If they slip, calibration won't work as well. Hold these two devices in one hand, like they're glued together.Pro tip: if you turn on just one Vive tracker, you don't have to figure out which one is selected. Example: for Rift with Vive trackers, you'll see the Touch controllers on the left, and Vive trackers on the right. If you turned on multiple devices from one space and can't tell which one is selected, click "Identify selected devices" to blink an LED or vibrate it. Select one device from the reference space on the left and one device from the target space on the right.Open SPACE CAL in the SteamVR dashboard overlay.If you change it later, you need to run step again. Confirm your chaperone/guardian is set up with the walls in the right place.Example: for Rift with Vive trackers, don't turn on the trackers yet. Run SteamVR, with only devices from your HMD's tracking system powered on.
Example: if you're using the Rift with Vive trackers and you bump a Vive lighthouse, or if the calibration has just drifted a little, you likely don't need to run this step, but if you bump an Oculus sensor you will (after running Oculus guardian setup again). This doesn't need to be run if your HMD's play space hasn't changed since last time you copied it. move a sensor), and occasionally as the calibration drifts over time (consumer VR tracking isn't perfectly stable), you'll need to run a calibration:Ĭopy the chaperone/guardian bounds from your HMD's play space. The user interface has been upgraded since then the calibration is now done via a SteamVR dashboard menu, and there's much more configurability.Īs part of first time setup, or when you make a change to your space (e.g. You may find the answer to your question in the wiki.Ī quick video of how this works using an old version (~v0.3) is available at. There is a community of a few thousand on Discord and a newer community on Reddit. It's theoretically possible to work around this in software but as far as I know it hasn't been done as it would require a fair amount of reverse engineering effort.
It's possible some of this can be fixed in software with a better calibration algorithm. Your results may vary depending on your space. Beat Saber) but a lot of walking around causes a nontrivial amount of drift between systems. Rift S, Quest, Windows MR, other SLAM inside-out tracked HMDs x Vive devices: works very well when you aren't moving around the room far (e.g.Rift CV1 x Vive devices: works very well with the v2 (blue logo) trackers, v1 trackers (grey logo, not in production) have major interference issues in the IR spectrum, controller wands (both gen) and Index controllers work very well.
It may not work for your setup, but there are many cases that work to a degree, and some work very well. It aligns multiple tracking systems with a quick calibration step. Really tl dr "resetting position" sets your SteamVR position to "0" not necessarily your game position.This helps you use tracked VR devices from one company with any other. Tl dr in a perfect box if you used only us to move you would move back to origin, but the second you turn/use the motion in game the games co-ordinate system does not match steamvr's and you might end up in un-expected/new areas on reset. we are effectively blind to the game's co-ordinate system, as such when you do things like use the games locomotion/turning it changes the percieved origin point.Įven hitting things like collisions in game could cause the perceived origin to change. Using the Reset keybind option in motion in keybindings or the Reset option in the Offsets tab is the more correct way. "Revert All Changes from this Session" is not really meant for the offsets (though it should work) So first off Just making sure you are on 5.2.0 (front page bottom right) Well There are two values ~8km and ~40km out that behavior might change a bit but I doubt you are hitting those XD.