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
Right now we don't have any method to offer you to repeat those physical coordinates better than what you are already seeing.
If you need to be able to achieve this right now, your best bet is probably to build a system which includes a fixed tracking puck and make your coordinates relative to that puck (which will enable you to compensate for virtual-physical coordinate system shifts).
If you don't mind I'd like to understand a little more about this.
I understand the desire to prioritize the virtual experience over maintaining alignment. But is this a temporary measure to deal with certain conditions? Or does the system permanently overwrite the old parameters and will never return to these again?
Thank you for the suggested solution; it will definitely be our fall back solution. Having said that I don't need this to work this month or the next. It actually only has to work at the end of September. Is an option to disable this automatic correction something SteamVR would consider pushing into a release before September? It doesn't have to be as fancy or prominent as a checkbox in the Settings menu. A simple value in a .json file somewhere works equally well for us.
Thank you!
We are looking to develop 4 HTC Vive Pro systems to work in the same room all using the same SteamVR Tracker 2.0 system (4 basestations). They all need ±5mm alignment with the physical room. These installations will run for 8~12 hours every day for two years. The problems we face with using a stationary puck to achieve alignment:
* We would require 4 pucks. 1 for each installation.
* It requires continuous power.
* The only place we can mount the puck would be on a rod that is coming down from the ceiling (4m above the floor). This becomes unpractical when it comes to syncing, turning it on/off and stuff like that.
Before we found out that these misalignments can occur by the system adjusting itself, we were confident that we could make an installation using SteamVR that needed no ushering or operating from dedicated staff, however now we're looking at a system that requires quite a bit of operating to stay functional.
Is there a process I can follow to push for a feature request in SteamVR? Namely the option to turn the adjustments off? We still have a few weeks before we reach a point of no return in our project. We don't necessarily need the feature by then, but some insight on what's coming in the near future can help us make a weighed decision.
Thank you!
I'll take your answer for final, but for the off chance that I was being misunderstood (which is the impression I get from your answer), I'll rephrase it simpler:
If I glue a tracked object to the wall, and cement my lighthouses into the building's structure; all I want is that under normal conditions, the tracked object's coordinates/orientation report the same values (allowing some margin of error of course). The coordinates are allowed to be off if someone walks in front of it, or if glitter dusts is thrown around, but once conditions return to normal, I expect the same reported coordinates.
This essentially allows us to store coordinates between sessions without the need of a reference tracked object, which is what we're really after.
To be honest, I'm surprised this isn't an option already. I realize SteamVR makes no promises about AR, so I'll leave it at that.
I noticed OpenVR is open source, so I'm going to explore my options. Not sure if OpenVR even takes care of this, but I gotta start somewhere :) I don't mind writing and building it myself if that's a possibility. I'll post whatever I find out in this thread.
Hi jason.
If you have a setup with 3 or 4 base stations using SteamVR Tracking 2.0, drop me a line. I can try and help you out. If I had access/budget to the hardware I'd have bought it myself, but I don't.
If SteamVR Tracking 2.0 works similar to the old lighthouse system, then the SteamVR scene should see 3 or 4. We can use these as the markers for the alignment process. This effectively allows us to not need to calibrate the room anymore.
Hopefully I can pick them up tomorrow, and have it all up and running before the weekend. Will let you go know about how it goes.
Is there not a way to order extra 2.0 lighthouses by themselves? I see what Vive is calling a 2.0 accessories kit but the hardware in the picture looks like 1.0.
HTC Vive Pro standalone HMD
HTC Vive Pro HMD + 1.0 base stations and controllers
HTC Vive Pro HMD + 2.0 base stations and controllers
It's the last one you're interested in.
In a few months the 2.0 base stations should be available separately. But that doesn't work for our timeline, so I had to purchase 2 of the last option.
I received mine last Friday. I'll set them up and test them next Monday.
The coordinates are not persistent, so storing them makes no sense, but you can at least continuously realign the virtual to the physical based on the basestations (I use 3). I do this every frame, but I think it'll work just as well if you do it once a second, and maybe interpolate a little bit to smoothen things out. The responsiveness of alignment here is not so important, since from my experience it changes only occasionally.
Thanks for all the help guys.
On another note, setting up a system with 4x 2.0 basestations is not as smooth and easy as setting up 2x 1.0 basestations. SteamVR is wonky as hell. Doesn't always boot well, crashes sometimes, and I get jittery tracking. One of my basestations is not picked up anymore at all after about 3 hours of use.
I guess now all I can do is report bugs, find out what causes errors and help the team steady this ship as fast as possible.
We planned on using the Pro with the HP Z Pro VR Backpacks. Unfortunately the HP Z Pro backpacks are not compatible with the Vive Pro due to cabling inconsistencies. We did not experiment with trying different adapters and just went with the standard wiring option with a standard desktop, but cable adapters may have worked. We returned the HP Z Pro backpack and will now try the HP Omen VR backpack. That might have the same cable connectivity problems, but the decision was also based on the NVidia 1080 graphics card in the Omen vs Quadro P5200 in the HP Z Pro as we figured it will be better to have more consistent hardware between machines (we are using 1080s in our development machines).
We are building a system with similar requirements and currently working out our alignment issues. Would you mind sharing more details about your algorithm to continuously realign the virtual to the physical based on the basestations?
Has this continued to provide you with the stable multi user aligned environment you were building?
I have been suffering similar issues as @MMSGVR describes and it has been haunting me since I never have managed to detect a pattern to when it when it was provoked. However having a basestation put low an another one high I would most certainly need a recalibration each time I would close and reopen my app.
I am doing exactly what @bendotcom suggests with a calibration tracker to calibrate physical, tracked and Unreal 3d space ( in my case) and it works rather fine. However I have quite some issues with the tracked space(steam vr) being slightly rotated on the z axis (unreal coordinarte system) which makes the calibration less precise the longer you move away from the calibration point. It has to be said that it mainly happens when not having a hmd attached (I dont need it for my setup)
What would be the best way to work around that issue?
The best thing I can think of is generating 8 reference points making a 3d cube (the size of my tracked space) to compensate tracked coordinates interpolated relative to the position in my 3d cube (not sure what is the right math term for that)
Cheers
Søren