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is there even a way to tell steamvr to just use it as a controller if i use the pogo pins or will it only work on a program specifically coded to recognise the tracker as a controller?
Edit: And i read that the button on the tracker is supposed to map to the system button. but pressing it does nothing. does the trracker only ever do anything in a game made to support it? it cant even send regular button presses like brining up the system menu?
For something free that supports them, VR Chat is a good bet, as they do full embodiment if you have a couple. If you have the gun addon, I guess Duck Season? Haven't played that myself yet. There are a few foot-tracking titles as well...
i just tried duck season. if i turn off both controllers then the track becomes the right hand, and i can pull the trigger. i dont have the actual light gun but the track shouldnt know any different. i dont know how to get the games to use the tracker. none of them seem to be using it right. the main "system button" on the tracker still does nothing, is that right? i cant even bring up the system menu if i only have the tracker?
If I had one of them, "using" them within SteamVR Home would be the first thing I'd do. Of course I would want to see them all the time if I wanted to, especially when opening the dashboard (which also shows the base stations)....to find them!
When pressing a normal Vive controller, this is the event that gets triggered when pressing the system button.
yes, if its connected fine in the steavr panel, then when you put the headset on and go into the steamvr home space then its completely invisible. If the dashboard is up then it shows up as a half arsed grey checked textured model of the tracker. So far i have gotten eleven table tennis to work okay with it, it notices it's there when it starts and asks if i want to use it as the paddle. Pretty much every other game i have tried that supposedly supports it is just awkward and wierd. racket nx seems to use it as a virtual camera, but it also gives three other locked perspectives at the same time. there just seems to be absolutely no guidance on using the trackers in anything, steamvr, games etc. It's like it's not supposed to be a commercial product. I'd liken it to buying an arduino kit. you have to learn frfreaking coding and figure things out for yourself, only with arduino its easy to find guides. this there nothing.
And apparently the new 2018 version i have, because i didn't see the point in buy a tracking 1.0 version, this version the usb connection on it doesnt work (yet), who knows when they will make that work. so if i wanted to start developing something that uses the tracker i can only use the pogo pins.
Its no wonder this thing hasnt taken off, its a joke. Even in the manual when it say to connect it by clicking "detect tracker" specifically, but the only option is detect controller, which sometimes realises i'm trying to connect a tracker, but its all just such a complete mess.
yeah so far the only thing the button does is i can get it to launch steamvr if i press it and turn the tracker on, like the button on the headset. after that it doesn't act as a system button in any way again.
its like they made the thing, got it just about functional and then thought "well thats our job done, lets stick them in boxes and sell them".
i'm just curious at this point who did what. it is a valve product that they gave to htc and htc just did fa with them and released them. surely it would have far better steamvr support if valve had anything to do with it. so is it just a htc thing and that why it's so awful?
Yeah, I've had my Trackers since April last year as I had applied to the developer program (never finished my app though), and at that point I wasn't surprised about the checkerboard textures or anything. Now, after both the original Tracker has been out for a few months and they also have a new 2018 Tracker it feels really strange that it still looks so WIP.
In my head, I imagine Valve to not really bother with the Tracker. It will be a fringe product that most people will never own, and as such they're likely not pushing HTC to fix the SteamVR stuff/driver, if that really is in the hands of HTC. In the end it's probably an enterprise product like what the Vive Pro appears to be.
For Valve themselves, they seem more up for innovating on the controller side of things, with the upcoming Knuckles controllers, which honestly I am very excited for. That said, I have experienced full embodiment in VRChat using my Trackers, and it's super compelling, I dearly hope that is part of what the future holds for VR in some shape or form.