bother getting just enough. This new USB adapter will be useful on future PC builds too so it's an investment anyway.
Tons of threads like this, so take some time to browse this sub. Also a lot of good info in this sub's wiki In either case here's my quick and dirty off the top of my head in no particular order/level of detail, also some things are just my subjective opinion:
Everyone's experience varies. If its smooth sailing for you then awesome. If you run into problems, don't stress and take the time to search on this sub for answers. VR is amazing, hope you enjoy it.
Both of those cards have only a single USB controller. If you have no USB3 ports, you need a card with more controllers to handle the bandwidth of the Rift + sensors. This card is a little more expensive, but each USB3 port has its own controller, giving you 4 times the bandwidth.
A HighPoint 4-Port USB 3.0 PCI-Express 2.0 x 4 HBA RocketU 1144D.
It works, but I do have to use the
pcie_acs_overridekernel command line option (+ patch) to split the individual controllers into separate IOMMU groups for PCI-e passthrough. Works for me without issue, but ymmv -- in general, overriding PCI-e ACS isn't recommended.
I also tried a StarTech 4 Port PCI Express (PCIe) SuperSpeed USB 3.0 Card Adapter w/ 4 Dedicated 5Gbps Channels - UASP - SATA / LP4 Power but had issues. I can't remember what exactly, but I couldn't get it to work as individual controllers.
How big is your planned playspace?
Additional sensors, cables to extend the headset USB/HDMI. Avoid going above 2m extenders as you may have issues and need HDMI repeaters.
PCI Card for people with substandard USB subsystems
These are the good cards which work for most people and are recommended by Oculus
StarTek 2 port card (1 controller) – Cheaper StarTek option that could be used for 2 sensors or a sensor and headset.
Supported Inatek 4 port card (1 controller) – Don't get the 5 or 7 port card as the design is not really suited for Rift sensors.
Use the Inatek for your two front facing cameras and nothing else. Plug your third or fourth USB 2.0 camera and Rift HMD into your motherboard.
Supported StarTek 4 port card (2 Controllers) – Optional middle tier PCI card solution which can run all four sensors or 3 sensors and HMD. Equivalent to two Inatek cards.
Supported StarTek 4 port card (4 Controllers) – Optional top of the range PCI card solution which can run all four sensors or 3 sensors and HMD. Equivalent to four Inatek cards.
HDMI and USB Cables
2m HDMI cable that works for most extending the headset
2m USB 3.0 cable that works for most extending the headset
More cable options here - https://www.reddit.com//r/oculus/wiki/extension_cables
Edit: You again :) I've responded to 3 of your posts today :) Seems like you made a decision. Some more stuff below you could think about.
Replacement Interfaces, Covers and Foam Inserts
VR Cover is what you need when you have sweaty friends who leave your headset foam soaking wet and gross.
I'd recommend the new facial interface with easily swappable foam pads. Swap out that soaking wet foam in seconds for the next person using the Rift.
Alternatively you can go the cheap option of just a cover for the existing rift interface but it takes a bit longer (~30 seconds) to swap and is nowhere near as comfortable.
While the cheap option is great the newer facial interface and velour foam pads are much more comfortable and better than the stock foam.
All of the above are washable as well.
For glasses wearers that do offer the replacement interface in a "deeper" version but it may impact on the FOV (Field of View) of the Rift as your eyes are further from the lenses. I have never tried these.
Video explaining how they work and why they are different
These Healingshield 48mm curved watch face protectors work a treat if you want to protect the lenses from scratches. I was skeptical they might impact the visuals but I honestly can't notice them at all. Don't buy any cheap versions of these as they are usually flat and don't sit on the curved lenses of the Rift properly. These ones fit perfectly and have no issues with bubbling.
If you want to mount the sensors in the corner of your room you can unscrew the sensors from their base and attach them to wall mounts.
If you have access to a 3D printer these. I use them for three of mine
As Oculus Support pointed out, it might be a bandwidth issue trying to run all 3 sensors from your motherboard.
Pick up one of these https://www.amazon.com/Inateck-Superspeed-Ports-PCI-Expansion/dp/B00B6ZCNGM and you'll be able to plug in 2 sensors + headset into it, then have the third sensor connected to one of the Motherboard USB ports. General rule of thumb is no more than 2 sensors per USB controller as they require a ton of bandwidth.
If you dont mind spending a little more, this card has 4 USB controllers, 1 for each port allowing you to plug in 3x sensors + Headset or 4x sensors https://www.amazon.com/StarTech-com-Port-SuperSpeed-Adapter-Power/dp/B00HJZEA2S
what would solve issues for me would be a roll back to 1.10 why would a patch make me have to rearrange my USB ports? Currently I have a 4 port 4 controller USB card, so rearranging them isn't really going to do anything anyway.
Inateck KTU3FR-4P: USA | UK | Canada | Germany | France
or if you want to go crazy and get absolute tip top quality, StarTech PEXUSB3S44V: USA | UK | Canada | Germany | France
If it were me, for a core system I'd be looking at something like this: https://pcpartpicker.com/list/W9mvKB
That CPU supports avx2 which should allow good plotting speed. Also has hyperthreading meaning it can read multiple drives at once decreasing overall read speed.
We're going to use an nvme drive to stage plots using turboplotter because the write speed on those Seagate externals is completely terrible if you try plotting them directly.
Finally, with a built-in GPU, you won't need to purchase a discreet unit allowing you to spend a few extra dollars on 16gigs of fast RAM (ryzen specifically needs fast RAM). Now because we won't be using our pcie slots on unnecessary GPU's, you can add two USB host controller cards like this one: https://www.amazon.com/gp/aw/d/B00HJZEA2S/ref=mp_s_a_1_2?ie=UTF8&amp;qid=1519885103&amp;sr=8-2&amp;pi=AC_SX236_SY340_FMwebp_QL65&amp;keywords=startech+usb+pcie as to not overburden the onboard USB controller.
Please note however, the ryzen 5 2400g is a new offering from AMD so please please contact your mobo vendor or ASRock and confirm that you can install this specific apu without requiring a BIOS flash before it'll function (having to do so would mean temporarily installing an older chip).
Hope this helps.
Ditch the hub and do it right, get one of these.
Eh no, you'll need a Usb 3.0 PCI express card.
Just my opinion based on my experience, that's all.
The reason being that your board probably only has a single USB 3.0 controller on it, and that's not enough bandwidth overall, especially if you want to expand to room scale with additional sensors later.
Save yourself a headache, get either:
though price-wise starting out, the Inateck is fine.
I doubt the Rift or trackers will need the full bandwidth of USB3. It's probably for the power requirements (USB3 allows 900mA to be drawn through one port).
If it does turn out to be bandwidth-limited, you could always get a card that has an independent USB3 controller for each port:
I highly doubt that, though... Oculus wouldn't make a product that almost nobody could use because their PCI bus is being saturated. They'd lower the specs to meet what most gaming setups have.
It's this. It was recommended on this page. I wanted to be absolutely certain I got flawless tracking, so opted for a dedicated USB 3.0 controller for each port, so there wasn't any chance of running into a bandwidth limitation. Also wanted all three of the sensors to be running at USB 3.0, whereas they recommend plugging one of the three into USB 2.0 otherwise (again, due to bandwidth limitations under one controller).
I don't doubt you could have a flawless experience without it, but I wanted to make damn well certain that it would be plug-and-play goodness from the start, given my history of building up expectations and ultimately being disappointed.
EDIT: Forgot to answer your last question. It was actually just the "First Contact" demo thing that you start out with the learn the controls. This the realism and accuracy of the controls, and interacting with the environment in such a natural manner was just amazing. I went and played through it again this evening. The other games I've tried (SuperHot and RoboRecall are really, really good as well, it's just that was the first one, and the environmental interaction is really cool).
> Some of the studies are looking at reaching trajectories
As in, the trajectory of a hand reaching for something? Is this at normal, everyday speed, or are you looking for something like a boxer to give it their best shot & swing as fast as they can? Because that's one niche use case where Lighthouse outperforms Constellation - super fast movement tracking.
Given the camera nature of the Rift's Constellation tracking system (720p 60 Hz global shutter cameras with IR filters), super fast movements can cause tracking errors as the movement becomes too fast for the sampling rate to keep up. In this, Lighthouse has a better capacity for these fast movements as the total sampling rate of the sweeping lasers exceeds the sampling rate of Constellation's cameras, and in Lighthouse the controllers & the headsets are the receivers; they aren't outputting signals mid-movement like Constellation (where there are IR LEDs scattered across the tracked objects) so there's no equivalent to the IR LEDs output getting smeared across a single sample frame of the camera.
That said, we're talking fast here, this guy isn't having any issues landing his hits accurately, nor is this guy. However there was a thing about a climbing game a long time ago where the dev ran into issues with Rift because the whole game was about holding your hands up high & bringing them down with as much force as you could muster, which could send people off in the wrong direction as the Constellation tracking had a hiccup from the super fast motion.
On the other hand, speaking purely technically, hard-measurably, but not humanly observable, movements in anything but these super-speeds will likely be more accurate on Rift, compared to both Lighthouse 1.0 & 2.0, given the purely stationary nature of the external side of the tracking system. In a lab setting, you can tailor the camera setup to the needs of the test as well. If you were measuring smaller ranges of movement & had the 2 sensors that come in the box placed a meter apart & a meter from the test subject, the accuracy & low jitter..y..ness? would likely far exceed anything you could achieve with Lighthouse. Add a third sensor to that and have them in a triangle some ~1,5m away from the test subject, you'd probably be hard pressed to measure any statistically significant deviations in tracking at all. Add a fourth sensor, buy a high-performance USB expansion card, set them up surrounding the test subject in decently close proximity, and you honestly might not even need that Optotrak. Set a 4 sensor config up with them in a half circle in front of the test subject, and, well.. That'd be an interesting benchmark of the tracking system, and I suspect you'd be pleasantly surprised.
A while back someone wrote a piece of software to measure tracking deviations/jitter. They made it for Vive users as jitter was a bit of an issue for them back then, but they posted it on r/oculus to get comparative data. Figured you might find the numbers interesting, even if there are a ton of variables unaccounted for between all different user setups: https://www.reddit.com/r/oculus/comments/4nezq5/looking_for_someone_to_run_the_vive_jitter_test
Yeah, I'm using the Startech card with 4 dedicated controllers
This will most likely be an issue of not enough controllers. I had the same issue when I first got mine. I dropped the dosh on the quad controller PCI Express card and haven't had any issues since, 3 sensors and the headset plugged into this card, and one extra sensor plugged in to a regular usb port on the machine.
> Instead of getting a USB expansion card then, you could just get an internal connector to an open USB header like this
The problem is separate controllers. Most motherboards only have ~2 maybe 3 controllers for USB, and all the ports, including the internal ones, are connected to those controllers.
That's why there's something like this: https://www.amazon.com/Express-SuperSpeed-Adapter-Dedicated-Channels/dp/B00HJZEA2S which has 4 separate controllers or something.
Not knowing anything about your setup I'm going to guess it's a USB bandwidth issue, not power. Not all motherboards are created equal in that some will include more USB controllers (different than ports) than others. The controller can be "split" with a hub, but based on the number of devices across that controller they must all share bandwidth. My first recommendation is to try switching the devices to different USB ports to see if you can get them all happy at once. Don't try to run them all off the same hub because that guarantees the same controller.
Edit: assuming this is your issue and you're on a desktop with a free pci slot:
Is going to be your "end all" solution. Each of the 4 ports has its own usb controller so even a device which uses the whole bandwidth will stay happy plugged in there. I've done a lot of fighting with Oculus Rift and Kinect2.0 which are bandwidth-hungry devices (most HD cameras/capcards over usb are) and this card laughs at usb problems.
You get some of these which have 4 independent 5Gb/s USB 3.0 ports.
Use this $80 Startech card if it isn't outside your budget. Most USB cards have a single controller with multiple ports on a hub. This one has a separate controller/bus for each of the four USB ports. That would allow you to assign them to separate VMs. Also, it great for an Oculus Rift, as the sensors can overwhelm a single USB bus.
I fixed a majority of my issues by installing one of these into a PCIE x16 slot, and plugging all three of my sensors, as well as the rift itself, into it. It's a bit pricey, but it did the trick beautifully.
Still get the sensor jump when turning around. I haven't noticed any significant change to my guardian location or my height, but those still may decide to plague me.
Previously everything was plugged into my motherboard (all 3.0) and worked, more or less, perfectly until the patch. Don't know why it worked before when, honestly, I should have been taxing my USB controller, or why the patch broke it, but the above card has made things great.
I had endless problems with USB. Problem is it's different for everyone, many are fine with just their Motherboard's.
What I can tell you, if you want to run extension cables, the money no object solution (the only thing that go everything working acceptably for me) is the following:
Also, found many of the recommended cables hit and miss but Ugreen's have been excellent. Always use the shortest you can.
For 2m I have these on one sensor and one on the Rift itself:
I also have 1m and 3m version on my other two sensors.
To go with the 2m extension to the Rift (only if needed obvious) I used (again Ugreen):
Best of luck. Look forward to seeing you in there
Only certant usb3.0 controllers are supported you may need to invest in the recomended usb3.0 pcie expansion slot prob the one with 4 separate controllers one per slot as it seems none of yours are compatible. I can only remember the inateck one but im sure someone will post the other
I think it may have been this starteck with 4 separate channels
Below are the cables I used, all worked flawless for me, however I bought the $80 5gbps USB hub card
approved 6ft usb extension
approved 6ft 4k HDMI
for sensor extensions
I use this one, and it is recommended as well. Works brilliantly for me. :)
3 Rift cameras for room-scale. Depending on your hardware, you may need a USB expansion card that you can buy on Amazon starting at $30.
Read all these Blog posts by Oculus regarding Room-Scale
Lastly, while Room-scale is labeled as "experimental", here's a video interview of Nate Mitchell (head of Rift) stating Oculus's intent to drop the experimental tag in the upcoming months. I recommend watching the entire interview
I was having problems with just 2 sensors. I already had 10 devices using my USB controllers. I bought this USB Card and have not had any issues since.
Interesting. Is this the card? https://www.amazon.com/Express-SuperSpeed-Adapter-Dedicated-Channels/dp/B00HJZEA2S/ref=sr_1_2?s=pc&amp;ie=UTF8&amp;qid=1486138195&amp;sr=1-2&amp;keywords=startech+usb+3+pcie
This one reads 15 8TB drives for me in 36 seconds on Jminer. It has a Molex connection but seems to work pretty well without additional power. 3 powered hubs attached.
4 Port PCI Express (PCIe) SuperSpeed USB 3.0 Card Adapter w/ 4 Dedicated 5Gbps Channels - UASP - SATA / LP4 Power https://www.amazon.com/dp/B00HJZEA2S/ref=cm_sw_r_cp_apip_u5W5uiQEv2aZ6
Some USB3 ports don't work well with VR because they dont deliver the nonstop sustained bandwidth and power demands VR HMDs require at all times.
Some examples of problematic chipsets include Renesas and some ASMedia chipsets.
As a result both HTC and Oculus recommend certain add-in chipsets that are known to work. The Rift S is much less tricky to get working than the CV1 because it only needs 1 full bandwidth port instead of 4.
But again because VR demands full bandwidth & power with no interruptions at all times unlike virtually all other USB devices you still need a competent chipset.
Thats not to say your mobo chipset won't work, but if it doesn't buying the $20 expansion card will remedy the issue with rift S.
Rift CV1 you have to buy a card with 4 dedicated USB controllers which is a lot more expensive.
For instance for rift cv1 this card solves problems of many: https://www.amazon.com/dp/B00HJZEA2S/ref=cm_sw_r_cp_apa_i_ln1pDbS32AMZG
But it's a lot more money than the inateck one I linked for rift S, again since cv1 requires 4 full bandwidth ports.
It sounds like your sensors are dead so best time to upgrade to rift S anyway. You may not need to buy anything extra but I figured I'd give you the information ahead of time in case you had an issue.
It isn't the hubs fault, it's mostly the USB consortium lying about the real world practical throughput of their technology for marketing purposes. Tom's HW has a good technical writeup on it, it's from 2012 but most of it still applies: http://www.tomshardware.com/reviews/usb-3-uas-turbo,3215.html
Ultimately you want no more than 3 drives per USB controller. PCI-e cards like this are ideal, as they contain 4 separate buses (allowing 12 total drives at ~120 MB speeds) https://www.amazon.com/Express-SuperSpeed-Adapter-Dedicated-Channels/dp/B00HJZEA2S/ref=sr_1_1
I have this one.
4 Port PCI Express (PCIe) SuperSpeed USB 3.0 Card Adapter w/ 4 Dedicated 5Gbps Channels - UASP - SATA / LP4 Power
You using an extension cable? The Inatek card is not really recommended anymore, more reports of issues than solutions.
That is the best card that you can get. Been using it for about 4-5 months now and not a single disconnect or any issue with it at all.
You can get external hubs or internal PCIe adapters depending on what you need.
If you just need ports for low bandwidth accessories, external ports/hubs will work, or a simple internal expansion (cheap).
If you need more ports AND more channels, you'll need something more expensive. Check this model - it comes in various sizes and various ports/channels.
I have a 4-port PCIe card with 4 dedicated 5Gbps channels specifically because I was previously using the recommended Inatek card and it was an utter nightmare.
Everything but the headset itself is plugged into the card, as I've found that's the best possible configuration. It's still finicky, but much, much better than it was. (I was in BSOD hell /w the Inatek card) I'm convinced that there is no truly "perfect and stable" way to set up 3+ sensors, (from the perspective of the Oculus setup tool, that is) though, as I have tried many configurations and they're all a little wacky during setup even though they work well during gameplay.
It doesn't seem to be an issue with USB, it's just that the three cameras have trouble seeing my Touch controller for the entire duration of the trigger-hold simultaneously. It's extremely annoying, but it seems pretty clear that it's just a flaw in the setup process because the whole system works like a dream once I get it configured.
I'm open to suggestions if it means not having to hold my touch controller behind my head like an dumbass 20 times in a row every time I want to adjust my sensor positions though.
Can't help with that card in particular, but the older 4 controller Startech cards have been rock solid on my two machines, both with Asus motherboards.
Alt USB Card with a dedicated controller per USB port and 20 bucks cheaper.
The cheap inatech or whatever still does work if you get lucky. Mines been "ok" so far but I'll be swapping to the one I linked if I ever need to expand further.
A good point. If I were buying a PCIe USB card I'd probably get the 4 port Startech.
There are cheaper options but the difference isn't that much in the grand scheme of things and I'd rather have the best solution
Independent channels per port so no bandwidth sharing, and supplemental power.
My mobo has 3 independent USB controllers already so it's non issue for me fortunately
CPU | Intel Core i9-9900K 3.6 GHz 8-Core Processor | $471.99 @ Amazon
CPU Cooler | Noctua NH-U12A 60.09 CFM CPU Cooler | $99.90 @ Amazon
Motherboard | *ASRock Z390M Pro4 Micro ATX LGA1151 Motherboard | $114.99 @ Amazon
Memory | *GeIL EVO POTENZA 32 GB (2 x 16 GB) DDR4-3000 Memory | $94.99 @ Newegg
Storage | *Sabrent Rocket 1 TB M.2-2280 NVME Solid State Drive | $118.98 @ Amazon
Storage | *Western Digital Blue 6 TB 3.5" 5400RPM Internal Hard Drive | $139.99 @ Amazon
Video Card | *ASRock Radeon RX 5700 8 GB CHALLENGER D OC Video Card | $339.99 @ Newegg
Case | *Fractal Design Focus G Mini MicroATX Mini Tower Case | $50.01 @ Walmart
Power Supply | *EVGA GD (2019) 500 W 80+ Gold Certified ATX Power Supply | $49.99 @ Amazon
Monitor | *Acer XV272U Pbmiiprzx 27.0" 2560x1440 144 Hz Monitor | $369.99 @ Amazon
Keyboard | Velocifire TKL78 Wired Standard Keyboard | Purchased For $0.00
Mouse | Logitech G600 MMO Gaming Mouse Wired Laser Mouse | Purchased For $0.00
Headphones | *Superlux HD681 Headphones | $34.50 @ Amazon
Custom | Fifine Usb Podcast Condenser Microphone K669 | $27.99 @ Amazon
| Total | $1913.31
| | *Lowest price parts chosen from parametric criteria |
The 32 GB of main memory are so you can run two 12 GB VMs and still have 8 GB for the hardware OS.
The Intel chip was chosen as the integrated graphics can be used for the Apple virtual machine, while a Windows virtual machine uses the RX5700. Or you can switch what OS gets the stronger graphics card. Then add a USB card, this one from StarTech is a favorite with VR people: https://smile.amazon.com/dp/B00HJZEA2S/
Generally, there is one usb controller for two ports that are side by side. https://www.amazon.com/Express-SuperSpeed-Adapter-Dedicated-Channels/dp/B00HJZEA2S/ref=sr_1_3?ie=UTF8&amp;qid=1519863680&amp;sr=8-3&amp;keywords=startech+usb+3.0 has four controllers while Inatech https://www.amazon.com/gp/product/B00B6ZCNGM/ref=oh_aui_search_detailpage?ie=UTF8&amp;psc=1 has one. Each usb controller is capable of handling certain amount of data bandwidth and constellation sensor running on usb 3.0 sends large amount of data so one usb 3.0 controller for one sensor.
Get this one https://www.amazon.com/StarTech-com-Express-SuperSpeed-Dedicated-Channels/dp/B00HJZEA2S
No drivers required and tested by hundreds if not thousands Rift users. Inatecks are hit or miss.
I did extensive testing couple years ago for Linux. If you use Windows then I don't know. It all depends on the USB extension card chipset.
Probably will work:
Probably do not work:
Zoom in to the images of the cards and see if they have chips which read "PD720.." to get a Renesas one which I recommend. If card has only one chip it will support only one Kinect 2. There exists a few cards like this one which I have tested to support 4 Kinects.
It is not a case of how many USB 3 ports you have, but what the USB bandwidth load is: https://www.oculus.com/blog/oculus-roomscale-balancing-bandwidth-on-usb/
You can use a USB 2 for one of the cameras in smaller tracked volumes, but you really need USB 3 for everything for around 9+sq m.
Three cameras will do OK with less than 9sq m but 4 is an advantage when approaching the limits of what volume the Rift can reliably track. From my personal testing around 17.5sq m seems to be about the Rift limit, in ideal circumstances, personally I think reliable stable performance is a good bit below that.
There are some great VR HOTAS experiences, like Elite Dangerous, so if you find you need it then an additional USB card is well worth the investment, just go with something like this, which is known to work: https://www.amazon.com/Express-SuperSpeed-Adapter-Dedicated-Channels/dp/B00HJZEA2S/
Why did you downvote me Heany? The guide you wrote with your amazon link says it's $81 for a total of $200: https://www.amazon.com/Express-SuperSpeed-Adapter-Dedicated-Channels/dp/B00HJZEA2S/
Quit your BS Heany
So I had this issue with rift on and off for a year
My end game solution, after wasting tons of money on failed solutions, was buying an 4 independent bus usb 3.0 pcie expansion board (plugged into pcie 16x slot)
I tried a cheap 1 usb bus cards with 4 USB ports and it just is too much strain for 1 bus with all these cameras plus everything else on my PC. Even with that extra bus on that expansion card it’s simply not enough.
what finally worked was the 4 independent 3.0 buses on that card.
I have 3 rift cameras and the headset plugged into the card each one with a dedicated usb bus and none of on my mobo
I’m on mobile at the moment but lemme try to find the link.. if I can’t it was from Startech
Here think this is it https://www.amazon.com/StarTech-com-Express-SuperSpeed-Dedicated-Channels/dp/B00HJZEA2S
Make sure you select quad bus or you will be wasting your time.
The last part of this usb disconnect drama for me was a proper usb 3.0 repeater extension cable (on my 3rd and furtherest rear camera). I did a lot of buying and experimenting with these too but this one is the one that finally played nice with rift
After this combo I now finally have flawless no random disconnect usage of my rift
Took a damn year to sort all this out.
I hope it helps
I have read on here somewhere people saying this game is really good, and expensive!
I myself bought two Inateck 4 port cards for 25$ each on Amazon back when they were in stock.
I ran VR on a 4690K and a 980 ti. Your computer is basically one step above that. You should be fine. Also, 16gb of RAM is still more than enough for most applications.
The only thing I can think of is your USB controller is being pushed past its limits. I had an MSI z97 motherboard and didn't have issues, but I ran out of USB ports so ended up getting a PCI-e USB card. This is the one I got. I got it because it uses a separate channel for each port preventing USB bandwidth issues. Its pricey but worth it if that is your issue. Which I don't actually know if it is, just a possibly.
I don’t think you have the right one, this one: https://www.amazon.com/Express-SuperSpeed-Adapter-Dedicated-Channels/dp/B00HJZEA2S requires no modifications or third party drivers (use the windows ones!) and is totally rock solid.
4x sensors all on USB3 and perfect room scale tracking.
Asus seems to have skimped a bit on old style type-a USB ports, sadly.
The expansion cards are so expensive you might as well just get the Code if you need the ports. Otherwise you can use something like these to get even more ports in the back.
[the card I got, give it a shot](
I just did some tests today. Mutec 10m [powered] -> UGREEN 10m [not powered] -> primewire hub [powered] -> 2x Rift Sensor USB 3.0 works. I'm a bit surprised myself.
Mutec cable: https://www.amazon.de/gp/product/B01BLPSVFS
UGREEN cable: https://www.amazon.de/gp/product/B01FQ88CHS
PrimeWire hub: https://www.amazon.de/gp/product/B01K7RR3W8
USB Card used for the test: https://www.amazon.de/gp/product/B00HJZEA2S
It doesn't make sense to me either, but I can't use this pricy 4 channel card in passthrough mode for some reason. I ran into other people having the same issue with it as well so abandoned it. Shame as 4 channel USB was nice for my Rift cameras. :-(
I’m using this card instead, but even it complains about not having enough resources (in Windows 10) if I plug in more than 2 devices into it. Blech.
How many USB ports do you currently have available, not including this pcie card, and what type are they?
The Inateck card that is recommended has 4 ports but only one USB controller. If you need to plug in more than two oculus USBs to the card, you should probably go with a card with dual or quad channels.
Here is one with quad channel support:
Or rearrange your USB devices to keep oculus USBs on controllers with other devices that don't use much bandwidth.
https://www.amazon.co.uk/gp/product/B00HJZEA2S/ This is the card I have, it's the quad bus one. I tend to do things by extremes.
On further investigation it seems that Oculus "blacklisted" the Renesas drivers - https://www.reddit.com/r/oculus/comments/55l3h9/having_usb_30_incompatible_port_issues_try_this/
But, as it works with the Microsoft ones, who cares :)
Oh, one of my 4 sensors was not working as a rabbit had nibbled on the USB3.0 extension cable. Fortunately I had a spare!!
Joking aside though. Certainly when talking about Rift, its not necessarily the number of ports that is the most important consideration but the number of USB controllers. Doesn't matter of you have 6x USB 3.0 ports and 6x USB 2.0 ports if your motherboard has only 1x USB 3.0 controller and 1x USB 2.0 Controller.
My Thrustmaster 16000 FCS HOTAS takes 2x USB 2.0
My Logitech G920 Wheel and Pedals take 1x USB 2.0
My 4x Rift Sensors take 4x USB 3.0
My Corsair Void Wireless Headset takes 1x USB 2.0
My XBOX controller takes 1x USB 2.0
My Blue Snowball Mic takes 1x USB 2.0
My Keyboard and Mouse take 2x USB 2.0
My Flirc IR sensor for Harmony Ultimate One Remote takes 1x USB 2.0
Thats 13 !!
My Asus Z170-A mobo has 2x USB 2.0 ports, 2x USB 3.0 ports and 1x USB 3.1 port but only 1x USB 2.0 Controller, 1x USB 3.0 controller and 1x USB 3.1 controller.
Hence why I am also rocking a dedicated Startech 4x Controller 4x USB 3.0 Port PCIe card just for my 4x Rift Sensors and a random 3x USB 2.0 PCIe card dedicated to my HOTAS and Wheel/Pedal Set. Rift is on my Motherboards USB 3.1 port and the rest of the peripherals on the other motherboard ports.
I also have a front 3.25"/5.25" Bay box with Card Readers, USB 2.0, USB 3.0, HDMI and USB charging ports that are connected to the internal USB 2.0 and USB 3.0 Motherboard Headers. This was great for connecting the HOTAS and Wheel/Pedal set and the Rift to the PC at the front of the PC instead of blindly swapping them in and out around the back but has largely been rendered defunct now that I permanently ran some extension cables for the Rift and HOTAS/Wheel/Pedals from the back ports of the PC to elsewhere in the room. Still us the card readers and the USB charging ports for my eCig and Corsair Void Wireless Headset though.
imgur Album of PC Peripherals and Room
I have all 3 sensors and the headset plugged into the card. I am not sure if I will have all 4 sensors on the card or one sensor on the motherboard.
I have the quad bus 4-port one from Startech, which might be the $70 one you are talking about. It works.. ish. I still have randomly disconnected sensors sometimes.
Two possibilities: Your USB controllers don't have the bandwidth to cope with all the devices you have plugged into them OR the motherboard isn't supplying enough power (especially if you are using extensions). Are all sensors recognized in Device Manager? How many USB controllers does your motherboard have? You want to keep to a max of two cameras per controller.
I've had this and many other problems on a z68 and z370 board. If you have a PCIex4 (or x8) slot open on the motherboard, the Startech PCIex4 USB 3.0 card is something you should look into. It has it's own wacky issues, like BIOS dropping a controller (or two) when you shutdown/power up your computer, but it's about the best solution I've seen for those who venture into Oculus unsupportedville with 4 cameras. It also has LP4 and SATA power input for more reliable power delivery.
FWIW, I am using StarTech PCIE card with 4 channels and it is working fine for me. https://www.amazon.com/gp/product/B00HJZEA2S/
In my previous build, I had the Inatek card and I had some occasional issues, so I made sure that my 3 sensors are plugged into different USB controllers - one on the Inatek card and the other two on mobo ports, worked fine after that.
I use these extension cables and USB card. I've never had a poor tracking message since I installed my Rift. OVR_Server is low single digits CPU usage.
Intel i7 3.50Ghz 4 core, 16GB RAM, Nvidia 1060 3GB graphics card.
This card should work! It has 4 USB 3.0 ports with four independent channels LP/SATA power. Why its not working on this MB? The drivers are default Windows 10 drivers. Is it because the PCI slots are not fast enough?
Most motherboards only come with 1 or 2 USB host controllers. It would help if you posted your model of motherboard.
Or, just buy this: https://www.amazon.com/gp/product/B00HJZEA2S/ref=oh_aui_detailpage_o00_s00?ie=UTF8&amp;psc=1
It's definitely your USB bandwidth. I've had a wealth of tracking jumps, hiccups and losses over the last 2 years, and it was all 100% fixed by getting the recommended 4 port PCI card (NOT the Inateck card):
They key here is that each USB port has its own individual channel. Most other cards and motherboards use shared USB channels.
So you have four corners on the recessed ceiling (higher up), and four corners on the lower ceiling. I would almost prefer to put the cameras in the corners of the lower ceiling, because it would give a more straight-on view of the player/controllers. Each camera has a narrower viewing cone at extreme close proximity. The further from the main playspace they are, the more that cone has a chance to "spread out" and cover the actual playspace. In this case, you would draw your playspace with at least (2 ft) or (0.6 m) distance from each of the four walls, so people don't bash their knuckles at the borders.
However, you might not want your cameras to be further than (12 ft) or (3.6 m) apart from each other (for best tracking quality). I don't have a big enough room to run into this limit, so you may be fine with further spaced out cameras. If the lower ceiling corners are further apart than (12 ft) or (3.6 m), then you may want to put them in the recessed ceiling anyways. You can always ignore the Oculus Rift setup's warnings about camera spacing, by the way. In fact, with larger playspaces, the Oculus setup wizard will always complain. Don't worry about it.
Also, you might want to consider using this USB card. It can handle the throughput of all four cameras in USB 3.0 mode, if desired. You can downgrade any camera to USB 2.0 by simply running a USB 2.0 cable to that camera instead of 3.0. A passive USB 2.0 cable is fine for short runs, but consider an active USB 2.0 cable (like the one that comes in the box of an extra Rift camera) for longer runs. You should put your Rift headset in one of the motherboard's USB 3.0 ports (USB 2.0 might actually be fine), and then put all four cameras (you might only need three cameras) in the USB extension card.
You can search this subreddit for discussions on whether you want/need to have the cameras/headset on 3.0 or 2.0. I prefer to run everything at USB 3.0, but it may not be necessary.
For USB 3.0 cable runs that are less than 10 feet (say, those corners nearest to your computer tower), use these passive USB 3.0 cables. You're also going to want a passive USB 3.0 extension for your Rift headset.
For USB 3.0 cable runs that are more than 10 feet away, you should use an active USB 3.0 cable. This is necessary for cameras that are further away from your tower. Note that the cable I linked has an optional barrel port for a 12V power supply. You only need to power these cables if you're daisy-chaining two or more of them in a row (for runs longer than (33 ft) or (10 m)).
These CAT6 round cable clips should work well for cable routing, especially for the slightly thicker active USB 3.0 cables. These general-purpose adhesive cable clips work fine for runs of the thinner, passive USB cables, but you may have issues with the adhesive depending on your wall.
You'll want this HDMI extension cable for your Rift headset, to make use of the extra space. I've had a good experience with bunching the HDMI and USB Rift headset extensions together by using these lightweight Velcro ties. I have about a (10 ft) or (3 m) square playspace, so you may encounter different problems than me if your playspace is larger. I only have three cameras, and it works fine. Good luck in your setup, I'm sure whatever you do will work great!
What I meant was that I have a PCI-E card that has a dedicated channel for each USB port but I still get that problem
I'm sure by now the Amazon guy is tired of driving all the way out to my house to drop off a cable every couple of days.
I used this PCIe USB expansion card from Startech. I had bought this card for my CV1, which was pretty much the only card that would let my headset and 3 sensors play "nice" with my PC. It's a total overkill solution you absolutely do not need for the Link, but I have it, I'm stuck with it, so I may as well use it and report that it works.
Make sure you can handle the USB bandwidth for 3+ cameras. If you do have issues with USB bandwidth I highly recommend the Startech card
EDIT: Get some anti fatigue mats. It helps with long play sessions.
If bandwidth is an issue related to mobo age or driver related conflicts, you can basically get one of these. 4 ports, each with their own dedicated controller. It's total overkill, but you'd get your headset and 3 sensors covered.
then I recommend getting the better card this one https://www.amazon.com/Express-SuperSpeed-Adapter-Dedicated-Channels/dp/B00HJZEA2S
This is the one that Oculus recommends:
However, all four USB ports share a controller so the bandwidth is shared between the ports. You probably won't want to plug in more than two sensors to it.
There are USB expansion cards that have a dedicated controller for each port. These cards cost much more, but you'll be able to plug in a sensor/headset to each port and not worry about not having enough bandwidth. I believe this is the popular choice for going that route:
It cost more but this one has dedicated channels, meaning you don't share bandwidth with other controllers on the same card. This card takes a PCI-e x4 slot i think not a x1 slot. Read up on it! it was recommended long ago for oculus cameras if you have 4 cameras and other usb things.
In Canada its only 100 dollars https://www.amazon.ca/Startech-PEXUSB3S44V-SuperSpeed-Dedicated-Channels/dp/B00HJZEA2S/ref=sr_1_1?keywords=PEXUSB3S44V&qid=1573565524&sr=8-1
This CPU should be fine (I have a VR system with this CPU). The Oculus Rift Compatibility Checker should have no problems with that. So you don't really need a new mobo/CPU and can throw more money at the GPU and memory if you want.
Also, it probably wouldn't hurt to get a PCI card with more USB3 ports. e.g. either this or this.
Sounds like you need a pcie card that has dedicate power for each USB port. These usually require a sata power cable to be attached.
I have this :
Startech PEXUSB3S44V 4 Port PCI Express (PCIe) SuperSpeed USB 3.0 Card Adapter w/ 4 Dedicated 5Gbps Channels - UASP - SATA / LP4 Power https://www.amazon.ca/dp/B00HJZEA2S/ref=cm_sw_r_cp_api_i_pbYVCbAEBQYST
Will let you know how it works
Decided on it due to fact it has 4 USB controllers at 5gbps each vs others that share ports per controller
The room is 11'x12'
No bed however there is a couch which takes up some valuable space.
I used wall bushings that I sawed partially in half with a dremel so that I could slip the cable into it without having to cut the USB head off. I also had to soak the bushing is boiling water to soften it up a bit for bending. It makes the hole in the ceiling very clean. The hole itself was drilled just wide enough to get the USB head through. I'll post some pics soon of the wires. :)
Here is a list of parts.
StarTech 4 port PCI Express
Cable Matters Active USB 3.0 16 feet
the headers share a controller though, kind of like how you need to make sure you plug drives into SATA ports that aren't shared or you'll bottleneck your bandwidth. it works, but isn't good at managing high traffic on multiple at the same time. a pcie card will have its own USB controller and possibly more than one. this card for instance has a separate controller for each USB 3.0 port
The inatech card only has one controller. You'll want this card to plug everything into one card.
4 Port PCI Express (PCIe) SuperSpeed USB 3.0 Card Adapter w/ 4 Dedicated 5Gbps Channels - UASP - SATA / LP4 Power https://www.amazon.com/dp/B00HJZEA2S/ref=cm_sw_r_sms_apa_.OpBzb19R624R
It has a controller for each usb port
This one or This one are the 2 i see most.
Most are pretty cheap, I got one that was pretty expensive, that gives each port it's own USB controller.
This is the one that I got:
StarTech.com 4 Port PCI Express... https://www.amazon.com/dp/B00HJZEA2S?ref=ppx_pop_mob_ap_share
Also the extra sensor comes with a USB 2.0 extension, if you want it to go over USB 3.0 you're gonna want a USB 3.0 active extension.
Edit: active extension depending on how long you need the extension to be.
This is the one that really works well. StarTech.com 4 Port PCI Express... https://www.amazon.com/dp/B00HJZEA2S?ref=ppx_pop_mob_ap_share
This is the Startech 3.0 I was looking at, this is the Startech 3.1 it doesn't mention it as Gen. 2 so I think it's not. I guess that means I'm better of with the 3.0?
Newegg says nothing about USB3 ports and controllers. If you only have a Intel USB3, you might want to get a pci express expansion card like these:
- Good, adds 4 ports on one controller:
- Awesome, adds 4 ports with a controller each (4 controllers):
Just something to check when you get it.
The USB disconnect sound stopped but I'm not sure if it was due to me changing to this usb card.
However, it worked wonders for me since I have all sensors connected to this card and only my HMD is connected to the motherboard.
Heads up if you ever have the issue, but I switched out the Sonnet Allegro Pro USB 3.0 with generic Windows drivers for the slightly cheaper Startech version with generic Windows drivers and now all my sensors and headset show up as USB 3.0.
This one https://www.amazon.com/Port-Express-SuperSpeed-Controller-Adapter/dp/B00HJZEA2S/ ?
I have 4 sensors, each mounted on top of 7'6" DIY stands made out of cheap 5'9" Ikea floor lamps..2 lamps per stand, each in it's own corner. The 8' long stock cables of the sensors only have a few inches worth left over when mounted on the stands, so extensions are a must no matter where you position them. I use the 'Monoprice 15-Feet USB 3.0 Extension Cables' from Amazon, with the sensor in the far corner needing 2 cables to reach the stand. This gives me a 10'x10' area, with an actual playspace of 7'x7'. I also shelled out for a Startech 4 port USB3.0 PCI card recommended on the Oculus blog. The sensors on USB3.0 use a lot of power, so you'll need to connect either a SATA power adapter or a molex power adapter to the PCI card...if you go that route. I haven't had any issues whatsoever, completely glitch free. I used the Sensor Bounds app in Oculus to make sure the sensor beams covered my play area high enough, as well as covering the corners closest to the stands. The beams aren't 90 degrees, so the higher the top of the beam, the less the corner gets covered by the lower part of the beam. It takes a few minutes, but it helps to completely cover the entire play area.
Btw...the best part of my DIY stands...they only take up 10" squared. Tripods are at least 2' squared. I considered microphone stands, but they only extend 5' or so. Nowhere near tall enough.
That hdmi cable most likely WILL NOT WORK with the Rift HMD. You could try a repeater like this: https://www.amazon.com/gp/product/B01GHL72XS/ref=oh_aui_detailpage_o01_s00?ie=UTF8&amp;psc=1
A lot of people use this with success but the most length of HDMI cable I have experience with working with the repeater is 16ft and this cable I know for a fact works: https://www.amazon.com/gp/product/B008D5EUD2/ref=oh_aui_detailpage_o05_s00?ie=UTF8&amp;psc=1
Next up the sensors extensions. You NEED active extensions with USB 3.0 for the highest quality tracking. The sensors actually are in a higher resolution mode when using and RECOGNIZING USB 3.0. The longest extensions I have experience with working are 10m "32ft" with this cable: https://www.amazon.com/gp/product/B00DMFFL2W/ref=oh_aui_detailpage_o00_s00?ie=UTF8&amp;psc=1
There is a caveat to using looong USB extension cables.... They need lots of stable power so USB add-in cards are almost always a must, motherboard USB are less likely to be stable at long distances. I use 2 of these in my spare PCI-Express 4x ports: https://www.amazon.com/gp/product/B01AVSN2YG/ref=oh_aui_detailpage_o02_s00?ie=UTF8&amp;psc=1
For the above PCI-Express USB add-on cards you need the latest drivers to avoid issues with giving a quality signal located here: http://www.win-raid.com/t834f25-USB-Drivers-original-and-modded.html
"the asmedia drivers are what you need for the cards I recommended"
There are other cards that have 4 ports which you can see here: https://www.amazon.com/Express-SuperSpeed-Adapter-Dedicated-Channels/dp/B00HJZEA2S/
All of the stuff above WORKS but only at the lengths of the cables themselves.... anything further and your in territory that hasn't been charted much...
From the looks of this thread things are figured out, but I thought i'd throw in my 2¢
You definitely need a PCI card. I have Oculus' recommended Inateck one - others have had success with this card which provides a controller for each port - useful if you want more than 2 sensors someday.
I run 2 sensors on the Inateck, and headset on Mobo.
USB bandwidth is a big deal for Oculus, so I don't recommend running more than the two sensors off the Inateck card.
A powered hub will not end up helping you here, as you'll be bottlenecking all of the information to a single port.
Something else that can be helpful - the vive breakout box is fully compatible with the rift. You need to buy your own power supply, male-male USB3.0 and HDMI cables - but it will make sure the headset gets consistent power from an external source. It's also nice so you don't rip your PC down/headset off tripping over a cable.
Was just recently talking about some of this in the below thread. I have a "blacklisted" USB 3 controller, so I'm running my 3 rift sensors on USB 2 and the HMD on USB 3 and it works great (as long as you pay attention to the bandwidth/power being used for each USB port, as discussed below). If you were 'accidentally' running 3 sensors from 1 USB 2 controller, it'd be totally overloaded and the tracking would be awful. Same goes for the HMD... try plugging just the HMD into your USB 3, then use the USBView software I mention in the below post to be sure that your sensors are all on different USB 2 controllers.
Also, really pay attention to where your sensors are pointed and that their field of view isn't being blocked, check that the touch controller battery level is above 50%.
Another +1 for making sure all of your drivers are up to date, and (if you built your computer) that your BIOS is also up to date.
EDIT: if you don't want to concern yourself with any of this, I'm told that installing this card and just plugging all 3 sensors AND the HMD into the card is the way to go... each port on the card has its own controller, it's not a single controller running a 4-port USB hub like most of the $20 cards are.... https://www.amazon.com/dp/B00HJZEA2S/ref=psdc_229185_t1_B00NVVSXIQ
Remember to buy the 4 ports version when it's available and be advised that you still can't plug more than 2 devices as 3.0 in it for it to properly handle bandwidth. The best option (but pricey) is Startech PEXUSB3S44V like this https://www.amazon.com/Express-SuperSpeed-Adapter-Dedicated-Channels/dp/B00HJZEA2S because it has independent bus channels for each port so you can stick every Rift device in this card only and all should be registered as 3.0 :)
well, i don’t really have that option. my machine is a brand new gaming pc that i built and it only has USB 3 on it:
and i have this USB PCIe card:
and running all monoprice active cables.
i got this one: https://www.amazon.com/StarTech-com-Express-SuperSpeed-Dedicated-Channels/dp/B00HJZEA2S/ref=sr_1_2?keywords=usb+3+dedicated+channel&amp;qid=1565698824&amp;s=gateway&amp;sr=8-2
It was recommended on one of those oculus blogs. Works GREAT! i then use the USB 2 on the board for the other sensor.
I got this one: https://www.amazon.com/dp/B00HJZEA2S/ref=cm_sw_r_cp_apa_i_MbtlDbBNT4YCC. I too am using 4 sensors and have two monoprice repeater extenders.
I have had my CV1 Rift since day 1 (first wave), and feel I am ready to retire it. After experiencing the simplicity of the Oculus Quest, I will likely be picking up a Rift S, at least until the Index drops in price
I bought this one and installed it before setup. Setup went smoothly and all is working well.
StarTech.com 4 Port PCI Express (PCIe) SuperSpeed USB 3.0 Card Adapter w/ 4 Dedicated 5Gbps Channels - UASP - SATA / LP4 Power https://www.amazon.com/dp/B00HJZEA2S/ref=cm_sw_r_cp_tai_pb4kDbTQ19G7P
I got it from eBay. Something like this listing for the 2-port version. (You can identify NEC chipsets by the two little circles on the chip labelling.) But it's a single controller with two ports; you could just get two of them, but I realize that might be a bit of a problem on the PCI-e slot front.
I did find this thing if spare PCI-e slots is your problem, but I haven't tried it out. Odds are it won't do ACS, and mounting it neatly would be a pain, but it's awesome that it's actually available for a non-extortionate price.
I also spotted this card from Startech after some Googling (I see the circles that indicate a NEC chipset) but it ain't cheap.
Internal. $81 @ Amazon (https://www.amazon.com/gp/product/B00HJZEA2S/ref=oh_aui_search_detailpage?ie=UTF8&amp;psc=1 )
It's the Reddit recommended usb card for Oculus touch (https://www.reddit.com/r/oculus/wiki/touch_360_roomscale). Has 4 independent usb ports unlike the Oculus recommended Inateck. That being said, still didn't work for me.
The first thing I'd do is see how many USB controllers (not ports) your device manager has listed. I had the same problem on a older motherboard because it only had two 2.0 controllers. I bought a 4 port PCI-E USB 3.0 card because I thought I could just plug everything into that, but I kept getting the resources error because that card only has one controller for the 4 ports (meaning that the 5 Gbps of 3.0 was being split btw 4 ports). The only way I could get it to work was to put all the sensors on USB 2 and only the HMD on USB 3.
For several other reasons, I ended up getting a new motherboard with one 3.1 controller, a 3.0 controller, and a 2.0 controller. I added the 4-port PCI-E card that gave me an additional 3.0 controller. To get all three sensors and the HMD on USB 3.0, I had to put the HMD and 1 sensor on the card, and the other two sensors on the 3.1 and 3.0 controllers. This setup works great.
An alternative to getting a new motherboard would have been getting a USB 3.0 card with multiple dedicated channels like this one. Or you can just use USB 2.0.
Like I said, it does tell you on that page I linked to, I ended up ordering the one in bold, no issues (aside from a driver one initially heh). I've had a few days of issues until I got that:
Basic Oculus Rift Two-sensor Setup:
Basic Oculus Rift Three-sensor Setup:
Note: For these cards, use the most recent drivers available from Microsoft and update to the most recent version of Windows.
Max. VR Performance and Roomscale Setup:
Note: For these cards, use the most recent drivers available from Microsoft and update to the most recent version of Windows.
You need a better USB3 card.
The chipsets that come integrated on most motherboards don't have anything close to enough bandwidth to actually run 3+ inputs at line rate simultaneously, which the Oculus needs to work.
I'm using this card, and it solved all my "device connected, device disconnected, device connected" problems.
80 buck one?
60 buck one
Or the cheap 40
After an update, I'm now at 1 usb3 and 2 usb2s.
No clue on test. I shake my hand with the touch, but no way to quantify the results.
since you can't seem to find it on your own