Half-Life: Alyx | Jittery Hands | Valve, plz fix (FIXED MAY 15TH)

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Half-Life: Alyx
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Duration: 2:14
4,209 views
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Apparently doesn't matter how powerful your PC is, or what headset/controllers you use, or how much you lower the graphics/SS settings - the hands shake/jitter/vibrate in the game, but not in the SteamVR menu or in the game's own menu (guess they use some smoothening technique, but not while playing) . Was just gonna play through the game, but tested everything first because planning on recording it, but man, I think I'll wait for this hand problem to be fixed first as it's very annoying and will probably make it hard to aim at things at a distance. It's also hard to check the details of things I hold, like the book in the beginning on the balcony because my hands shake like I have Parkinson's (which I don't have, and again - my hands are perfectly stable IRL, and also in any other VR title I've tried, even in Half-Life: Alyx itself, but only when the game's menu is open).

Lots of comments from people with this problem, ranging from Quest, Rift S, Vive, full kit Index, etc:

* https://steamcommunity.com/app/546560/discussions/0/1861616237339375421/
* https://steamcommunity.com/app/546560/discussions/0/2143091644396363593/
* https://steamcommunity.com/app/546560/discussions/0/2143091389819111017/
* https://steamcommunity.com/app/546560/discussions/0/2143091512088668737/
* https://steamcommunity.com/app/546560/discussions/0/2143091644385697478/
* https://steamcommunity.com/app/546560/discussions/0/2143091512085159592/
* https://steamcommunity.com/app/546560/discussions/0/2143091389822355000/
* https://steamcommunity.com/app/546560/discussions/0/1861616360699541446/
* https://www.reddit.com/r/HalfLifeAlyx/comments/fsum8e/jittery_hands_in_half_life_alyx_on_valve_index/
* https://www.reddit.com/r/oculus/comments/fnrm5y/hl_alyx_hands_jittering_due_to_steamvr/
* https://www.youtube.com/watch?v=NoZ2oZpr3Z8
* https://www.reddit.com/r/Vive/comments/fqkhu9/jittery_hands_in_every_game/flrfz9s/
* etc...

Apparently it wasn't like this in the first version they released. Some people mentioned they only got it after 1.2 (the latest 1.2.1 patch on April 9th didn't fix it either, only for other stuff), before that they are 100% sure they didn't have the jitter problem. I asked two buddies who has the game if they had it as well, both said no, I replied they probably DO have it but didn't notice it or haven't updated the game. One of them took a look again and said "Now I notice it, thanks :/", the other one plays offline and hasn't update the game since release day, so guess that explains why he doesn't have the problem. I can't reinstall the game as it now only comes with the latest patches. Maybe I can get him to upload his version to replace mine and disable updates.

And nope, I have no reprojection, can lower my stuff so it's like 3ms, got 3x 2.0 base stations, no reflections, the base stations are stable. Only this game has this problem for me. All other games have rock solid tracking.

Maybe should have recorded the hands closer to the camera as some people might watch this video on a phone, thus too small to see, I think. Someone else also recorded a video on this issue, and he did it more up-close, so it's more noticeable: https://www.youtube.com/watch?v=NoZ2oZpr3Z8

Whenever someone brings up this problem, they always get the same replies that it's their computer's fault, too slow, reprojection, badly mounted base stations, reflective surfaces, too high SS or graphics, even though they - like me - have already explained it only happens in this game. How can hand tracking be flawless/stable in all/most other titles, even in SteamVR itself, and even in the game's own menu (but not when you exit the menu) be the fault of the previously mentioned stuff?

For those that just HAVE to know my specs, even though it doesn't matter, they are: 9900K (not OC'd, will when needed), 2080 (also not OC'd), 32gb 3200Mhz, NVMe SSDs, 144Hz monitor (yeah, also doesn't matter, but threw it in anyway).


EDIT: They finally fixed it - May 15th.







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