SteamVR

SteamVR

yuki Nov 12, 2020 @ 1:27pm
Using Vive Tracker with OpenXR
Hi, I'm in the process of porting my software from OpenVR to OpenXR.
When using OpenVR, my application uses the poses (orientations and positions) of three Vive trackers to track the hips and feet for full-body tracking.

The OpenXR standard doesn't have any preset paths for getting hip/foot poses, but this would still be OK as long as SteamVR, as an OpenXR runtime, would allow the user to map a Vive Tracker to an OpenXR application's Pose Input XrAction.
However, SteamVR doesn't seem to support this kind of mapping of tracking devices to Pose Input XrActions at the moment, nor can I see any other method of getting Vive Tracker data from SteamVR using the OpenXR API.

Could someone provide some clarification on this situation?
Although perhaps less common than 3-point tracking, full-body tracking is a desirable feature for many VR users, and I cannot remove OpenVR support from my engine until I am certain that I can provide full-body tracking via the OpenXR API instead.
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Showing 1-10 of 10 comments
Vii Nov 13, 2020 @ 2:37pm 
i'd second that!
For virtual production we need to get Vive Trackers pose data. Maybe there is a function or command to get a list of the devices in OpenXR runtime of steamVR? Or maybe a list of user_paths for every device connected?
25frames Jan 19, 2021 @ 8:16am 
Yes, we too need Vive tracker support in OpenXR.

:steamthumbsup:
Last edited by 25frames; Jan 19, 2021 @ 8:37am
Legba May 18, 2021 @ 2:23pm 
We also would like to use the Vive Tracker in Unity with OpenXR.

Rumor has it, the OpenXR specification from Khronos does not yet have a concept of "tracker". Only hand-controllers are supported.

Is it true?
Rectus May 18, 2021 @ 4:28pm 
Originally posted by m.suencksen:
We also would like to use the Vive Tracker in Unity with OpenXR.

Rumor has it, the OpenXR specification from Khronos does not yet have a concept of "tracker". Only hand-controllers are supported.

Is it true?

There aren't any interaction profiles specified for the trackers in the spec, but anyone could make an extension specifying the paths for them. All the necessary concepts are already there, Valve would just have to write up an extension spec with the path names and implement access to the tracker poses on those.
JustAddICE Jun 9, 2021 @ 5:28am 
Yes, I also upvote for support on Vive Tracker (v1) with OpenXR. Thank you..
Roa Jun 14, 2021 @ 8:59am 
We also really need Vive Tracker support for OpenXR for our automotive project. Any ideas on how hard it is to implement for the SteamVR dev team? For the time being Khronos not specifying trackers, I'd be okay with them appearing as controller or something.
dracolytch Aug 29, 2021 @ 8:08am 
Yep, I was hoping to use OpenXR with some motion capture stuff I'm doing. Anyone see any updates on this? I've been googling, and haven't found much.
Rectus Oct 7, 2021 @ 1:35am 
The OpenXR spec now has a provisional extension for Vive trackers. I guess everything is up to Valve now.
https://www.khronos.org/registry/OpenXR/specs/1.0/html/xrspec.html#XR_HTCX_vive_tracker_interaction
Rectus Nov 9, 2021 @ 9:47am 
The newest SteamVR beta added support for the Vive tracker extension.
ROBYER1 Feb 2, 2022 @ 12:42am 
I found an issue when using Unity and a mix of SteamVR devices ie. a Vive Cosmos + Vive Tracker or Oculus Quest 2 + Vive tracker causes a black screen with OpenXR. This exact combo of devices used to work fine in OpenVR before I switched over to OpenXR.
https://steamcommunity.com/app/250820/discussions/8/3187988018476738869/
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