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Our custom swing tracking solution tracks swings that translate to a club head speed of up to about 140mph accurately, so long as the cameras/lighthouses can see the entire swing path. If you're experiencing any camera/lighthouse occlusion, even for a single frame, this can totally throw off our tracking calculations.
Personally, I swing around 98-103mph and through all my oculus testing (designer here, so it was a lot... lol) a clear camera set up always returned very accurate results.
We had 2 lefties on the dev team, so that shouldn't be an issue. Regarding the swing path your suggesting we encourage, that may again be your tracking. Hitting the ball is all down to physical contact with the club head and the ball in 3D space, just like IRL. How the club head gets there doesn't matter when it comes to "making contact". Now making good contact does encourage a nice straight/square swing path.
- Although I have a rift it's not set up ATM so I cannot test. However I can tell you many rift users indicated tracking was improved (not necessarily for this game but generally speaking) when the cameras were located above their heads pointing down towards the middle of the room. Some other suggestions:
- Are you using 2 or 3 camera setup? For the vive, I found the best tracking within TGCVR was when one of the sensors was to the left of me while the other to the right, with me steping back a bit so that the two sensors "target" where the ball would be on the ground. If you are using a 2 sensor setup, a similar setup may work as well.
- For the Rift cameras to be able to see the entire range of movements, you may need for them to be a bit further away that your present set up. If you are using a 3 sensor set up, this may alleviate things however most people follow the "2 front sensors connected to USB3.0 and the lone 3rd sensor connected to USB2.0". I have no idea if this USB 2 vs USB3 handshaking for the tracking affects anything, I'd say probably not because I don't think anyone's mentioned any negative towards this
- Good advice to ensure all your drivers are up to date
- You mentioned average club speed is only 60, does that indicate that sometimes the shots are accurate? If yes, what is the percentage of accurate shots versus failed shots?
Rob
https://imgur.com/a/RXA8j
I've got three sensors, two in the front, one back right (if you're facing the front). The two in front are about 5 ft high, the back about 7 feet and all pointing down.
I've tried shortening the club mod to slow the speed down, but that only helped marginally. And my irons and woods are all 50-75 yards shorter than IRL because I'm only swinging half speed.
Any ideas? Think this is related to sensor placement as well? I've redone setup in both systems already, but haven't moved them around any yet.
We playtested with one of the 3D printed controller mods one of our early access users posted on the forums (he was selling them on etsy), and implemented the club offset feature in the settings because of how much the mod improved the feel of the game. Between myself, and the others on the TGCVR team, we never had any issues with tracking using that specific mod. I average around 98mph swings, our Producer swings around 105, and one of our testers was upwards of 120mph (never threw a controller though!). Tracking was not an issue for any of us. Chances are you aren't swinging 140+mph and this issue can be resolved with some (painfully boring) set re-adjustments.
So try again without the mod and if the issue persists, then try adjusting your sensor position and angle.
Is there a reccomended way to setup the cameras for best results in this game? I have a 3 sensor setup.
I've read higher is better, would that hold true for this since it's also trying to 'see' ball impact at the floor level as well? I've been looking for an excuse to move my two front sensors higher anyway...
Tilted them all up just a little in real-time, went through the sensor setup again in Oculus and Steam and I have swing speeds in the mid-90s :)
Thanks for the suggestions and help... hope this helps someone else having similar issues.
Happy golfing!
This has been talked about OVER and OVER. The devs no longer have the licence to use the Pro Tee Simulator and placing a tree in the way was the easiest way to "remove" it.