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kojack
Honored Contributor
April 26, 2014

Sixense VR SDK

It's not out yet, but Sixense have released some info on their upcoming sdk for VR.
Apparently at release it will support Hydras and Stem, but they plan on working with other hardware makers to make this a common api for vr.

The sdk allows any number of sensors placed anywhere on a body. Inverse kinematics are used to make non tracked bones behave sensibly.

The sdk has Unity and UE4 integration, plus has a cross platform C api.

The software can take input from headsets such as the rift (and other hmds) for head control and use that with the inverse kinematics to control the skeleton, or fuse both hmd sensors and a stem sensor on the head.
Apparently it will even work without and Sixense devices (hydra or stem), all you need is the hmd sensors for a minimum level of support (a body that matches the head).

http://sixense.com/sixensevrsdk
https://www.kickstarter.com/projects/89577853/stem-system-the-best-way-to-interact-with-virtual/posts/823494


    18 replies

    Inspiring
    April 26, 2014
    I'm pumped to see this. Gotta have good software to go with good hardware. :)
    Titans of Space PLUS for Quest is now available on DrashVR.com
    Up and Coming
    April 26, 2014
    They are working with other dev's! That is great, I will contact them so they support my Company's VR Gun.
    Up and Coming
    April 27, 2014
    "lmaceleighton" wrote:
    They are working with other dev's! That is great, I will contact them so they support my Company's VR Gun.


    Can you tell more about that gun? Is there a website or smthin...
    Up and Coming
    April 27, 2014
    That video is _very_ much like the goal I am working for with my Unity assets :shock: The only things about which I do not see anything mentioned is interaction with static objects (rather tough in Unity) and physics interaction (applying forces to objects).
    I only see support for up to five trackers (like mine), wonder if they consider including tracking suits like prioVR.
    Pascal. http://passervr.com
    kojack
    kojackAuthor
    Honored Contributor
    April 27, 2014
    "serrarens" wrote:
    I only see support for up to five trackers (like mine), wonder if they consider including tracking suits like prioVR.

    That's a little ambiguous on their sdk page.
    They say: "SixenseVR supports any number of trackers, which can be placed on any part of the body."
    But then in the next paragraph it says: " use up to five tracking points on the body"

    I hope the first one doesn't really mean "any number of trackers (available from Stem)".

    Although with a full PrioVR the sdk isn't as much use. A lot of it is making a body behave correctly with a minimum amount of input, while the full PrioVR tracks every single joint needed, no inverse kinematics needed. :)
    It would still be useful for the lesser PrioVR packages that only have the upper half of your body.
    Author: Oculus Monitor , Auto Oculus Touch , Forum Dark Mode , Phantom Touch Remover , X-Plane Fixer Hardware: Threadripper 1950x, MSI Gaming Trio 2080TI, Asrock X399 Taich Headsets: Wrap 1200VR, DK1, DK2, CV1, Rift-S, GearVR, Go, Quest, Quest 2, Reverb G2, Quest 3
    Up and Coming
    April 27, 2014
    Hi, I'm the guy making this at Sixense.

    We do support any number of trackers, but at launch it will only work with the STEM system which is limited to 5, and the Hydra. I cant speculate on any other specific hardware, that depends on business relationships which are not final or don't exist yet, but games using SixenseVR should be pretty well future-proofed.

    If finger tracking becomes a thing that would require larger changes to the SDK, but body movement is abstracted away from the hardware. The only technical requirements for hardware to work with it are that it must be able to fuse its sensor data with an HMD somehow, and be able to influence joint positions. The rest is internal glue code that game devs won't have to worry about.

    Physics interaction is an important part of it too. As you saw its possible to grab any rigid body, and you can push things around with your arms and legs at a minimum. Full two-way collisions may or may not make it into the first release, because yes its a tough problem. I have done some experiments with good results though, check out my "Armored Ops" youtube video for an old example, though don't expect swordfighting with a simple API like this, at least not yet.
    Up and Coming
    April 28, 2014
    @Davideus

    Im not ready to show it just yet, we are ironing out the IMU's movement translation to the 2D screen. But other than that it is an assault rifle style gun, with a 9DOF orientation sensor. I dont want to give away too much, as it not just the gun that I want to sell. In the beginning it was just for a single game, but in the end I put so much into it,and there wasn't any reason that it wouldn't work with any game out there, and it works WAY better with the oculus. Already I can just hold the gun, wear the oculus and move and kill in out game world that we are testing in(ARMA 3 and Crysis 3)....but Stargate VR would be great...(was that a spoiler?!...lemme check the NDA...)
    Inspiring
    April 28, 2014
    "owenwp" wrote:
    Hi, I'm the guy making this at Sixense.


    Great news. :)
    Titans of Space PLUS for Quest is now available on DrashVR.com
    Inspiring
    April 29, 2014
    Looks great! I'm really excited for the STEM.
    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
    Up and Coming
    April 30, 2014
    @lmaceleighton

    Thanks for info ! sounds very interesting.. It'll be good if you create facebook page or other type of website for following your project. Also i will suggest to consider positional tracking & some kind of realistic force feedback.