SteamVR

SteamVR

anti_anti Jul 3, 2020 @ 11:16pm
How many Vive Trackers does SteamVR support?
Only 8? If more, what are their paths in binding file?

I remember they said once SteamVR supports up to 16 tracked devices. Minus headset, controllers and 2-4 base stations, in theory it should support 9-11 Vive Trackers. Am I wrong?

And anyway this is so, so unfortunate limitation. With 4 base stations we could use more devices without occlusion.
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Showing 1-7 of 7 comments
Damsteri Jul 3, 2020 @ 11:49pm 
HTC's Developer guidelines for Trackers[dl.vive.com] tells that you can use maximum of 11 Trackers (FAQ,question 7). Only reliable enough written down thing I have seen that confirms the number of trackers. Everything else that I have seen about the number of trackers has been showroom talks (by non tech persons), news site articles based on the talks, or forum talks based on those articles. 11 Should be the number and with controllers (2), base stations (2) and the headset it makes up nice and round 16.
anti_anti Jul 4, 2020 @ 12:43am 
Thiank you. It's interesting, but HTC duumentation can be outdated. In SteamVR input system, there are 8 known paths (names) for Vive Trackers:

/user/hand/left/pose/back
/user/hand/right/pose/back
/user/hand/left/pose/front
/user/hand/right/pose/front
/user/hand/left/pose/frontandrolled
/user/hand/right/pose/frontandrolled
/user/hand/left/pose/pistolgrip
/user/hand/right/pose/pistolgrip

I found them in binding file generated by Unreal Engine 4. So the main question is: if SteamVR supports more trackers, what names do they have.
BOLL Jul 4, 2020 @ 3:07am 
Valve upped the maximum amount of tracked device that could get enumerated to 64, which minus headset, two controllers and two stations would make for... 59 trackers 😅 Ref[github.com]
Originally posted by openvr.h:
static const uint32_t k_unMaxTrackedDeviceCount = 64;
But there's also the problem with 2.4GHz getting too crowded i you're running them wirelessly, see this[forum.vive.com] post on the Vive forums.

For the supported input source names I usually reference the SteamVR Unity plugin that Valve updates, not sure if that will work for you but it is here[github.com] anyway, just string values.

Edit: Then I realize what you listed off is likely the different action poses? But regarding that I only find "raw" as a pose in vive_tracker_profile.json so not sure where those are coming from 🤔 Or are those the inputs defined by the game?

I will shut up now, I need to eat something! 😅
Last edited by BOLL; Jul 4, 2020 @ 3:20am
anti_anti Jul 4, 2020 @ 4:11am 
@BOLL.

Very helpful!

In UE4-genedated file there are only 8 poses:

"poses": [
{
"output": "/actions/main/in/special1",
"path": "/user/hand/left/pose/back",
"requirement": "optional"
},
...
{
"output": "/actions/main/in/special8",
"path": "/user/hand/right/pose/pistolgrip",
"requirement": "optional"
}
]

I'm pretty sure Unity SteamVR plugin is better than UE4 plugin as it's developed and updated directly by Valve. Where is vive_tracker_profile.json? I only see binding_vive_tracker_camera.json in the plugin.
BOLL Jul 4, 2020 @ 6:04am 
The profile file is in the driver, I think, it's located here for me in any case:
C:\Program Files (x86)\Steam\steamapps\common\SteamVR\drivers\htc\resources\input\vive_tracker_profile.json
I was just talking about action poses with a Valve dev/contractor recently, and they're listed in these files, for a Vive controller for example I see: raw, base, handgrip, tip, front, gdc2015. But for the Vive tracker I, again, only see a raw pose, nothing else, which makes me wonder what those are actually referring to. 😅
anti_anti Jul 7, 2020 @ 7:11am 
Originally posted by BOLL:
which makes me wonder what those are actually referring to. 😅
Me too :)

I found 10 different pose paths in legacy_bindings_vive_tracker_handed_pistol.json, but now I'm not sure fhat they needed for.
Last edited by anti_anti; Jul 7, 2020 @ 7:12am
Poison Dart Frag Jul 7, 2020 @ 8:05am 
Kinda sounds like it could be about finger positions for tracked devices that don't got Index-style finger tracking and games that don't read individual fingers directly when deciding what to do.
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Date Posted: Jul 3, 2020 @ 11:16pm
Posts: 7