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About dagillespie

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  1. See screenshot of what happens when you rotate the player pawn by 90 degrees. The SR actors don't keep up and even when you do update their rotations accordingly, the transforms still don't create a properly aligned view. Similarly if you have your player facing any direction other than along the X axis then there is a mis match in the attachment/transform between the image and the player camera. @Daniel_Y @reneeclchen
  2. It appears that when you change the players location or rotation in world space in Unreal that the camera image plane that is generated in front of the user doesn't adapt to update to this. Is there a way to ensure that if the player pawn translates that the ViveSR actors keep track and follow this? We've tried manually mapping the transforms to the image plane that is generated at run time however doesn't appear to do this. Thanks!
  3. If anyone from Vive with experience in this area could chip in it would be most appreciated. We're trying to do some work where understanding this is very important in working with the data from the Vive Pro Eye. Thanks! @Daniel_Y @zzy @Corvus
  4. Exactly what we've just found. It would be useful to have some kind of confirmation that the tracking calibration has been successful from the calibration app itself too!
  5. Update on this - we're finding that the calibration test screen (as per screenshot in first post) isn't responding however in our Unreal applications, tracking is still working.
  6. We have just experienced the exact same issue after the latest steam update to 1.8.19. A fix for this would be most appreciated!
  7. Is there a more detailed explanation of the eye tracking accuracy than what is stated on Tobii's site for the Vive Pro eye please? https://vr.tobii.com/products/htc-vive-pro-eye/ It says 0.1deg - 1.1deg, however it's unclear whether this means +/- 0.1 degree min to +/- 1.1 degree max (making full range 0.2deg - 2.2deg) +/- 0.1 degree min to +/- 1.1 degree max (making full range 0.1deg - 1.1deg) somethng else We are looking at understanding accuracy over distance so would like to understand what this means please @Corvus @zzy @Daniel_Y
  8. Awesome thanks - we've updated our code accordingly.
  9. Is this the same as v2 in "Enable eye version" that is implemented in the Unreal SDK?
  10. Any answer to this would be very most appreciated! @Corvus @zzy @Daniel_Y
  11. Hi, I've just updated to and found Unreal now has duplicate functions and "Enable Eye Version" for v1 and v2. What is the difference between these two versions and what do I need to consider when choosing what version to enable? Thanks! @Corvus @zzy @Daniel_Y
  12. The prebuilt experience app has the same issue. I think the issue arises from the difference between your IPD and the spacing of the front facing cameras. There needs to be some transform applied to the camera feeds to better match the headset IPD
  13. Simply use the example experience files provided for Unity or Unreal. Show mixed reality and you'll see the mis-match. I did a simple Unreal test based on the files provided. Added motion controllers to the provided Pawn and again you'll see the mis match. Also if you just compare the pass through view from inside the headset against what you see from pulling the headset off, you'll see that reality doesn't match the projection in the headset.
  14. We have been finding that there is a calibration mismatch between the pass through video location of controllers and the real world location of the controllers. If you simply look in real world where tour hands and controllers are and then compare that to what the Vive Pro shows you will see this. Is this something that can be patch fixed by applying a transform in engine or does it need some rework to the SDK to compensate accordingly? Similarly it has been picked up on the hand tracking forum too: https://community.viveport.com/t5/Vive-Hand-Tracking-SDK/Hand-Tracking-SDK-SRWorks/td-p/31571
  15. Hi. This also happens with SRWorks on its own. If you have a motion controller visible in game with overlay active, there is an offset between the controller and the controller visible in pass through. Similarly if you look in reality then compare with pass through on screen, there is also an offset. Doesn't mean there isn't a mismatch with the hand tracking SDK too but definitely there is one with SRWorks
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