Quest 2 controller Differentiation
I am interested in developing my own VR hardware, so I was wondering how the Oculus Quest 2 discerned the left touch from the right touch in its vision processing. The rings are mirrored, but the blob pattern doesn't seem to be unique enough for it to tell based on that, and it seems to know automatically. I have a few running theories but I was hoping someone had a concrete answer. Thanks (No, I'm not trying to make 3rd party touch controllers, yes, I know the headset won't track 3rd party controllers)843Views0likes0CommentsThe value of the tracking sensor may change when I start the app in the same position/ orientation.
I'm developing an Oculus Rift S app. Currently, I am having a problem. When debugging, the value of the tracking sensor may be different even if I start the app with the goggles in the same position and orientation. (Specifically, it changes by 0.2m in the z-axis and about 20 degrees in the yaw.) (It occurs when the app is restarted several times without moving with goggles on.) I think that the origin of the tracking sensor changes when setting the Guardian (setting floor height, play area). In this case, even if the goggles are in the same position and orientation, the tracking sensor value will change before and after the Guardian setting. However, the value of the tracking sensor may be different even though the Guardian setting has not been changed. What could be the reason for this?682Views0likes0CommentsSetBasePosition not updating controllers location?
I've been struggling with getting world origin to be consistent between Oculus VR and Steam VR. My Pawn (UE4) is a sphere about the size of a head. There is a scene component attached to that as a padding and a camera attached to that. My touch controllers are attached to the scene comp. The trouble came from steam VR pushing my camera up. So I started using GEngine->XRSystem->SetBasePosition to offset the origin that way my camera doesn't get pushed up outside of the parent sphere. Unfortunately in doing this I've noticed that my touch controllers are not following the update. For a brief moment before my code kicks in Steam VR does have the camera moved up and out of the sphere - then my update comes in and adjusts everything and makes it good, except it seems the touch controllers do not follow in this update. I've had the locations both relative and world print to screen for the sphere, the scene, and the camera comps. It's easy to test as they are all supposed to be Zero (the camera of course is moving around as it tracks near zero) . So what is going on? Is there a way to update whatever is causing the controllers to ignore this SetBase upsate?595Views0likes0CommentsIs it possible to disable all tracking?
Hi, I've spend couple days trying to find a way to disable all tracking from the HMD(so extend display mode?), but could not get a working method so far. By all tracking i mean both position and rotation, where position is simple, current SDK provide that toggle directly. I'm using Unity 5.4.0f1 as of today, and testing on both DK2 and CV1. So far I've tried every method I could find via google and forums, nothing seem to work including tricks like "zero out" rotations each frame. Using Unity's build-in camera system does not seem to allow any control of camera at all, and the OVR camera rig does not provide such function directly. I also tried the timewarp methods and it's not/no longer working. For now I'm going to take a deeper look at the camera rig and see if i could come up with something. Researched on this for days and saw all methods were for 0.6 and earlier, or everyone turned to argue about the "uncomfortable experience" by disabling the tracking, which is out of the scope in my situation. For those of whom interested in providing evidence of "uncomfortable experience", I want to achieve this because I'm using external tracking system, which provides better information than the HMD's. Having both the HMD and external tracking system makes the rotation "doubled". I'm not sure if i should post this in Oculus forum or Unity's, so maybe I'd to create a duplication over there later today if it remains unanswered.. Thank you and everyone in advance.8.6KViews0likes13CommentsTrack hands when headset isn't worn.
I'm doing some motion tracking stuff, the software currently written in Unity. I would like to track the Touch controllers (one labelled as hand, one labelled as VR object) even when the headset isn't being worn. Unfortunately .. I haven't had any luck with that. When the headset is off, the controllers are tracked for another 30 seconds or so maybe, and then they stop. I'm not sure if its a matter of the headset saying that the controllers aren't needed, so they go to sleep or something... but then, pressing any buttons on the controllers doesn't make them start tracking again. I need to briefly pull the headset on, and then they're tracked again, briefly. Is there a way to do motion-capture-type stuff without the need for an extraneous headset, at all?479Views0likes0CommentsWhat are best practices for view/orientation reset?
Hi all, I'm having trouble finding any info on best practices for view resetting in Rift games. In particular: 1. Should we rely on the system calibration for the view orientation - or is it best to also include some way for users to tap a key to reset their view while playing? 2. Assuming we do offer some key combo/UI option to reset, should we reset the position only, or the position *and* the orientation? 3. is there some best practice for things such as a countdown mechanism, or should the reset happen the moment they press the key? Thanks!595Views0likes0CommentsCV1 Bug relative tracking in fullmotion rigs
Not sure if this is the right places for Bugs, but anyhow: Since DK2 the tracking has changed and now i got this two Bugs: - If CV1 CAM is mounted on a motion rig and roll angles exeed 10°, the Cam looses tracking every few seconds (vertical/horizontal offset flickers). - CV1 can´t be setup with relative tracking (mounting sensor on moving part of rig), because roll, yaw and pitch vectors are tracked by the HMD only. - A workaround like disable/config the internal sensors is not possible in CV1 SDK All things as far as i know. Any hints, clues, solutions?703Views0likes1CommentDK2 & 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).950Views0likes2Commentsuse mocap position instead of tracker position
Hi, I was wondering how to turn off the position tracking of the oculus to use my mocap system instead. I've already disconnect the tracker, but it look like the runtime is doing some strange things to patch the fact that the poaition isn't tracked by the oculus camera. I use unity to develop my game. Does anyone know how to completely shut down oculus tracker and use another tracking system in unity?781Views0likes3Comments