Steam Link

Steam Link

Stage tracking?
Is it possible to get "stage tracking" with SteamLink for the Meta headsets?

This would make it so users with Vive trackers for things like full body tracking wouldn't have to constantly re-calibrate after taking off their headsets.
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Showing 1-15 of 19 comments
Xbman Dec 2, 2023 @ 12:00pm 
This one ⬆️⬆️⬆️
Saberpeep Dec 2, 2023 @ 2:30pm 
Honestly we don't even need an option for this it should just be the default. There is no reason to ever not have stage tracking on.
byteframe Dec 2, 2023 @ 5:46pm 
This would be a very nice feature to have, and is the one thing I like about virtual desktop.

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.
Reality.exe Dec 2, 2023 @ 7:59pm 
Originally posted by byteframe:
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.

Now i'm curious...
What game(s) do(es) that.
Last edited by Reality.exe; Dec 4, 2023 @ 6:53am
charlesl Dec 5, 2023 @ 7:57pm 
We don't currently have plans to do this, but we do try to produce a consistent space, so people can use third party tools to calibrate the headset space to other tracking systems.

Once calibrated once, they should not routinely need to be re-calibrated unless room setup is re-done on quest or PC side.
LuxIsBored Dec 7, 2023 @ 7:29am 
This not being a feature is a bit disappointing, but understandable. If any features are under consideration, please add this to the list as tracking on the quest needs recalibrated way too often.
danwillm Dec 8, 2023 @ 1:36am 
Hi,
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!
charlesl Dec 8, 2023 @ 10:44am 
If you still have issues can you post a link to the specific version of the tool you are trying to use for space calibration?
charlesl Dec 8, 2023 @ 12:22pm 
We just tested to double-check and SteamLink / Space Calibrator maintained alignment between resets/standby/(exit/enter) play area correctly - (unless room setup is re-done)

What use case are you running into that requires re-calibration?
Ian (Sealost) Dec 8, 2023 @ 12:49pm 
Hi @charlesl, I don't mean to derail this thread since it's a very slightly different topic, so you may want to follow up with me at ian@sealostinteractive.com or I can start a new thread if you prefer.

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.
Reality.exe Dec 8, 2023 @ 1:40pm 
Originally posted by charlesl:
We just tested to double-check and SteamLink / Space Calibrator maintained alignment between resets/standby/(exit/enter) play area correctly - (unless room setup is re-done)

What use case are you running into that requires re-calibration?
I'll have to test again, maybe I did something wrong but from what i've seen every time I take the headset off then back on in a different spot it recenters the playspace to be where i put my headset back on at.
Reality.exe Dec 8, 2023 @ 1:47pm 
Originally posted by Ian (Sealost):
Hi @charlesl, I don't mean to derail this thread since it's a very slightly different topic, so you may want to follow up with me at ian@sealostinteractive.com or I can start a new thread if you prefer.

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..
danwillm Dec 8, 2023 @ 2:11pm 
Originally posted by Reality.exe:
Originally posted by charlesl:
We just tested to double-check and SteamLink / Space Calibrator maintained alignment between resets/standby/(exit/enter) play area correctly - (unless room setup is re-done)

What use case are you running into that requires re-calibration?
I'll have to test again, maybe I did something wrong but from what i've seen every time I take the headset off then back on in a different spot it recenters the playspace to be where i put my headset back on at.

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.
danwillm Dec 8, 2023 @ 4:15pm 
Originally posted by Ian (Sealost):
Hi @charlesl, I don't mean to derail this thread since it's a very slightly different topic, so you may want to follow up with me at ian@sealostinteractive.com or I can start a new thread if you prefer.

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.

Please open up another forum thread for this where we can continue the discussion.
Thanks.
Reality.exe Dec 11, 2023 @ 7:43pm 
Originally posted by charlesl:
We just tested to double-check and SteamLink / Space Calibrator maintained alignment between resets/standby/(exit/enter) play area correctly - (unless room setup is re-done)

What use case are you running into that requires re-calibration?

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
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Date Posted: Dec 1, 2023 @ 4:52am
Posts: 19