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Inspiring
April 24, 2016

Rift Runtime randomly changes between assumption of sitting and standig player

Normally my Rift application runs fine, but sometimes the Runtime decides the Camera might be positioned high, while i am sitting. Then everything is shifted down. If you stand up, it might guess you are not over 2.5m and go back to a sitting camera height assumption.

However, this is unsteady and I have not yet found a way to force it or even detect the offset. Is this a known problem and what are the solutions to this?

3 replies

Inspiring
April 24, 2016
When I hold the Rift at camera height, it is sometimes 0.4m and sometimes 0.8m height
Inspiring
April 24, 2016
And to make the nonsense complete, the current manual is completely wrong about this:

"If you want to get the pose and leveled pose of a sensor, call ovr_GetTrackingState. The returned ovrTrackerPose struct contains the following:
• Pose—the pose of the sensor relative to the tracking origin.11
• LeveledPose— the pose of the sensor relative to the tracking origin but with roll and pitch zeroed out. You can use this as a reference point to render real-world objects in the correct place."

Oculus, stop wasting my time you 2$bln company not having a single person check on the manuals!
Inspiring
April 24, 2016
Ok, the corresponding method is not ovr_GetTrackingState as stated in the manual but ovr_GetTrackerPose. Still the ovrTrackingState (the real one) also has no:
• Pose—the pose of the sensor relative to the tracking origin.
As stated also false in the manual...