VR GOLF: Quest 2+3 tracking issues.
- FOG Rob
- Apr 4, 2024
- 3 min read

Hello fellow VR GOLF enthusiasts. In this article, we'll explore why the Meta/Oculus Quest VR headsets may not be the optimal choice for VR GOLF simulation games. Many of you reading this likely own a Quest Series headset or are thinking about purchasing one soon. You might be curious as to why I'm suggesting that VR GOLF simulations may not perform effectively on it. So, let's take a closer look into the core of the issue.
How do the Quest controllers lose tracking?
Over the past five years, since the Quest series hit the market, users have reported issues with fast accelerating movements and controller glitches. While most Quest users may not even be aware of this issue, it's something that advanced sports game enthusiasts, especially those playing games requiring sudden fast accelerations like Beat Saber, VR GOLF, baseball, or table tennis, have taken note of.
For demonstration purposes, I'll provide a link to a video below showcasing this issue firsthand. To simplify the problem, the Quest series VR headsets rely on two main tracking factors: the built-in cameras in the headset and the Gyro & Accelerometer in each controller, which send data to the software to calculate the position relative to the headset.
However, the cameras struggle to track the controller when it's out of sight (such as behind your head during a golf swing), so they depend on data from the Gyro & Accelerometer. Unfortunately, these components are relatively inexpensive and designed for the average consumer, so once you reach a certain speed, they stop functioning properly and send error data. This means that when you swing faster, as many good golfers do, the accuracy suffers, rendering the Quest series headsets unsuitable for such tasks.
In GOLF+, every number you see is simply a calculated estimate.
Now, how do developers address this issue in Golf+ when they display clubhead and ball speeds that are very high? Essentially, they estimate your swing data, apply power through their algorithm, and ensure you consistently hit the ball in the center of the clubface. While this approach makes sense for casual players, it's not reflective of real golfing numbers, making Golf+ more of an Arcade VR GOLF game for the average consumer rather than a true VR GOLF Sim.
It's essential to recognize that most golfers prioritize fun over accuracy. In Golf+, you don't have to hit the ball accurately; you can swing under it and still hit it straight once your speed is high enough. The power is artificial, and the physics, green speeds, and ball flights are largely simulated. So, be aware that Golf+ may significantly impact your real-life swing negatively as it prioritizes entertainment over realism. Here's one of my videos showcasing parts of the issue.
The Golf Club VR takes in real DATA.
In contrast, in TGC VR, which is the only true VR GOLF Simulation on the market, only raw data from the devices counts. This means if you swing at 90mph in real life, you'll see 90mph in the game. However, due to the hardware limitations of the Quest Series headsets, glitches typically occur around 75mph, rendering them impractical for those who want to swing harder.
The only VR system that allows for fast swing speeds and tracks them somewhat accurately is the lighthouse system with base stations. This system employs external tracking devices that can always see your controller, even behind your head. However, even the best lighthouse headsets like the HTC Vive Pro or the Valve Index may still produce error data from their built-in Gyro & Accelerometer due to their consumer-oriented design.
The significant advantage over the Quest System is that when the Gyro & Accelerometer fail in the lighthouse system, the headset relies entirely on the laser stations, which are highly accurate and produce correct results compared to the Quest camera tracking system.
Is it still possible to use the Quest to play TGC VR?
Being aware of the issues with the Quest systems, you can still enjoy playing TGC VR comfortably, especially if you're focusing on your short game with chipping and putting, where higher swing speeds aren't essential. Surprisingly, the accuracy for the short game with the Quest series is quite good.
However, playing off the tee with woods or irons works decently only in the casual difficulty, which includes a built-in 20% power boost. This boost enables even a very soft swing with a driver to reach around 240 yards. Nevertheless, in casual difficulty, the game leans more toward being an Arcade Golf Simulation, still more realistic than Golf+ but not as authentic as with a lighthouse system in the pro difficulty.
I hope this article has helped you in making a decision and will guide your journey through VR GOLF in the future. If you have any questions, feel free to ask me on our community Discord server.