Disable the IR-leds for the constellation tracking system?
We are developing a serious simulation solution. We are using third party trackers to be able to track the HMD over a much larger space than the oculus constellation tracking system allows. This third party system is using IR-markers as well, hence we need to disable the built in IR-leds in the Oculus Rift HMD to aviod them interfering with the third party tracking cameras. Previously this could be done by simply disconnecting the Oculus Constellation sensors/cameras. As soon as you did that the IR-leds inside the Rift stopped flashing. But with the recent updates from Oculus, this is no longer allowed. If you try to disconnect/disabled the sensors the Oculus application just gives you a warning saying. "Critical Error - We can't find your sensor. Please connect your sensor" Disabling the positional tracking via the Oculus SDK won't stop the IR-leds from flashing either. It would be nice if there where a simple way of disabling the built in IR-leds from the SDK. The best way would be if the IR-leds stopped flashing as soon as you disabled the positional tracking from the SDK. Right now our very ugly workaround is to tape over every LED of the Rift with thick black duct tape.586Views0likes0CommentsAre there examples for HMD and position tracking?
Dear community, Is there any working sample with the actual SDK version to log the HMD (axes, pitch, roll and yaw) and the position ? I'm struggling with the documentation and cannot find any supporting docs, code or examples which makes this topic easier to understand. I would be very thankful for any help on this topic. Thanks and best regards.434Views0likes0CommentsHow do HMD and tracker together give 6DoF information
Hi, I am trying to understand how the sensors on the HMD and the tracker together provide the 6DoF information. More specifically, I wonder if blocking the tracker disables positional tracking totally. When I tried that, it seems to give a similar experience to 3DoF with only rotational tracking when I toggle the 'Use position tracking' in Unity. But are they exactly the same? Does the tracker has any contribution to rotation? Also, does the HMD alone provide any translation (considering the head model)? Thanks, MC507Views0likes0CommentsDK2 & runtime 1.8: positional tracking randomly jumps around by up to two meters - any ideas?
I've last tested my DK2 with runtime 1.2 a while ago, and have used it a lot with runtimes prior to that, with rock solid positional tracking. Recently I've decided to try the Unity samples as well as official stuff like Home, Oculus Video, Henry, Lost and other applications new to me, and encountered a strange issue: from time to time, positional tracking instantly jumps to a new position, sometimes leaving the origin up to two meters behind - for example, in the Oculus Video Moon Theater scene, I was moved outside scene bounds to the left of the chair. Usually the distance of the shifts is smaller, around 10-40cm. They never happen smoothly (one frame you have a correct position, next frame you have a completely different one), and the shifts seem to put the origin point to a new place. Depending on the application, this has different consequences - in Henry, Lost, Dreamdeck and Home you never leave the center of the scene for more than a few frames (maybe they reset your position if it drifts away too much), but in Oculus Video you are constantly being put into a new position and left there. The jumps happen with varying frequency, usually around two or three times per minute. Here is a short video recorded from Home window, illustrating the problem: https://gfycat.com/RelievedSpecificBantamrooster Checked everything that came to mind, from using the debug tool to check if I have performance issues (doesn't seem to be the case, I've got top of the line GTX GPU and my spec is overall well above recommended; the display enabled by the tool shows huge performance headroom and rock solid FPS) to rerunning tracking and runtime setup a few times. Haven't had any luck searching for similar reports on the net so maybe it's a new issue. Has anyone encountered this or has an idea on a possible underlying reason? P.S.: I realize that DK2 isn't officially supported by CV1 applications like Home but DK2 seem to work fine with aforementioned apps for other developers, and Oculus have said that things should continue to work for now (until 2017 at least). Developing with a CV1 is not an option for me yet, unfortunately (Oculus doesn't offer shipping to my country).950Views0likes2Comments