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performlabrit

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  1. @Daniel_Y, SetEyeParameter() is not documented and is poorly described in the code. Can you please provide any additional information? What about the focus and accuracy parameters? Thanks.
  2. This follow-up does not address many of the previous posters questions to which a follow-up was promised. I'm also confused. What does, "The sensitive factor is contrast to the filter's strength." Mean? @Cory_HTC ?
  3. Great news. Thanks for the input, ! I'll let you know how that goes. I won't be able to test this for a few weeks, but welcome feedback from anyone else. - gD
  4. To see this for yourself, fixate a point while rotating your head back and forth, (as if indicating "no" in American culture). This is a standard test of the relative latency between the head tracker and eye tracker. If latency were low, you would see very little wiggle in the fixation point, as your eye/head rotations cancel one another out. Unfortunately, the Vive pro eye demonstrates TONS of wiggle. Worse yet, it also does this in a strange way that seems uncorrelated with the rotation of your head. Normally, this would suggest very high eye tracker latency. However, the tracker seems to perform well during pursuit or saccade, and so my guess is that this is evidence of some VERY agressive dynamic filters that are corrupting the data signal during fixation to reduce jitter or slippage. Can someone at Vive comment on this? Can the filters be turned off? Note that a similar discussion was held here, on Reddit: https://www.reddit.com/r/vive_vr/comments/brxbb5/very_high_htc_vive_eye_latency_well_above_100_ms/ The more data transparency the better. Researchers would love to use your equipment, but cannot do so if you obscure the raw signal with dynamic filters. We can deal with jitter / slippage.
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