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Oculus Room Details, now with SteamVR Chaperone generation

kojackkojack Posts: 6,396 Volunteer Moderator
This isn't a full release yet (source and stuff), but for now I thought somebody might find it useful.

Oculus Room Details is a simple command line tool that generates two output files:

room.svg - This is an svg drawing of your room configuration, showing sensor placement and heights, camera frustums, guardian boundary, play area rectangle and centre location. It also labels distances between sensors.

chaperone_info.vrchap - This is the SteamVR config file for chaperone boundaries.

If you don't want to set up chaperone for SteamVR games (some require explicit room scale setup in SteamVR rather than falling back on Oculus Guardian), you can use this tool to generate a chaperone config file from the current Oculus settings. Just copy the generated chaperone_info.vrchap to C:\Program Files (x86)\Steam\config and start SteamVR. It should now be using the same boundary as Guardian.

Note: Guardian boundaries have way more points than a chaperone boundary, it may look a little messy in SteanVR.

room.svg output:


The same oculus guardian setup exported to steamvr:



https://www.dropbox.com/s/cr2lhn34v80n1jy/OculusRoomDetails_V0_2.7z?dl=0



Comments

  • elbofforelboffor Posts: 2,572 Valuable Player
    Nice wprj kojack, do you mind if i integrate it into my multitool?
    This is my forum signature.
    There are many others like it, but this is mine.
  • kojackkojack Posts: 6,396 Volunteer Moderator
    Go for it.

    I'll probably make a better version at some point with options and stuff, but I've been too busy with work to do anything besides quick hacks. But I saw a few threads mentioning how setting up chaperone is annoying, so I thought I'd give out what I have. :)

    It's not very tested at the moment. Works for me, no idea if anybody else can get it running. :)

  • YoLolo69YoLolo69 Posts: 1,129
    Wintermute
    Amazing! :) But the only software I have installed able to open .svg seems to be Gimp and it's complaining the file don't have any side coded inside (which seems logical to me btw as it's scalable...). Validate with default setting open a empty "chess" square...




    In french ;) Note I'm using Gimp 2.8 so I need to check if a new version exist (probably, it's old).

    “Dreams feel real while we are in them, it's only when we wake up that we realize something was strange.” - Dom Cobb

    "Be careful, if you are killed in real life you die in VR too." - TD_4242

    I7 3770K OC 4.5GHz, GTX1080 OC 10%, 16GB DDR3 2448  OC, Oculus Rift CV1

  • kojackkojack Posts: 6,396 Volunteer Moderator
    Firefox, Chrome and IE can all open SVG, just drag the file onto them.
    Inkscape is a great free editor for SVG (and it can export them to PNG).

    Try running oculus home at least once first, I did have some problems where the oculus system hadn't started fully when this program ran, and it thought all the sensors were at 0,0,0. That made the world size become 0 too. It hasn't done that for a while.



  • YoLolo69YoLolo69 Posts: 1,129
    Wintermute
    Ok, it worked fine after I activate Guardian (it was off from my previous seated session) and I run it when Oculus Home was running. Probably just the latter was the key?

    Work perfect! Center match also where I'm seat right now, fronting north. Perhaps adding the play area precise sizes?



    Thanks for this new useful tool! :)

    “Dreams feel real while we are in them, it's only when we wake up that we realize something was strange.” - Dom Cobb

    "Be careful, if you are killed in real life you die in VR too." - TD_4242

    I7 3770K OC 4.5GHz, GTX1080 OC 10%, 16GB DDR3 2448  OC, Oculus Rift CV1

  • kojackkojack Posts: 6,396 Volunteer Moderator
    Yep, I should add play area size. Or even better, options to select which labels to add.

  • KrystmKrystm Posts: 4
    NerveGear

    i like it! This is my room according to the out put, any suggestions? Awaiting my 3rd sensor next week! gonna probably do dead center at the back of the room. I extended out my cameras after my first run of the tool! Tracking seems pretty damn good as is, as long as I don't go back too far.


  • l0cut15l0cut15 Posts: 26
    Brain Burst
    There still seems to be a coverage issue in the rear left of my mostly ceiling mounted setup....
  • MorgrumMorgrum Posts: 1,712 Valuable Player
    Neato! I will have to take a look ar this once I get my room scale setup finished
    WAAAGH!
  • johnlightfootjohnlightfoot Posts: 1
    NerveGear
    Great tool, thank you!

    I have a three sensor set up, however seem to glitch in the centre of the playable area in some apps. Tilt brush is fine, but Steam home can be pretty bad. I assume this is due to going over 3m on the front two cameras? 

  • WreckLuse68WreckLuse68 Posts: 250
    Nexus 6
    Thanks for a handy tool.
    Does this need to be done every time Steam updates?
    When Einstein was asked how it felt to be the smartest man on Earth, he replied, “I wouldn’t know. Ask Nikola Tesla”.
  • OverandOverand Posts: 2
    NerveGear
    (-snip-) I have a three sensor set up, however seem to glitch in the centre of the playable area in some apps. Tilt brush is fine, but Steam home can be pretty bad. I assume this is due to going over 3m on the front two cameras? (-snip-)
    Hey, John!  Yes, the distances there are definitely too great; I have "decent" coverage with 2.85m between.  Most guides I've seen suggest 9-10 feet, or 2.75 -3.0 meters.

    Also, yes, this is some thread necromancy (for non-native English speakers/non-geeks, that's "magically bringing something back from the dead"), but I'm hoping the dev ( @kojack ) will release the source code for this!  If you need a hand with using github or such, please feel free to reach out to me.
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