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Inspiring
September 14, 2016

Multiple sensors - is a special runtime required?

Greetings,

recently i was working on a project where i needed bigger tracking volume - i tried to use 2 sensors to cover the area, but while runtime detected 2 sensors correctly and showed both as "connected" in green, i couldn't get them to work together (even reset default view screen showed only one sensor). During game it randomly switched sensors, producing a number of glitches.

Since Touch (i don't have access to Touch) is with second sensor and there are videos of up to 4 sensors supported my question is if there is a special version of runtime to get multiple sensors to work. And if there is a way to get that runtime.

For those interested what the project was it's a little "vertigo" simulator, where you have to reach end of the bridge and jump down, while walking on a real bridge in real world. The real bridge is placed on a set of springs, making it quite unstable and making the feeling more intense.



-ENiKS

    3 replies

    Inspiring
    September 14, 2016
    There is no special runtime, but there was a special calibration app for multi-sensor that was privately shared with development partners. I believe much of this functionality should be in the 1.8 runtime that started rolling out last night. So wait until you get 1.8 and try to see if that helps. Thanks.
    AMD Ryzen 7 1800X | MSI X370 Titanium | G.Skill 16GB DDR4 3200 | EVGA SuperNOVA 1000 | Corsair Hydro H110i Gigabyte RX Vega 64 x2 | Samsung 960 Evo M.2 500GB | Seagate FireCuda SSHD 2TB | Phanteks ENTHOO EVOLV
    ENiKSAuthor
    Inspiring
    September 15, 2016
    Tested with 1.8, works now ... thanks!
    Owner and leader at http://www.infinite.cz/
    Participant
    September 15, 2016
    Is there any documentation for setting up 2 sensors ?. I too have an app that requires a larger area and I am having issues when it flips from one sensor to another or tracking stutters slightly when you turn away from the sensors. This usually sets my head to the wrong height when tracking re-establisher's, this occurs in both my own app and in oculus home.

    Also when I walk from one side of my area (3m x 3m) to the other UE4 gives me a difference in player camera height of 12cm. I put 2 copies of the same asset at eye level in my app and you can clearly see one is 12cm lower than the other. This happens whether I use one sensor or 2 sensors, and its still the same in runtime 1.8!

    Any suggestions would be appreciated !