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UPDATE - Tested room scale with Touch and two sensors

Mr_Wilde
Level 7
I was finally successful in finding a set of cable extension for my Rift, so I set up my living room for a full room scale VR experience using two sensors, to test out the tracking of the HMD and the Touch controllers.
I placed my sensors about 2 meters apart (6.5 ft) and since Oculus "Guardian" system is not available yet, I set up Steam VR Chaperone instead.
I've got some initial trouble in setting up Steam VR, at first the Touch controller was behaving strangely, but the second time I was successful.

I've played Valve's The Lab for about an hour, and it was mostly fine, but I noticed that when facing completely opposite to the sensors, AS EXPECTED the Touch controllers tracking was quite poor, my body was often occluding the sensors and I find myself to raise my hands in order for the sensor to pick up the tracking again (see picture below).

The Headset had no problems, perfect tracking in every direction, even far away from the sensor. I could sit on my couch on the opposite side with no problems at all.

On a side note, I've got quite few problems while playing The Lab. Sensors got disconnected a couple of times, The Headset got disconnected once, and I've got a couple of crashes. 😐 Please note I have enabled ASW in my registry, I don't know if this might be the cause, since I had no problem whatsoever while playing games from Oculus Home. It might have been a coincidence though, I need to do more testing.

Btw, sitting in the virtual couch in BigScreen while sitting on my real couch was a really cool experience! πŸ˜„

tl:dr: Tested room scale with Touch and two sensors. If facing in the opposite direction of the sensors, Touch have poor tracking. No problems with the headset.
80 REPLIES 80

Mr_Wilde
Level 7

Bookoo said:

Am I the only one who is afraid for that TV? I could see myself punching that.

As you mentioned, it was expected that roomscale wouldn't operate correctly with 2 cameras. Where exactly do you have the cameras placed? Do you have them on the ceiling, high up on the wall or just on a dresser of some sort?

Also do you plan to test the cameras in opposite corners? I would be interested to hear about the tracking volume and any tracking issues. They say 2 cameras is good enough for 360 tracking and tracking volume of a single camera is good, so I would imagine it would be good enough for a majority of play spaces.


Steam VR's Chaperone system (and soon Oculus Guardian) are made to avoid collisions while moving in VR. A grid that represents the limit of your playable area will appear when you go too close the the borders, so no worries for the TV. πŸ™‚

For the sensors, I'm using two of these: https://www.amazon.com/BT-150-Lightweight-Compact-Adjustable/dp/B00SIL5O36/ref=sr_1_1?ie=UTF8&qid=14...
They are very robust and stable, and I can easily move them around. I found them at $20 each, very good price.

As I mentioned above, I will test the opposite corners solution next time, hopefully tonight. πŸ™‚

Zoomie
Level 11
My question from your diagram was whether the bad tracking region was because you were too far from the sensors, or because you occluded the Touch controllers with your body.  The first result would be somewhat significant, especially since you said the HMD never had any real issues.  

If the Touch controllers were simply losing tracking because you blocked LOS, I agree with Zenbane that you weren't really testing anything we didn't already know.  
Line of sight tracking requires line of sight.  Confirmed.  No shit.

Since you have an extension, are you able to do an opposing corners test?  That would be much more useful to many of us.  Even if you can only support a smaller play area, the opposing camera setup is the one everyone seems most concerned about Rift being unable to support without 3 cameras.
Any sufficiently advanced technology is indistinguishable from magic. - Arthur C Clarke

Bookoo
Level 4

Mr.Wilde said:

Steam VR's Chaperone system (and soon Oculus Guardian) are made to avoid collisions while moving in VR. A grid that represents the limit of your playable area will appear when you go too close the the borders, so no worries for the TV. πŸ™‚



I have a Vive as well however that hasn't stopped me from punching my wall.   😞 😐 :# 

Glad to hear you are testing the other method, looking forward to reading the results.

Mr_Wilde
Level 7

Zoomie said:

My question from your diagram was whether the bad tracking region was because you were too far from the sensors, or because you occluded the Touch controllers with your body.  The first result would be somewhat significant, especially since you said the HMD never had any real issues.  

If the Touch controllers were simply losing tracking because you blocked LOS, I agree with Zenbane that you weren't really testing anything we didn't already know.  
Line of sight tracking requires line of sight.  Confirmed.  No shit.

Since you have an extension, are you able to do an opposing corners test?  That would be much more useful to many of us.  Even if you can only support a smaller play area, the opposing camera setup is the one everyone seems most concerned about Rift being unable to support without 3 cameras.


I wanted to test both occlusion and distance. The poor tracking occurs only when the controllers are occluded, the distance seems fine, when sit on my couch (the one on the bottom in the picture), facing the sensors, I had no problems.

I will do the opposite corner test ASAP, hopefully tonight.

Zoomie
Level 11
Awesome, thanks.  
Any sufficiently advanced technology is indistinguishable from magic. - Arthur C Clarke

Comic_Book_Guy
Level 9
ugh. removed.

Mr_Wilde
Level 7
Alright, here's the test everyone asked for. I've placed the sensors at the opposite corners of my space, and I played a little bit more The Lab. This configuration is almost perfect. I've got a couple of tracking hiccups, but I must say for this size of playable area, it works very well. πŸ™‚

phoenixdigital
Level 5
Nice thanks for that. Good to see both configs tested in the same space.

The next big test will be does Oculus content made for stereo config work in this diagonal mode.

We will find out in about 7 weeks.

CPU: i5 6600K (conservative overclock), GPU: Asus GTX1080Ti (not overclocked), motherboard: Asus Z170 Pro Gaming, USB Card 1: Inatek 4 Port, USB Card 2: Startek 2 Port

Mr_Wilde
Level 7


Nice thanks for that. Good to see both configs tested in the same space.

The next big test will be does Oculus content made for stereo config work in this diagonal mode.

We will find out in about 7 weeks.



I just tried Cosmic Trip (Oculus Early access private demo) and Bullet Train, both worked flawlessly.

charlton_3393
Level 7
Its good to see that for most cases the diagonal setup of just 2 sensors will be more than adequite, standing only 360 will be great, moving to the full extremities of the room in roomscale mode might cause a few little hiccups as expected but again it should be fine for most people...

Also you will never ever get 100% tracking even if u had 100 cameras, for example if you shoved the touch controllers under your armpits or pushed them into your chest and curled into a ball on the floor, when your hands can still be tracked when doing that then i will be impressed! Hahaha :tongue:
Specs: - Windows 10 Pro x64 OS - ASRock H87 Performance Motherboard - Intel Core I7 4770 @ 3.40GHz Haswell Processor - Reference Radeon RX 480 GPU - 32GB Kingston HyperX DDR3 RAM