pushrax / OpenVR-SpaceCalibrator

Use tracked VR devices from one company with any other.
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Calibration Bug, Feedback, and HMD calibration Guide #57

Open tacticalbacon89 opened 3 years ago

tacticalbacon89 commented 3 years ago

the major issue i am experiencing is not drift but rather inaccurate point of calibrated origin as the farther i get away from the spot at which i calibrated the index controller it will move away from my relative hand position in a given repeatable direction and its movement is opposite when walking the other direction i have played with edit calibration for 12 days now and no matter what i do it still persist i manage to get it very close one time and as long as i stayed at least 1 foot or so from my original calibrated position and always pointed the same general direction it was good enough for beat saber i think after read a few other post from the closed tab here i agree that i think this might be a scaling issue i think the calibration algorithm is not getting enough data to position the center to true center i think we need pitch, roll, yaw, x ,y, z , and scale eather that or there is an unseen or unnoticed error in the current algorithm that doesn't put center at true center. i will say if you fix this issue quickly and i can freely walk around my play space very well calibrated i will legitimately donate a 100$ to you just tell me where to send it. i want to play my G2 with index controllers and be able to play onward and Pavlov with a gunstock and all the other fun games i have other than just beat saber and vrchat all day

tacticalbacon89 commented 3 years ago

Update (in reference to G2 reverb and knuckles controllers) after further testing and tinkering i have found through trial and error that calibrating using the HMD is more accurate, and waaaay easier and faster, this still doesnt fix the issue of inaccurate calibration as you get farther from the center where you calibrated, that is an algorithm issue IMO i thing adding scaling to the calibration would fix this. but i does make them more accurate and tighter to the hand position when you standing in the center where you calibrated , and should be the instructed way to do it from the start, you literally dont need the WMR controllers at all anymore from the start, granted you will have to do 2 calibrations, a fast one just to get controller in the right area for use, then a slow one for better accuracy, this would be my guide.

1. install openvr space cal then load up steamvr by simply turning on BOTH index controllers after pairing them to the dongles, you don't need your WMR controllers just turn them off before hand, also going to setting in steamvr enable show advance settings and turning off steamvr home helps alot, now your controllers will not be orientated correctly at all, and they will be in the ether under you and unusable because WMR is stupid but they will be tracking via base stations in the ether this is a moment when you can tell if your base station setup, or hardware is faulty vs the calibration. because this is the core tracking as steamvr sees it and where steam thinks your hands are in VR based on their algorithms.

2. So for the first calibration use your Monitor, and click on the currently running program space cal on your desktop, so it pops up on your screen, and select FAST calibration, and as for what to be calibrated, use your HMD and LEFT knuckles controller, now put the left controller on your hand, and tighten it, then grab headset where the headphones are with that same hand, make sure you are anchored to that spot don't let it wiggle around, (you might have to tilt headphone back, I removed mine anyways because you cant go past 80 percent volume level with the G2 so i use gaming headphones because HP is stupid ) now use right hand and click start calibration on your screen.

3. Now walk back to your VR no no square carpet, and start waving the headset and controller combo around like a mad man, but smoothly!! making sure to spin and move around a little.

4. Now once its done, stay in Steamvr and put the headset on, and the left controller will be in your relative orientation, and as for the right controller as long as it was turned on it will be where ever you left it, (you can find it in VR), now grab it put it on then turn off both index controllers wait a sec then turn them back on, your controllers will pop back into orientation, and you can now use them, and also you will now see your base stations orientated correctly in Steamvr as well, (this part can be finicky) if you don't see your base station where they should be just restart steamvr if that dont work start back at step one, Now if your not picky, and just wanna play some casual games fast, then you can stop here your done, and you will never have to do it like that again. you only need to use monitor for first time setup or if you clear your calibration.

5. Put WMR controller in a box and with a small amount of anger derived from HP, Microsoft, and Steam, for not giving you correctly orientated native steamvr support, and after the fact native index controller support because HP screwed us hard, throw them in the closet never to be used again!!!, just kidding i would put them in a drawer close by, because you might need them for WMR portal, because Microsoft is stupid!!!! and WMR sometimes causes your height to just randomly go out of wack, and make you like 7' tall, and for Minecraft am i right? um yea. thanks Microsoft.
For fine tuning, drift recalibrating, or general calibrations
1. This will be your normal calibration, or as i call it now, The Frustration Calibration, because of constant drift, and weird things that don't make sense. while in Steamvr with headset on, and controllers on both hands like your playing a game, reset your standing position in steam (bottom right, this is also finicky). then open Space Cal with the 3 dots (bottom), select VERY SLOW, or SLOW, then select same HMD and LEFT KNUCKLES controller, then place your left hand in the same spot as before, but backwards because your wearing the headset, or really anywhere you want that is touching the headset , and not blocking the HMD's cameras, the closer to the center of the HMD the better the result as long as you can anchor it where ever you put it, you don't have to tape it JUST DONT LET IT MOVE unless tape is your thing then eh..., then using right hand select start.
2. Walk around on all ??axis's?? within your VR no no square carpet, making sure to spin a few times and crouch a few times do a little smooth one hand dancing? what? its good exercise, DONT JUMP OR TRIP OVER THE DANG THE CORD, once its done your finished!!!!!!! alternatively you can take the headset off and hold it like before, but with both hands where the headphones are, and both controllers on your hands then just use WMR portal preview window to guide you, till you can click on start with the right controller in SteamVR, that's a harder way, but easer than you think, then swing like a mad man (or woman i don't judge),
Conclusion
NOW it should be very accurate as mine is minus the auto calibrated opposite controller jitters, but this lessens that too quite a bit, because the calibration is linked an object, that is persistent in the VR space through out the entire gaming session, and centered in the orientation of the VR space, just like a steam index does minus the active index to controller tracking as a additive to the base stations, Feedback Alert which i wish we could implement a crude version of that in space cal using a type of active calibration tracking that on top of the initial calibration done by the user would actively calibrate during gameplay, but to a much less extent to reduce potential lag, and would also compile the calibrations to fine tune it overtime, or catch it when it goes out of wack randomly, now that i would pay good money for, so long as the lag is under control plus scripting is fun and profitable right, also the object your calibrating to will always be in the play space available and easily accessible for faster calibrations, (literally its attached to you head), on top of that HMD positioning camera tracking is more reliable than IR tracking, meaning less shudders during calibration, and therefore better calibration, also you can get the controller closer to the center of the HMD than you can with the controller calibration, being as there is a huge gap between the IR light of the WMR controller, and the steam controller track bar when holding them both in one hand, plus its uncomfortable and aggravating to preform that task constantly in that manner, because now you gotta go find your old controller! then calibrate!! then because you turned it on you gotta exit steamvr!!! because it automatically became the dominant controller when it turned on blah blah in my opinion this is a better way by far to get this software to work close enough for general gamplay and still sometime you have to edit calibration and fine tune it because no matter what i do the controllers do weird things when moving around the play space they kinda move away from you or pull back into you almost like there origin positions are not right but i cant seem to manually get it where it should be. idk if this is a software algorithm issue or because i only have only 2 base stations i really wish this would get fixed it would make this software sooooo much better.

elchshooter commented 3 years ago

This way of calibration sounds good, will try later. i spent months with this "best of 2 Worlds" setup. in fact i´m starting to come to the conclusion, that it´s less reliable than g2 standard controllers, feels less direct than g2 standard controllers, and is (this is the worst) just terribly inconsistant. Aand it´s too expensive to give up....

Btw. your post is quite entertaining :D

Anyway, it´s also a little bit quiet here, is pushrax still working on this tool?

tacticalbacon89 commented 3 years ago

I dont know i wish he would do one last patch before he abandons this software if that is what hes doing i dont know but i havnt seen a recent post from him thats not dated months ago @pushrax UPDATE he made a post recently but hasn't said anything about if hes going to fix this for us only reference a prior post on how a developer could fix it

On Sat, Mar 27, 2021, 9:28 AM elchshooter @.***> wrote:

This way of calibration sounds good, will try later. i spent months with this "best of 2 Worlds" setup. in fact i´m starting to come to the conclusion, that it´s less reliable than g2 standard controllers, feels less direct than g2 standard controllers, and is (this is the worst) just terribly inconsistant. Aand it´s too expensive to give up....

Btw. your post is quite entertaining :D

Anyway, it´s also a little bit quiet here, is pushrax still working on this tool?

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tacticalbacon89 commented 3 years ago

I wouldnt say that it is completely worse than original controllers IMO as long as you stay in the same spot you calabrated at it and face generally the same direction but it definitely need a patch to correct the algorithm what make me alittle angry and sad is this because of false notiable youtubers who caused me to fall into the trap of buying 500 to 600 more dollars worth of gear for this set up to work as several of them claim it works perfectly only to find out it really doesnt work well and now im up the creek without a paddle

On Sat, Mar 27, 2021, 10:22 AM TacticalBacon @.***> wrote:

I dont know i wish he would do one last patch before he abandons this software if that hes doing i dont know but i havnt seen a recent post from him thats not dated months ago

On Sat, Mar 27, 2021, 9:28 AM elchshooter @.***> wrote:

This way of calibration sounds good, will try later. i spent months with this "best of 2 Worlds" setup. in fact i´m starting to come to the conclusion, that it´s less reliable than g2 standard controllers, feels less direct than g2 standard controllers, and is (this is the worst) just terribly inconsistant. Aand it´s too expensive to give up....

Btw. your post is quite entertaining :D

Anyway, it´s also a little bit quiet here, is pushrax still working on this tool?

— You are receiving this because you authored the thread. Reply to this email directly, view it on GitHub https://github.com/pushrax/OpenVR-SpaceCalibrator/issues/57#issuecomment-808733068, or unsubscribe https://github.com/notifications/unsubscribe-auth/ATLTFJQAZCJ3CDKWOV7WS6TTFXMQBANCNFSM4ZUP72ZA .

tacticalbacon89 commented 3 years ago

Honestly i would like to be able to calabrate using a vive tracker to HMD so i can just mount it to headset permanently and calibrate on the fly or we could just fix the algorithm so you only need one calibration

On Sat, Mar 27, 2021, 10:34 AM TacticalBacon @.***> wrote:

I wouldnt say that it is completely worse than original controllers IMO as long as you stay in the same spot you calabrated at it and face generally the same direction but it definitely need a patch to correct the algorithm what make me alittle angry and sad is this because of false notiable youtubers who caused me to fall into the trap of buying 500 to 600 more dollars worth of gear for this set up to work as several of them claim it works perfectly only to find out it really doesnt work well and now im up the creek without a paddle

On Sat, Mar 27, 2021, 10:22 AM TacticalBacon @.***> wrote:

I dont know i wish he would do one last patch before he abandons this software if that hes doing i dont know but i havnt seen a recent post from him thats not dated months ago

On Sat, Mar 27, 2021, 9:28 AM elchshooter @.***> wrote:

This way of calibration sounds good, will try later. i spent months with this "best of 2 Worlds" setup. in fact i´m starting to come to the conclusion, that it´s less reliable than g2 standard controllers, feels less direct than g2 standard controllers, and is (this is the worst) just terribly inconsistant. Aand it´s too expensive to give up....

Btw. your post is quite entertaining :D

Anyway, it´s also a little bit quiet here, is pushrax still working on this tool?

— You are receiving this because you authored the thread. Reply to this email directly, view it on GitHub https://github.com/pushrax/OpenVR-SpaceCalibrator/issues/57#issuecomment-808733068, or unsubscribe https://github.com/notifications/unsubscribe-auth/ATLTFJQAZCJ3CDKWOV7WS6TTFXMQBANCNFSM4ZUP72ZA .

elchshooter commented 3 years ago

Yes, i also thought about that, i consider backing the tundra tracker on kickstarter, but without space calibrator compatibility it makes no sense. This would definitely solve the positioning/centering problems. The calibration with the headset works much better, btw, thx.

elchshooter commented 3 years ago

I wouldnt say that it is completely worse than original controllers IMO as long as you stay in the same spot you calabrated at it and face generally the same direction but it definitely need a patch to correct the algorithm what make me alittle angry and sad is this because of false notiable youtubers who caused me to fall into the trap of buying 500 to 600 more dollars worth of gear for this set up to work as several of them claim it works perfectly only to find out it really doesnt work well and now im up the creek without a paddle On Sat, Mar 27, 2021, 10:22 AM TacticalBacon @.> wrote: I dont know i wish he would do one last patch before he abandons this software if that hes doing i dont know but i havnt seen a recent post from him thats not dated months ago On Sat, Mar 27, 2021, 9:28 AM elchshooter @.> wrote: > This way of calibration sounds good, will try later. i spent months with > this "best of 2 Worlds" setup. in fact i´m starting to come to the > conclusion, that it´s less reliable than g2 standard controllers, feels > less direct than g2 standard controllers, and is (this is the worst) just > terribly inconsistant. Aand it´s too expensive to give up.... > > Btw. your post is quite entertaining :D > > Anyway, it´s also a little bit quiet here, is pushrax still working on > this tool? > > — > You are receiving this because you authored the thread. > Reply to this email directly, view it on GitHub > <#57 (comment)>, > or unsubscribe > https://github.com/notifications/unsubscribe-auth/ATLTFJQAZCJ3CDKWOV7WS6TTFXMQBANCNFSM4ZUP72ZA > . >

Yeah, you´re right i´m a little bit pissed after fiddling around for months (and having a base station, that died after 3 weeks, and having nvidia driver based framedrop issues, and having blackscreens in g2 when bass get´s heavy (thankfully they released a firmware update). Fact is, that every time i startup steamvr it´s a little bit off, hands get longer when you turn around, it´s just not "clean". Not to talk about the whole wmr integration. e.g. I´m driving a 6 Hours race in assetto corsa, stand up to take a pi, come back and headset is in "sleep mode", after waking up i´m in the f**** rift house and there´s no way to get back into the game... but that´s offtopic...

tacticalbacon89 commented 3 years ago

@elchshooter the bass problem is because HP didn't for some reason quality test there headsets power usage when the steam headphone where installed. oddly this seems to be a pattern in the tech industry no one every just test there crap before sending out the door. the headphones draw to much power because there ment for a unit that has more power avalable to it AKA index , and causes the headset to malfunction if you turn the volume to 80% sometimes lower that problem goes away immediately but your volume is alot lower and not worth using at that point. so i just took them off and use a regular wireless gaming headset granted you get sweaty faster but its way better sound quality.

i also experience FPS problems and i have a Asus Strix 3090 OC edition, and a 5820k cpu overclocked to 5.0.

Games that should play great are running weird, like beat saber, and games that i would expect to struggle a little run fine HL Alex idk its strange. but thats a '' i dont know BS of what im doing Nvidia driver problem'' nivida is more focused on crypto miner atm to give a rats A$$ about our gaming experiences gamers dont make them rich like miner do no such thing as loyalty and honor anymore

All we need is a developer patched version of this software that accounts for scale every time steamvr opens or the headset is turned off and back on and this software would be a dream come true for everyone IMO

until then im standing in one spot endlessly playing beat saber waiting for valves next Gen 2 index to release hopefully it uses steam controllers or has backwards compatibility so my money isnt a complete waste i just want to have fun and all i have experience since my first time putting a VR headset on is frustration, false advertising, and broken unusable S^%T people say this industry is great and a huge improvement over traditional 2d gaming i have yet so see this i would almost rather play a Nintendo than to deal with all this BS

tacticalbacon89 commented 3 years ago

yea i dont know what HP was thinking when they decided to use Microsoft for there source of VR interaction, no one likes WMR! never has, never will, and dont get me started on Facebook lol,

i just dont get it! when there was a perfectly good open source software that works so well that is borderline the standard in the gaming industry as a whole. (that is Valve and its corresponding products and software)

everyone and i mean everyone uses STEAM and SteamVR as a primary game library, hell 97% of all my games are on steam, the only game i have from Microsoft is Minecraft and that was free for me ATT, its like HP was not even doing research before creating their product, and now we are stuck here in limbo waiting for a QoL update from a 3rd party software that has likley be abandoned, so we can play our steam games comfortably with the controllers that should of been used by HP from the start, and that don't have tracking issues when they work properly.

tacticalbacon89 commented 3 years ago

@pushrax i would like to say i am not trying to bash you as a developer with any of my post, i promise.

i know none of this is your fault, nor is it your problem, i understand this software was made for free, and as a fun tool just to help, i completely understand this concept. and i greatly thank you for you efforts in the development of this tool.

but from our perspective ATM, we are stuck here with expensive gear that cant be used, because somehow your software got advertised as perfectly working by website and youtubers alike, when it wasn't ready yet for index controllers. and even though you tell us how to fix this from a devlopers perspective most of us dont understand enough about coding and software development to accomplish this task without a in depth guide of the sort.

don't get me wrong i can build servers and computers and networks very well its what i went to collage for but software development and coding languages are not my most familiar topic of study nor are high levels of mathematics lol we need your help with this or someone who can take over for you.

DepartmentVRC commented 3 years ago

the major issue i am experiencing is not drift but rather inaccurate point of calibrated origin as the farther i get away from the spot at which i calibrated the index controller it will move away from my relative hand position in a given repeatable direction and its movement is opposite when walking the other direction i have played with edit calibration for 12 days now and no matter what i do it still persist i manage to get it very close one time and as long as i stayed at least 1 foot or so from my original calibrated position and always pointed the same general direction it was good enough for beat saber i think after read a few other post from the closed tab here i agree that i think this might be a scaling issue i think the calibration algorithm is not getting enough data to position the center to true center i think we need pitch, roll, yaw, x ,y, z , and scale eather that or there is an unseen or unnoticed error in the current algorithm that doesn't put center at true center. i will say if you fix this issue quickly and i can freely walk around my play space very well calibrated i will legitimately donate a 100$ to you just tell me where to send it. i want to play my G2 with index controllers and be able to play onward and Pavlov with a gunstock and all the other fun games i have other than just beat saber and vrchat all day

Have you found a solution or work around to this issue? I em experiencing the EXACT issue and cannot remedy it.

tacticalbacon89 commented 3 years ago

No i have no solutions

this seems IMO to be a software algorithm issue it seems to be missing a element such as scale value or something of the sort

Im not familiar enough to recode it but this coukd be fixs by the software auther if he chooses to do it

On Mon, Apr 26, 2021, 11:46 PM DepartmentVRC @.***> wrote:

the major issue i am experiencing is not drift but rather inaccurate point of calibrated origin as the farther i get away from the spot at which i calibrated the index controller it will move away from my relative hand position in a given repeatable direction and its movement is opposite when walking the other direction i have played with edit calibration for 12 days now and no matter what i do it still persist i manage to get it very close one time and as long as i stayed at least 1 foot or so from my original calibrated position and always pointed the same general direction it was good enough for beat saber i think after read a few other post from the closed tab here i agree that i think this might be a scaling issue i think the calibration algorithm is not getting enough data to position the center to true center i think we need pitch, roll, yaw, x ,y, z , and scale eather that or there is an unseen or unnoticed error in the current algorithm that doesn't put center at true center. i will say if you fix this issue quickly and i can freely walk around my play space very well calibrated i will legitimately donate a 100$ to you just tell me where to send it. i want to play my G2 with index controllers and be able to play onward and Pavlov with a gunstock and all the other fun games i have other than just beat saber and vrchat all day

Have you found a solution or work around to this issue? I em experiencing the EXACT issue and cannot remedy it.

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DepartmentVRC commented 3 years ago

How do we summon @pushrax or whoever else would be the ones involved in doing so? I have been in the MixedVR discord for about 13 hours now with some fantastic people trying to work through this issue to no avail unfortunately. Sucks because we are apparently some of the few cases in which this is occurring. I don't understand what changed between las week and yesterday that stopped this from working.

Like you said earlier...id pay $100+ EASY to have this fixed. I literally cannot play my games due to the drift I experience Unless I stand at the exact position of calibration.

tacticalbacon89 commented 3 years ago

You can do @pushrax but he doesnt seem to respond im not sure if he has abandoned this software or is just really busy on other projects its been a problem for for months i just said screw it and did the vive tracker method which though is not perfect is still better than space cal

On Tue, Apr 27, 2021, 12:01 AM DepartmentVRC @.***> wrote:

How do we summon @pushrax https://github.com/pushrax or whoever else would be the ones involved in doing so? I have been in the MixedVR discord for about 13 hours now with some fantastic people trying to work through this issue to no avail unfortunately. Sucks because we are apparently some of the few cases in which this is occurring. I don't understand what changed between las week and yesterday that stopped this from working.

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TheCyberQuake commented 3 years ago

I have the exact same issue. Tracking is perfect when I'm directly in the center of the playfield, but drifts proportionally the further away from center I go using a Quest 2 with virtual desktop. Kinda upset that I paid $800 for fbt based off of youtubers saying it works when it doesn't work very well if you have a playspace of reasonable size and like to move around it. Hoping either original person fixes it, or someone picks up the project to get it done

brian-armstrong commented 3 years ago

Hello, to those on this ticket who might have wanted to try a scale parameter, the latest version of SpaceCalibrator now supports it. Follow the directions in this post on how to use it.

https://old.reddit.com/r/MixedVR/comments/qpj22e/new_official_space_calibrator_release_possible/

Arcansel commented 2 years ago

I dont get it, i can calibrate perfectly using the hmd and controller method with the lights on, everything works perfect until i decide to turn the lights off and the controllers no longer are in their correct position when i start steam vr, i have seen many people reporting that the good thing about lighthouses and index controllers and probably vive too idk is that they are able to work in the dark but i could never do that ever, i can only play with the lights on and it is frustrating after spending all this money, i hate facebook and it s metaverse but i think i should have just bough their oculus quest 2 that works out of the box and is so much cheaper...

tacticalbacon89 commented 2 years ago

@cyblpt in your particular case it has nothing to do with your controllers, or your base stations, but rather the problems is a limitation of the reverb headset and its ability to track its own positioning in low light. In other word dont think "where is my controllers in relation to my HMD" but rather the other way around.

What happens is when the headset losses tracking data, it trys to predict its position to give the users a fluent experience and when using the reverb normally with no mods that works good enuff lol . But because of that prediction algorithm and the fact that we are using a non repeating calibration software it can sometimes cause the calibration to be off from where it originally found its zero then once it receives its needed perfect tracking data it doesnt pick up where is left off but rather pick up from its last prediction data which only futher complicates the single data calibration

If open vr space cal was an auto refreshing calibration software this wouldnt be an issue but refreshing softwares induce lag and in VR lag is no good at all

the controllers unfortunately are not used as a secondary tracking tool like the Index uses them for as they connect to the index directory and feed it data as to there positioning as well as its own and in the case of the reverb where there is no data between controllers and HMD it can cause all kinds of wonkieness

This software though amazing is not refined enough to skate around limitations with other salutions its just a tool to get you in the game and at least playing with this desired setup

Iv used this setup for over 2 years now and i consider it to be my most largest waste of money in terms of entertainment when i could of just bought a Pimax 8kx that is already compatible with steam gear and has a similar resolution as the reverb

Arcansel commented 2 years ago

@tacticalbacon89 well that is enlightening for sure, i wish i had known that before, this sucks, so whenever i turn of the lights my headset gets into 3dof while with the lights on it works perfectly with 6dof, so there isnt really anything to workaround software based i assume? I either buy some kind of dim light enough for my headset to be detected or i sell it for other one...i have no ideia on how i am gonna be able to sell it with all it s bugs so i ll probably buy a dim light i guess...Any other good sugestion is apreciated, thanks.

tacticalbacon89 commented 2 years ago

@cyblpt sorry for grammer

your assumption is correct but also comes with a caveat for success

the Reverb G2 though it is trash in terms of controller tracking, it is actually really decent in HMD tracking compared to others. the reverb can do low light but just not total darkness.

I too enjoy playing in low light and all i did to achieve it was I went to a thrift store and bought some really cheap old lamps and kind of pseudo boxed in my area with them. also i bought some wall plug chargers for my other stuff within the room that has little green or red lights on them

the way these HMD track their positioning is by finding pre defined features within the play area like chairs or patterns ext. and also they can lock on to light sources in a similar way a fighter jet would lock onto a heat source just use standard bulbs or smart bulbs you can dim that don't produce huge amounts of light that can white out the sensors

imagine your looking through night vision goggles, bright lights will blind you and white out your screen but low lights in the distance will assist in defining an area in the image and will create a little ball of light that can be tracked

this method is not perfect, but giving your HMD a Light source to lock onto will help while also putting things in your area that are standard background features like chairs, tables, corners of walls , ext

as far as software goes your are correct this software cannot help with that untill the Dev designs a better algorithm that counts for deviations or make it auto refreshing without induced lag the recent update with the scaling feature helped out quite a bit with this but its all voided the moment the HMD loses even a brief moment of tracking i most cases it will snap back to where it belongs but sometimes i snaps back and everything is off (which seems to always be in the most inconvenient times lol )

i so happen to have a vive tracker so i 3d printed a bracket so i can mount the tracker to the HMD then i just fast calibrate all the time when things are off between the tracker and the HMD then i turn the tracker off so its not in my face on screen

this is just a limitation to our intended set up but sight is 20/20 so now there are headset that can do exactly what we are trying to achieve at a similar cost to what we have payed for this entire set up

Arcansel commented 2 years ago

@tacticalbacon89 grammar is fine, i m not good at it too, your insight has helped me a lot already, it is good to know that the vive tracker can be used to make the headset trackable, so i will by some lamp with dim light and since i have 3 vive trackers i will use 1 for the headset, i dont have a 3d printer but i have straps from Rebuff Reality for full body tracking so i might be able to strap it to the headset.

TheCyberQuake commented 2 years ago

Worst case if you want to play in complete darkness, most inside out style headsets work with IR lamps. I use one when I want to play at night when others are asleep. Though I'm unsure if that affects FBT, I've never used trackers at the same time

tacticalbacon89 commented 2 years ago

@TheCyberQuake that is true i completely forgot about IR Lamps they are even more reliable than using standard bulbs in terms of tracking and they don't produce much visible light only a faint red glow from the source But they are a little expensive compared to a 2$ thrift store lamp

Arcansel commented 2 years ago

@TheCyberQuake thanks for the reply, IR lamps are also a good option it seems, good to know.

tacticalbacon89 commented 2 years ago

@cyblpt just as clarification the vive tracker i mounted to my HMD is not being used as a tracking assist tool but rather a fast calibration tool for when things get wonkie because Space Cal recognizes the tracker as a source that can be used similar to the controller for calibration and since you anchored it to the HMD you can always calibrate on the fly and just use fast setting and when you done calibrating you can just turn it off

tacticalbacon89 commented 2 years ago

My major frustrations that i wish the Dev would fix permanently is the problem with controller drift as you walk about the play space i personally can deal with recalibrating because the HMD losses tracking but for me its the lack of consistency of controller position with distance from original point of calibration it makes FPS games almost impossible to be good at because your muscle memory of bringing your gun up to aim will never be the same based on your orientation or position in you play space i mean you can ADS and walk or spin and watch you gun float away or change orientation

Arcansel commented 2 years ago

@tacticalbacon89

@cyblpt just as clarification the vive tracker i mounted to my HMD is not being used as a tracking assist tool but rather a fast calibration tool for when things get wonkie because Space Cal recognizes the tracker as a source that can be used similar to the controller for calibration and since you anchored it to the HMD you can always calibrate on the fly and just use fast setting and when you done calibrating you can just turn it off

I see, well no problem, the dim light should solve my problem, thanks for the clarification.

My major frustrations that i wish the Dev would fix permanently is the problem with controller drift as you walk about the play space i personally can deal with recalibrating because the HMD losses tracking but for me its the lack of consistency of controller position with distance from original point of calibration it makes FPS games almost impossible to be good at because your muscle memory of bringing your gun up to aim will never be the same based on your orientation or position in you play space i mean you can ADS and walk or spin and watch you gun float away or change orientation

Hmm this only happens if you are standing and moving, am i right? I assume if you are seated that wouldnt be a problem, which is how i can play in my room unfortunately because i have a small room filled with furniture, if it were my house i would move it out of here but atm i cant so i can play seated, granted that it must be awsome playing standing with more imersion, but better have something than nothing i guess, in my case, the game i m trying to set up this headset to play properly is the long awaited Zenith MMO that just launched 2 days ago and i am still level 3 because of these issues.