Is VR dead?

  • Thread starter Deleted member 197115
  • Start date
I'm reading all this a bit bemused. I'm sometimes literally sat in the dark with my Pico 4 and same with my Lenovo and I wasn't hitting the recenter button much.

You are talking about screen drift?
I read about this screen drift with the G2 a lot.

Many people people accept that they just need to recenter periodically during a race and consider it no big deal like below.
Maybe I have to use the recenter button once every 6-7 laps but because I lose slightly my position on the virtual cockpit but really unnoticeable!

If you have something and you are happy with it, then all is well with the world.

I'm sure that if I considered the G2 my only acceptable option, I would have adapted and taken the time to make it work as well as it could.

The bottom line is that people vote with their wallets.
 
Not sure what you guys are doing with your headsets and how bad is the lighting in your rooms.
With inside out tracking cameras you just need diffused even light and no direct lights hitting cameras (sunlight from window, chandelier with open light bulbs, etc, or cameras get "blinded"). This applies to any inside out tracking, regardless of the manufacturer, it's just the way optical cameras work.
All I had to do in my play space is just use this floor lamp with light projected to the ceiling
Just pulled the trigger on that lamp. Thanks for the heads up. I've got can lights in the ceiling above and ceiling fan, as well as a light on my wife's desk to my left. I do experience some tracking issues where it feels like it gets stuck then snaps like a rubber band to where it needs to be. Just figured that was normal. Hoping this makes that issue go away.
 

Attachments

  • IMG_0808.jpg
    IMG_0808.jpg
    435.8 KB · Views: 53
Last edited:
Just pulled the trigger on that lamp. Thanks for the heads up. I've got can lights in the ceiling above and ceiling fan, as well as a light on my wife's desk to my left. I do experience some tracking issues where it feels like it gets stuck then snaps like a rubber band to where it needs to be. Just figured that was normal. Hoping this makes that issue go away

He was suggesting that for inside out tracking and the G2 not for a Varjo with light houses.

That is NOT normal! I've never experienced that ever. There is something is very wrong with your setup. Light houses paint the room. Ambient light almost zero impact on anything. You could play in complete darkness with no issues.

I'm going to guess that having light houses close together on the same wall is probably confusing your system. Ideally the light houses would be in opposite corners.

I would cut power to one of light houses and see if your problem goes away.
 
He was suggesting that for inside out tracking and the G2 not for a Varjo with light houses.

That is NOT normal! I've never experienced that ever. There is something is very wrong with your setup. Light houses paint the room. Ambient light almost zero impact on anything. You could play in complete darkness with no issues.

I'm going to guess that having light houses close together on the same wall is probably confusing your system. Ideally the light houses would be in opposite corners.

I would cut power to one of light houses and see if your problem goes away.
Thanks for the input. Regarding the tracking issue, it never happens while racing - unless I adjust my headset. That's always when it happens, but usually not in the car. I hopefully have the HMD fitting comfortably by then.
 
Thanks for the input. Regarding the tracking issue, it never happens while racing - unless I adjust my headset. That's always when it happens, but usually not in the car. I hopefully have the HMD fitting comfortably by then.

By any chance is this when you grab your headset possibly covering the sensors with your hands?
 
What? Troubleshooting station based tracking issue? :confused:
That is not happening.
:laugh:

It looks like he has his lighthouses setup according to the Oculus Rift camera placement suggestions rather than the Base Station placement suggestions.

"Base Stations should be aimed and angled toward the center of the play area. In the ideal setup, Base Stations should be above head height (at least 6.5 feet / 2 meters), angled down by 30-45 degrees, positioned no more than 16 feet / 5 meters apart, and place opposite one another in separate corners of the play area."

Edit: looks like these instructions are for the 1.0 base stations. The newer 2.0 base stations can be up to 32' apart or allow for a 23'x23' room scale area.

1674491189472.png
 
Last edited:
By any chance is this when you grab your headset possibly covering the sensors with your hands?
LOL :D I didn't consider that. It's possible. Regarding placement, I don't believe my headset can see behind me so makes no sense to me to have one at the opposite corner.
 
Last edited:
I had always assumed the the people buying the Aero would all be sim racers/fliers. There is a sub area for Half Life Alyx, Skyrim-VR and other games, but I doubted that was a large percentage.

I asked how many people used roomscale at all and how much of the time. There were a number of people who said they were 100% roomscale with the Aero, so now I'm curious what the actual percentages are for high end VR headsets.
 
LOL :D I didn't consider that. It's possible. Regarding placement, I don't believe my headset can see behind me so makes no sense to me to have one at the opposite corner.
The point isn't to have it directly behind you but on opposite corners high on the walls looking slightly down at you from an angle opposite to the other. The Aero should have tracking on the trailing edge of the headset on the top corners so that it can be picked up from an angle behind you.

No matter what you believe or think makes sense there is a good reason they suggest this setup.

Having two base stations at a shallow angle to each other like you have is not a good idea.

But if you choose to ignore the instructions, that's your call. Enjoy.
 
Last edited:
The point isn't to have it directly behind you but on opposite corners high on the walls looking slightly down at you from an angle opposite to the other. The Aero should have tracking on the trailing edge of the headset on the top corners so that it can be picked up from an angle behind you.

No matter what you believe or think makes sense there is a good reason they suggest this setup.

Having two base stations at a shallow angle to each other like you have is not a good idea.

But if you choose to ignore the instructions, that's your call. Enjoy.
I did the research and thought I had it right. I'm game to give the other option a try. Appreciate your feedback!
 
I was driving tonight and the lights in the room were on. My wife came in, decided I didn't need the lights and turned them off mid race. I got some message on the headset saying not enough light to track or something....then it must have readjusted to the dark and carried on as before. I'd already crashed by this point...thanks wife.
 
I was driving tonight and the lights in the room were on. My wife came in, decided I didn't need the lights and turned them off mid race. I got some message on the headset saying not enough light to track or something....then it must have readjusted to the dark and carried on as before. I'd already crashed by this point...thanks wife.
Reminds me of a time online in an old Nascar title prior to iRacing (Total Entertainment Network). Door to door with my buddy at Michigan. He makes a sharp right hand turn into the wall. Later I asked him, "WTF?!" He said, "The wife got home with the groceries".
 
Last edited:
You still don't want them too close together because they can cause interference.
I have never read anything like that about them.. The preferred setup you linked it is around occlusion, thats one of the big benefits of two stations as well as more precise tracking.

I have read that other orientations are not detrimental to tracking although you may get occlusion if there are black spots.
 
SteamVR is not king of the hill it appears.

Another crazy accurate outside in tracking system for special applications blows it away. Although I doubt we will ever see this for use in VR gaming settings.


ARTTrack is represented by the slivers in the graph below that you don't see. Although it is a special applications system, that tracking is unreal!

This still doesn't take latency into account. SteamVR 1.0 was 4-4.44 ms latency worst case. I'm not sure what SteamVR 2.0 is.
1674562641557.png


Inside Out tracking is more accurate when your hands are close to the headset and less accurate as you move your hands away. Outside in tracking systems are consistent across the range. This makes sense because inside out tracking has to rely on angular differences to measure position and the further the hand controller is away from the headset the larger the distance for that same angle.

So you can game your inside out measurements by tracking hand controllers very close to the headset.
 
  • Deleted member 197115

So you can game your inside out measurements by tracking hand controllers very close to the headset.
Or keep them on the shelf where they belong. :p
Head tracking stats could be more interesting.
 

Latest News

Do you prefer licensed hardware?

  • Yes for me it is vital

  • Yes, but only if it's a manufacturer I like

  • Yes, but only if the price is right

  • No, a generic wheel is fine

  • No, I would be ok with a replica


Results are only viewable after voting.
Back
Top