VR in moving vehicle Rendering issue
I am working on a project which involves using meta quest 3 in Rift mode while inside a moving vehicle. We are attempting to display lidar information as a customer demo and visualization tool. We have run into the usual suspects while doing this (e.g. motion of vehicle is seen as player movement.) In an attempt to temporarily solve for these issues we have disable the safety boundary and limited tracking to just rotation. This handles most of the issues at least for a temporary internal demo. The issue I'm here for is that with this setup if we move/drive more than roughly 100 ft the rendering in the headset for lack of a better word breaks. The simulation/Unity is still running fine but the visual information is torn and frozen. If in this situation we stop the vehicle and recenter the view the rendering returns to normal and we can move another 100ft before it happens again. Has anyone had this result in another other situations? Is the distance thing a floating point issue? What can we do other than recent the view every few seconds automatically. This is not a solution we want to use. FYI. We are going to eventually attempt to use the IMU data of the vehicle and blend that data with the headset tracking but we are not their just yet and want to show something in the mean time.1KViews1like2CommentsHow to parse IMU value of Oculus Quest 2?
Hi I'm doing a robot making contest and needs IMU value(espically yaw rotation) to deploy my camera video to my Oculus Quest 2. I download the C++ SDK for Quest 2. My develope environments are like below Use C++ and OpenCV 4.7.0 Qt Creator(Qt 6.4.2) MinGW 11.2.0 Windows 11 How can I get imu value from Oculus Quest 2 using SDK? I'm quite a beginner of C++ and I looked the C++ SDK codes, but I cannot get where to start.904Views0likes0Comments