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Yet, like the Rift headsets (that also dont have stage centered tracking) it might play more to convention for steamvr to continue run oculus headsets in their 'not quite roomscale front facing with recentering' style.
Also, (older) games will still see an oculus hmd running and select the 'non roomscale' variant of their tracking/locomotion options, and problems may arise if the user is running in stage centered mode. Depends on the game, they nmight be able to select the 'vive' option at start, etc etc. Murky.
Now i'm curious...
What game(s) do(es) that.
Once calibrated once, they should not routinely need to be re-calibrated unless room setup is re-done on quest or PC side.
Thanks for raising this.
Have you been able to give steam link a try?
In my understanding, what you describe seems to be the default behaviour of steam link. Is this the case? If it's not please feel free to correct me and let me know where stage tracking differs and what behavior you're after.
Thanks!
What use case are you running into that requires re-calibration?
I am the developer of The Thrill of the Fight, which is a room scale only game. For the game to function properly on Quest, the Quest must be using a stage reference space. Otherwise the user can do a system-level recenter, which shifts the play area outside of the user's boundaries and breaks the game.
When I try TotF through Steam Link, the Steam Link app seems to use a local floor reference space, which allows recentering and causes the problem mentioned above.
Is there any way or any plans for a game to trigger Steam Link to use a stage reference space on the Quest side? If not, keeping with this thread's topic, supporting games like mine might be another reason you would want to add a setting to force a stage reference space, which is how Virtual Desktop handles it.
Oh wow yeah, I never though about games that require stage tracking..
It's known that the quest will recenter itself when you put the headset on again - that's a feature of meta's software, though this shouldn't affect what you're describing. It would be great if you could attach a short video of the issue happening so we can investigate further - it's not something we've been able to replicate on our side.
In Steam Link, we've tried to take care that spaces between the quest and SteamVR are aligned correctly (so there's no need for additional options), so if there's something wrong here please let us know.
Please open up another forum thread for this where we can continue the discussion.
Thanks.
I have re-testing this yesterday and can confirm i still have the issue.
Here's the video i took
https://www.youtube.com/watch?v=C0Q8I_PDx0A
and this is the program i'm currently using to calibrate both playspaces: https://github.com/pushrax/OpenVR-SpaceCalibrator