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erictruitt

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About erictruitt

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  1. Yeah, it's a seated driving simulation and I need to be able to reset the user's head to be in the correct position and rotation when they enter into the simulation, regardless of the tracking origin that OpenVR defaults them to. Also, because of customer requirements, they have to be able to interact with certain virtual objects as well as be able to see their real world environment. The issue is, if you use ResetSeatedZeroPose, the view planes don't see that the Zero Pose has been reset. So, for the sake of an example, say I'm facing North in game and the Pass through video properly placed in front of me. If I turn South, and call ResetSeatedZeroPose, the view planes stay in the same position and rotation in the world (which is now behing the player's view) becuase technically the player object's rotation and position never changed. So yes, technically the view planes are displaying the correct view, just the player can't look at them because they are oriented with the original seated origin that OpenVR started up in. I've attached a picture of the described effect in case I'm still poorly wording my problem. In the picture I turned the HMD slightly after starting into the game and then called ResetSeatedZeroPose. As you can see the view plane orientation gets skewed and the user cannot see the entire view anymore.
  2. Hi all, Has anyone, using the Vive Pro in SR Mode (pass through video enabled), figured out the proper way to Reset the HMD's "seated zero pose" while keeping the image planes in the correct orientation? The standard solution only reorients the users head and the image planes that display the video feed don't get reoriented along with you. This is my standard solution: OpenVR.System.ResetSeatedZeroPose(); OpenVR.Compositor.SetTrackingSpace(ETrackingUniverseOrigin.TrackingUniverseSeated); Anyone have a way of doing this that reset's the pass thru video image planes to the updated, correct orientation?
  3. No, I'm talking about the shifting position visible between objects spawned in the scene and the pass through video feed that is displayed. For example, if you open the demo app, place a ball on the ground and walk around it with pass through video enabled, the position of the ball will shift around relative to real world objects even though the ball has no velocity. I've been able to sort of make it better by trying to use a real world object as a sort of "anchor" and making sure my virtual objects don't shift much relative to that object. There may be no better fix for this at the moment, though I'm hoping someone out there has a better solution.
  4. Hi all! I'm creating a simulation in which the user is inside a vehicle and is able to see certain critical components of the vehicle, otherwise he is looking at the depth camera dispay to be able to interact with real world objects. The issue I'm having is as I'm looking around inside the vehicle, I'm experiencing a parallax effect where the depth camera seems to slide around behind the rendered objects rather than with them. Does anyone have any advice for how to mitigate this effect?
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