Changes to driver installation to make it easier to install.Added window naming for easier management of multiple camera setups.Added support for PS Eyes directly (using Camera API of 9100).quite afew cheap low effort solutions for that if all your gonna play is sim style games positional track is 100% must for that extra piece of the puzzle.After a few weeks of delays due to bug fixes, the full version is finaly released! This version features a bunch of QOL improvements, bug fixes, improved GUI and a linux build! I would highly recommend to help against this you setup some kind of positional tracking. what runtime are you using? you should just be able to run the roomsetup and select standing mode with from memory doesnt need the trackers setup or just fakes that they are setupģdof is alright but can make you really ill fast especially when playing game like elite that have a pitch and roll function. I understand that I will have to modify the above files to match the simulated lighthouse ID of my OSVR server but I was unable to find what the file content would look like in general. For Elite Dangerous the orientation tracking is all I need. Originally posted by michael-rauschenbach:Could anyone please post the content of c:\Program Files\Steam\config\chaperone_info.vrchap and \config\lighthouse\lighthousedb.json please? I have a Oculus Rift DK1 which doesn't have a lighthouse so I can't get past the room setup. Four base stations allowed occlusion free operation with two users and other watchers that were on the play area. I was working while ago with a 5x5 m v2 setup that had a base station on each of the corners and two simultaneous Vive Pro users sharing the same play area (it's possible if you have a game/app that has made to support it). I think that four v2 base stations are overkill for you, unless you want to use every meter of the area (going beyond 5x5m), or plan to have multiple persons standing (with or without headsets) on the play area. There has been some posts about beta testing a feature where a player could move between different play areas, but that probably won't work with mixed v1/v2 set when if ever it comes available. I have to use manual power management for v1 base stations. It makes the v1 base stations' power management impossible on the OG Vive computer that uses them as the next room computer always steals them. OG Vive can be used only in the room that has the v1 base stations, while the Vive Pro can be used on both rooms when used with different computers.Īctually SteamVR on my Vive Pro computer (v2 room) recognizes the v1 base stations on the next room through the wall and is able to power manage them with bluetooth (not good). I'm currently having Vive Pro on one room with two v2 base stations and and OG Vive with two v1 base stations on the next room. You can find the v1 / v2 compatibility table here: The 5x5 meter limit comes from the SteamVR, you can't setup a larger play area with SteamVR 1.0 lighthouses.īOLL is correct, they can't be mixed. The main problem in area that big is the length of the headset's cable. Steam was nagging me about the distance quite often, but it worked without any problems. The distance between lighthouses was around 8 meters. The room was perfect, all walls were black, no reflections. My lighthouses were on 2.5 meter stands (can be seen in the right hand corner of the image). I got 99.993 % of all data points I was trying to collect (if the missed whole frames are not counted). And that happened at the start of a test run, when data was not even important. I'm missing data from one of the six sensors for the duration of 5.4 seconds. I used only 4x4 meter play area for the reseach while having additional 1 meter safety zone on each sides.Īnd how well my tracking worked in that large area? I collected movement data from six sensors (HMD, controllers, waist, feet) 90 times per second for almost 4 hours total (in short sessions) and I had only one hickup. I did some scientific research couple of years ago with 1.0 lighthouse setup. Play area of size 5x5 meters is possible with 1.0 lighthouses on perfect conditions. SteamVR 2.0 allows those nice big play areas with four light houses (done that), but SteamVR 1.0 tracking is quite capable too.
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