Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
What's weird is that there's visible (about ~200ms) latency from the tracker only when Unity's running through our Dell S718QL projector display (HD 60Hz). If I drag the running Unity app over to another monitor plugged into the same gpu there's no visible latency. I thought it might be an old cable creating the bottleneck but nothing else in the projector display experiences latency, just the Vive Tracker data in Unity.
UPDATE:
I've actually tried using the tracker on another platform: ran the example of the ofxViveTracker-OSC openFrameworks addon (python openvr sending OSC data to OF) with the same results, so it doesn't appear to be Unity specific.
Normally your tracker receives visual signals from the Base stations and sends them as packets, via bluetooth, to the headset. when you do not use a headset the data will go to a steam usb receiver.
I'd suggest the following steps-
1) Ensure your firmware is up-to-date and maybe reinstall usb drivers using the steamVR/settings/developer tab.
2) Make sure the base stations are set up at the recommended positions- diagonally opposite corners of the room, and above head height. They should be securely mounted with the optic faces kept clean.
Additionally you could sign up to be a steamVR tracking licencee and you will get access to diagnostic tools to access the basestations that may help you.