Forum Discussion
eichhorn
10 years agoHonored Guest
enable and disable positional tracking
Hi I would like to enable and disable the positional tracking but can not find a way in the sdk. The only way seems to plug and unplug the camera.
The reason is we use the rift on a moving platform/seat and the camera is also attached to it. (can not be placed outside) Positional tracking is not needed because the head is a more or less in the same position and the rotation is enough. But the camera is good to give an absolute orientation to the rift. Without that the rift orientation drifts over time and one has to recenter the pose once in a while. The idea is to enable positional tracking when the platform is still to get the right orientation and disable it when the platform is moving.
Anybody any clues? anybody tried enabling/disabling the camera via devcon.exe?
The reason is we use the rift on a moving platform/seat and the camera is also attached to it. (can not be placed outside) Positional tracking is not needed because the head is a more or less in the same position and the rotation is enough. But the camera is good to give an absolute orientation to the rift. Without that the rift orientation drifts over time and one has to recenter the pose once in a while. The idea is to enable positional tracking when the platform is still to get the right orientation and disable it when the platform is moving.
Anybody any clues? anybody tried enabling/disabling the camera via devcon.exe?
5 Replies
- cyberealityGrand ChampionYeah, you should be able to do this.
What engine are you using? - eichhornHonored GuestI am using the sdk, well the c# wrapper OculusWrap.
- bluenoteExplorerYou simply have to call ovrHmd_ConfigureTracking with the desired tracking caps flags. In order to disable positional tracking you have to omit the ovrTrackingCap_Position bit.
- eichhornHonored GuestOk, nevermind, ConfigureTracking(...) works as expected and does indeed enable and disable the tracking, there was a bug in the c# wrapper. Thanks a lot.
- VrallyProtegeIf you know the forces your moving platform is exerting on the users head, you can actually calculate a correction and apply to the the rotation information from the Rift SDK. Then there is no need to disable the camera. See my thread here:
viewtopic.php?f=20&t=20077#p247213
But of course if the camera was supplied with its own inertial sensor, we did not have to perform these kind of "hacks". Then the compensation for these type of external forces could be performed inside the SDK. Maybe something that could be included in the consumer version?
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