• Virtual Reality General V3 - You've got the Touch
    4,994 replies, posted
Yep, that's what I've been waiting for. Something a little more powerful and precise than Medium, but still as intuitive. Excited to try that out.
[media]https://www.youtube.com/watch?v=_QtZoGIF-Eg[/media] Slow and steady, and keeping the ground in view, but Apple's work with 3D mapping from a camera view is still exciting.
[media]https://twitter.com/Benthat3DKidd/status/882947395578888193[/media] Sounds fucking terrifying.
Anyone else had their hands flip in Blocks, so the tool palette is on the right and the drawing thing is on the left? I don't know what caused that, and I don't know how to fix it.
[QUOTE=El Periodista;52441271]Anyone else had their hands flip in Blocks, so the tool palette is on the right and the drawing thing is on the left? I don't know what caused that, and I don't know how to fix it.[/QUOTE] I seem to run into that in a lot of games. Mostly UE4 games for whatever reason, my left/right will just get reversed but it's correct in the steam dashboard and other titles.
So, I've encountered a fairly odd problem with one of my controller's tracking, and since it took me forever to actually fix, I'm going to write up a guide here on how to fix it, in case any of you fall under the same issue. [B]The Symptoms[/B] Tracking and/or pairing on one or both of the controllers does not work as intended. This means: - Tracking loss: the controller slides into a random direction and does not come back - The controller is frozen into its default position (typically the floor), buttons may still work but nothing else seems to operate properly - Pressing the pairing combination (app+system) does nothing on the controller - The affected controller(s) may take longer to start: this can be checked by pressing both system buttons at the same time. If they don't do the start-up chime at the exact same time, something's wrong. [B]The Solution[/B] At its heart the problem seems to originate from power management. [t]http://i.imgur.com/WfYdbVE.png[/t] However, it's better to undertake a little cleanup procedure before just pressing that. 1. Unpair your controllers. To do so without having to reinstall drivers and all of that, go to [I]Steam\steamapps\common\SteamVR\tools\lighthouse\bin\win32[/I] and launch lighthouse_console.exe ; simply type [I]unpairall[/I], press enter and close the console. 2. Pair the controllers again. If the faulty controller doesn't pair, you're now certain that this is the problem. 3. Plug the faulty controller into USB. Go to that window in the screencap (steamvr window > settings > developer) and click on Disable Power Management. Unplug the controller, plug it back in. 4. Pair the faulty controller. It should all work just fine past that: no more disappearing controller, no more drifting into outer space. Run calibration to make sure the trackpad is functional and close/restart steam VR a couple times to see if it worked. Only source I could find for this was a random Valve developer giving the solution in an old steam discussions thread so I figured I had to relay the information and give the exact procedure which helped for
[QUOTE=*Freezorg*;52435776]Subnautica is quite RAM heavy, too.[/QUOTE] I have 16gb ram
[QUOTE=Ganerumo;52443356]So, I've encountered a fairly odd problem with one of my controller's tracking, and since it took me forever to actually fix, I'm going to write up a guide here on how to fix it, in case any of you fall under the same issue. [B]The Symptoms[/B] Tracking and/or pairing on one or both of the controllers does not work as intended. This means: - Tracking loss: the controller slides into a random direction and does not come back - The controller is frozen into its default position (typically the floor), buttons may still work but nothing else seems to operate properly - Pressing the pairing combination (app+system) does nothing on the controller - The affected controller(s) may take longer to start: this can be checked by pressing both system buttons at the same time. If they don't do the start-up chime at the exact same time, something's wrong. [B]The Solution[/B] At its heart the problem seems to originate from power management. [t]http://i.imgur.com/WfYdbVE.png[/t] However, it's better to undertake a little cleanup procedure before just pressing that. 1. Unpair your controllers. To do so without having to reinstall drivers and all of that, go to [I]Steam\steamapps\common\SteamVR\tools\lighthouse\bin\win32[/I] and launch lighthouse_console.exe ; simply type [I]unpairall[/I], press enter and close the console. 2. Pair the controllers again. If the faulty controller doesn't pair, you're now certain that this is the problem. 3. Plug the faulty controller into USB. Go to that window in the screencap (steamvr window > settings > developer) and click on Disable Power Management. Unplug the controller, plug it back in. 4. Pair the faulty controller. It should all work just fine past that: no more disappearing controller, no more drifting into outer space. Run calibration to make sure the trackpad is functional and close/restart steam VR a couple times to see if it worked. Only source I could find for this was a random Valve developer giving the solution in an old steam discussions thread so I figured I had to relay the information and give the exact procedure which helped for[/QUOTE] This sounds exactly like the issue I am having with my controller, which I thought was (and probably still is) caused by the two large french doors or the framed memorabilia on the walls. I'll have to try it when I get home.
[QUOTE=Kylel999;52443412]I have 16gb ram[/QUOTE] I dunno the case with Subnautica but there's plenty of instances where it's not the amount you have but the speed of your sticks.
[QUOTE=Ganerumo;52443356]-Power Management Tut-[/QUOTE] had the same problem, different solution apparently my Razer chroma keyboard connected to the 3.0 ports were shutting down the entire back of my PC's USB slots. had to plug in my razer keyboard into 2.0 ports to fix it, for some reason. googling it, it apparently is a common issue.
[I]Crosspost from UE4 Thread[/I] [URL="https://jameskelly3dartist.wixsite.com/portfolio/honours-project"]Uploaded my final year project[/URL] - feel free to try it out if you have access to a Vive.
revive got knuckles controllers [url]https://www.patreon.com/posts/ive-got-some-new-12540608[/url] and [video=youtube;0JmVn_75dIE]https://www.youtube.com/watch?v=0JmVn_75dIE[/video]
Well the issue came back and the same solution does not seem to work this time. It just spontaneously came back as I was playing Gorn (didn't even do anything, just stood still). I've done some testing and it seems like Gorn just systematically kills pairing of my controllers. After that it's a struggle to get one of them to connect back and work as intended.
I think my Rift is fucked up, i'll be playing a game and accidentally bump the headset with my arm or something and it disconnects, Same thing happens sometimes when I adjust it. Really annoying me lately.
So is the recommended space for the vive meant to only count empty floor space? Could I not put the sensors in the corner of my room if a bunch of my floor space is taken up by my bed, tables, desk, etc even though I feel like I would have enough room to do most of what's needed in VR? Also, will that furniture fuck with the sensors? I have about an empty floor square area of 6x4.5 feet, which is just slightly under recommended, yet if I were standing I'd still be able to reach well over a few more feet in every direction.
[QUOTE=Richardroth;52447757]I think my Rift is fucked up, i'll be playing a game and accidentally bump the headset with my arm or something and it disconnects, Same thing happens sometimes when I adjust it. Really annoying me lately.[/QUOTE] I know this sounds super basic, but you've tried pulling off the faceplate and plugging the cable back in all the way, right?
[QUOTE=mastermaul;52448098]So is the recommended space for the vive meant to only count empty floor space? Could I not put the sensors in the corner of my room if a bunch of my floor space is taken up by my bed, tables, desk, etc even though I feel like I would have enough room to do most of what's needed in VR? Also, will that furniture fuck with the sensors? I have about an empty floor square area of 6x4.5 feet, which is just slightly under recommended, yet if I were standing I'd still be able to reach well over a few more feet in every direction.[/QUOTE] My room is not the best for VR at the moment, I have a lighthouse setup in the corner behind a bunch of 4 foot tall furniture. It does fuck with it a bit if I go into the 90 degrees around that corner, but in general most games will have you stood up relatively center to the play area. And when it does fuck with it, it's not the end of the world, just a second or two of losing tracking or slightly not accurate tracking. My floor space is almost exactly minimum recommended, and having gone from a room with 9 feet by 9 feet floor space it makes a huge difference. Still fucking sick tho
[QUOTE=El Periodista;52448145]I know this sounds super basic, but you've tried pulling off the faceplate and plugging the cable back in all the way, right?[/QUOTE] Yeah, i've done that a few times. It seems like the port itself is the problem
[QUOTE=mastermaul;52448098]So is the recommended space for the vive meant to only count empty floor space? Could I not put the sensors in the corner of my room if a bunch of my floor space is taken up by my bed, tables, desk, etc even though I feel like I would have enough room to do most of what's needed in VR? Also, will that furniture fuck with the sensors? I have about an empty floor square area of 6x4.5 feet, which is just slightly under recommended, yet if I were standing I'd still be able to reach well over a few more feet in every direction.[/QUOTE] Just keep in mind how the system works, in order for the sensors to position there needs to be a clear line of sight to the tracked object from the lighthouse. That means if it's above and angled down it could be totally fine, it entire depends how low the tracked object is and how high your lighthouse is.
Well at this point I'm just kind of bewildered. The controller's tracking appears to have just spontaneously died. I looked inside and every last ribbon is in place, no sign of internal damage, nothing. It'll track once in a blue moon, for less than a second before sliding away into the ether. It doesn't even allow itself to be paired: pressing the combination of app + system does nothing. At best I get a very slow blue blink instead of the chime and fast blinking that the healthy controller does. I don't know what's busted with it. It seems like it bricked itself but how I could actually resolve this is well beyond my comprehension. The positions in which it'll suddenly recover tracking don't even make sense: it'll occasionally pop back up while I'm sitting at my desk, with two monitors obscuring the lighthouses. Then it disappears again after thirty seconds.
[QUOTE=Elspin;52448256]Just keep in mind how the system works, in order for the sensors to position there needs to be a clear line of sight to the tracked object from the lighthouse. That means if it's above and angled down it could be totally fine, it entire depends how low the tracked object is and how high your lighthouse is.[/QUOTE] That shouldn't be a problem. I'll draw a MS paint layout of my room to illustrate my problem later, but basically, is it fine if I don't have exactly have the recommended space in empty floorspace as long as the rectangle/square formed by the lighthouses is larger than recommended?
[QUOTE=mastermaul;52448794]That shouldn't be a problem. I'll draw a MS paint layout of my room to illustrate my problem later, but basically, is it fine if I don't have exactly have the recommended space in empty floorspace as long as the rectangle/square formed by the lighthouses is larger than recommended?[/QUOTE] As long as the space you draw out during room setup can fit the minimum room dimensions inside of it, you're [I]technically[/I] good. You can draw over obstacles, but obviously you'll be extremely likely to smash into them during play. Also if the obstacles are tall or big enough, they may cause tracking blindspots. That said, each lighthouse has a way wider field of view than you'd think, IIRC almost 180-degrees of vision. They can also maintain a certain degree of tracking when only one lighthouse can see the tracked object.
[QUOTE=mastermaul;52448794]That shouldn't be a problem. I'll draw a MS paint layout of my room to illustrate my problem later, but basically, is it fine if I don't have exactly have the recommended space in empty floorspace as long as the rectangle/square formed by the lighthouses is larger than recommended?[/QUOTE] Sure, if there's nothing fragile in the way and you don't drop things in the virtual world in areas where you have furniture or something in the real world, assuming I'm understanding you correctly. [editline]a[/editline] IIRC one of John Wick VR's earliest levels has a bit where it's easy if you can duck into the cover the game provides, but if you have something there and can't duck into cover it's super overly difficult.
Alright, here's my situation. Proportions are definitely not to scale but the measurements are exact or close enough. The lighthouses would be in the corners of the room, and the play area would be slightly off-center from between them due to my bed. All the furniture is much shorter than I am while standing so the lighthouses should always have LoS to the vive and controllers unless I'm laying on the floor. [img]https://imgkk.com/i/cr70.png[/img] [editline]8th July 2017[/editline] The main games I'm interested is stuff like H3VR.
I can't work with imperial but I'll tell you now that your dresser and desk at the very least will cause you problems in any edgecases. If you are facing the dresser and working in the bed-dresser corner you will get constant tracking loss because your body obscures the other sensor. IMO you have far too much occlusion if you mount them like this.
[QUOTE=SEKCobra;52450104]I can't work with imperial but I'll tell you now that your dresser and desk at the very least will cause you problems in any edgecases. If you are facing the dresser and working in the bed-dresser corner you will get constant tracking loss because your body obscures the other sensor. IMO you have far too much occlusion if you mount them like this.[/QUOTE] Yeah, this might work better [img]http://i.imgur.com/QEBPwhv.png[/img] Or perhaps offset them a little.
[QUOTE=SEKCobra;52450104]I can't work with imperial but I'll tell you now that your dresser and desk at the very least will cause you problems in any edgecases. If you are facing the dresser and working in the bed-dresser corner you will get constant tracking loss because your body obscures the other sensor. IMO you have far too much occlusion if you mount them like this.[/QUOTE] I'm not sure what you mean by my body will obscure the other sensor? 8 feet (the height of the sensors) is about 2.43 meters. They'd be taller than me by about 2 feet, I couldn't really obscure the LoS between them with my body. If I were crouched right up against the dresser/desk corner I could possibly disrupt the LoS of one of the sensors, perhaps. The furniture is all smaller than it looks in the map though. [editline]9th July 2017[/editline] [QUOTE=Lizart;52450148]Yeah, this might work better [img]http://i.imgur.com/QEBPwhv.png[/img] Or perhaps offset them a little.[/QUOTE] Can't really do that, there's a window on the 'east' wall. I've been thinking of moving the dresser out of my room for awhile regardless, it's really the only furniture I could spare to lose (there's a closet I didn't draw where I can keep my clothes.)
[QUOTE=mastermaul;52451166]I'm not sure what you mean by my body will obscure the other sensor? 8 feet (the height of the sensors) is about 2.43 meters. They'd be taller than me by about 2 feet, I couldn't really obscure the LoS between them with my body. If I were crouched right up against the dresser/desk corner I could possibly disrupt the LoS of one of the sensors, perhaps. The furniture is all smaller than it looks in the map though. [/QUOTE] You don't need line of sight between the lighthouses, you need line of sight from (at least) one lighthouse and your controllers & hmd. In your setup there are tons of deadspots if you are facing a certain direction.
[QUOTE=SEKCobra;52452562]You don't need line of sight between the lighthouses, you need line of sight from (at least) one lighthouse and your controllers & hmd. In your setup there are tons of deadspots if you are facing a certain direction.[/QUOTE] Well, I know it might seem that way in the image, but If I stand in the middle of the room and pretend to play there's really no place that would not have LoS from the controllers and headset to at least one lighthouse. The dresser is a lot smaller than it perhaps looks. If I removed it I couldn't think of a single situation in which there wouldn't be LoS from the peripherals to at least one, and the only way it would get in the way regardless is if I was crouched in the corner formed by the bed and dresser.
tbh a true vr player plays naked in a house with no doors or windows and is made entirely of mirrors
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