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https://steamcommunity.com/app/494150/discussions/0/1694914735991065294/
That doesnt seem to be my problem, i can hold the gloves in front of my face, have good tracking outside of combat. But during fights i often have drift, just from holding in front of me same place as outside fight. Its especially bad if i move around. I have Samsung Odyssey+. I know that holding hands in front of headset often means bad tracking, but it seems to be worse during fights for some reason
Go into the in-game Settings menu and turn on the ghost controller outlines. The controller outlines that appear are set directly by the SteamVR or Oculus SDK. The gloves then try to drive towards those positions during the physics updates. You can see this in action by going to the heavy bag and just putting your hand in the middle of it. You'll see the controller outline go exactly where it's supposed to, but the gloves won't be able to pass through the bag to match up.
Let me know if the ghost controllers are drifting off, too, or if it's just the gloves and the ghost outlines are staying exactly where they should be.
eitherway thanks for help yourself or others give
Can you explain what the drift protection options does and mean? Like simulate wrapped gloves, and on and off
When Drift Protection is set to "On", there's a limit to how far away from you the gloves are able to be. This distance is proportional to your height to try to match the reasonable limit of a human's arm length at that height. The game determines your height when you weigh in (and if your tracking setup has your floor at wrong height, that will affect how the game reads your height). This can help stop misses caused by the tracking drifting outward around the back of the opponent's head if they're at the limit of your punch range, but it won't stop this problem at closer ranges. If you're having tracking loss that is causing your controller to fly off, it won't fix that problem (you'll need to identify and fix what's causing your tracking loss), but it will at least limit how far away your controller can go while your tracking recovers.
When Drift Protection is set to "Simulate Wrapped Wrists", the distance limit also changes based on the rotation of your glove, as if your wrists were tightly wrapped and inflexible. This setting can help with the tracking drift issue causing misses even at closer ranges, but you'll be required to keep your wrists straight while you punch, as if they are tightly wrapped. Otherwise, you'll notice situations where your in-game gloves are much closer to you than your hands actually are.
The controller outline is placed directly where SteamVR tells TotF the controller is, so this strongly suggests its a hardware or tracking problem of some kind. The "right controller flies off" problem has been around basically since day 1 and has persisted, unchanged, through multiple SteamVR SDK and Unity updates I have integrated to the game. What's interesting is that for the couple of left-handed people that have reported it, it's actually been a "left controller flies off" problem. Basically, whichever hand is the player's dominant hand or whichever they are holding to the rear is the one that seems to have the problem, and it's also not a problem that happens to everyone. People who punch harder seem to notice the problem more, and players that have the problem can often play while intentionally punching with less effort and the problem will go away.
I think it's one of two issues, or a combination of them both. First, it seems that bumps to the Vive wands can make their tracking go haywire. I can replicate this myself by just doing a single smack of the controller against my palm. Sometimes the tracking bounces around in place and sometimes it drifts off a bit before snapping back. As far as the rear hand goes, it's possible that rear crosses are getting up to higher speeds and coming to more sudden stops than punches with the lead hand, causing that controller to experience a force as if it's getting bumped.
The other potential issue is that your rear hand is going to be more easily blocked from your lighthouses by your body. Vive tracking works by using the accelerometers in your controllers to determine how far they moved relative to a previous point. The individual movement readings are very accurate, but not perfectly so, and after a short amount of time the position of the controller would no longer match up with where it is in the real-world. The lighthouses correct for that by providing the absolute position of the controllers that the accelerometers use as their new reference point. It's like this because the accelerometers update much faster than the lighthouse system can on its own. If your body is making it so the sensors don't have good line of sight to the lighthouses then it can affect tracking quality. When tracking is lost completely, it can take a little bit it to completely reacquire.
And although the Vive wands don't have a removable battery, I can't help but wonder if there's some component inside that can wiggle around and cause problems.
As for it only showing up for you in the later rounds - I really don't have any explanation for that unless you're pushing yourself to throw harder in those rounds to try to score knockdowns and causing the "bump" issue to be worse. Or possibly you're holding your hands lower due to fatigue and causing your body to block. It's also maybe possible that there's some sort of mini-memory-leak happening during a fight that gets cleaned up when the scene changes back to the gym, and that it's causing a framerate drop that is causing tracking instability. Do you notice any framerate or game smoothness issues when the controller drift starts occurring?
When you have a moment, try playing through a match or two while punching at 50% to 80% of your normal level of effort and see if the problem still happens at all.
Think i remember reading here that if no KO the scoring is based mostly on total damage is that right? Then how do i win by only 10/9 when i gave 56k damage and opponent only 6k? Why do i only win by one point?
The winner of the round gets one point. You also score one point for each knockdown you get within each round, and whoever scored the most knockdowns wins the round regardless of who would have otherwise won based on performance.
There are cases in real boxing where a judge might give 2 points for a round win instead of just 1 point if there was a complete and total domination or they might score a tie or even reverse the round winner if one boxer was dominating but happened to trip and take a knockdown, but those are rarer cases in real boxing, tend to be controversial, and aren't something I've gone out of my way to try to replicate in TotF1. The standard scoring is just to have the round winner win by 1 point + 1 for every knockdown they've scored beyond what their opponent scored that round.
Thanks. What about the colors when you hit an opponent, what do they mean?