![]() Select one device from the reference space on the left and one device from the target space on the right.Open SPACE CAL in the SteamVR dashboard overlay.If you change it later, you need to run step again. Confirm your chaperone/guardian is set up with the walls in the right place.Example: for Rift with Vive trackers, don't turn on the trackers yet. Run SteamVR, with only devices from your HMD's tracking system powered on.Example: if you're using the Rift with Vive trackers and you bump a Vive lighthouse, or if the calibration has just drifted a little, you likely don't need to run this step, but if you bump an Oculus sensor you will (after running Oculus guardian setup again). This doesn't need to be run if your HMD's play space hasn't changed since last time you copied it. move a sensor), and occasionally as the calibration drifts over time (consumer VR tracking isn't perfectly stable), you'll need to run a calibration:Ĭopy the chaperone/guardian bounds from your HMD's play space. The user interface has been upgraded since then the calibration is now done via a SteamVR dashboard menu, and there's much more configurability.Īs part of first time setup, or when you make a change to your space (e.g. You may find the answer to your question in the wiki.Ī quick video of how this works using an old version (~v0.3) is available at. There is a community of a few thousand on Discord and a newer community on Reddit. It's theoretically possible to work around this in software but as far as I know it hasn't been done as it would require a fair amount of reverse engineering effort. Any non-Rift HMD x Touch controllers: does not work, the Oculus driver requires the HMD is a Rift.With wireless devices, moving slowly when calibrating and using the Slow or Very Slow calibration modes is effective at reducing the initial error. ![]() Quest wireless streaming is particularly bad right now and requires frequent recalibration, but it does work for a short time until one of many factors causes it to drift.It's possible some of this can be fixed in software with a better calibration algorithm. Your results may vary depending on your space. Beat Saber) but a lot of walking around causes a nontrivial amount of drift between systems. Rift S, Quest, Windows MR, other SLAM inside-out tracked HMDs x Vive devices: works very well when you aren't moving around the room far (e.g. ![]()
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