jkap

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jkap
@jkap

ignore the label on the tracker, it's from when you had to have trackers tagged correctly in steamvr for FBT to work

Current Mood:LiveJournal accomplished mood
accomplished

was getting a little disappointed with tracking drift between WMR and steamvr (for the index controllers) and started looking into alternate options. while the system of "print a vive tracker mount, attach it to the headset, trick steamvr into treating that as head tracking" has existed for a while, it feels really flaky and like the sort of hack i'm not interested in.

but good news! while OpenVR Space Calibrator, the tool you use for doing the Tracking Universe merge, hasn't been updated since march, there's a fork (soon to be official) that adds Continuous Calibration, giving the same general results of "we're using a vive tracker for headset tracking" by making micro-adjustments to the relative coordinate space. and so far it works fucking GREAT. i did end up printing a mount for the tracker, but it also worked fine just taped to the top of the headset.

so once again we must answer the question: should you do this? should you combine a reverb g2 with index controllers, merging the steamvr and WMR tracking universes to get full body tracking or whatever other bullshit?

probably not. unless you already own the majority of the pieces (in my case: index controllers, vive base stations, vive trackers) this is prohibitively expensive and not a great idea. you should probably just wait until valve (hopefully) announces a gen 2 index.


jkap
@jkap
Current Mood:LiveJournal frustrated mood
frustrated

a big part of why i got a g2 specifically was for use in flight simulators (can't read any text with the original vive that i had been using) and MSFS specifically requires openxr. steam is able to act as an openxr client, but it crashes immediately if you try to do that with mixed controllers, so you have to use WMR's openxr support instead.

here's the problem with that: the reverb g2's controllers are Fucking Awful. they're uncomfortable to hold no matter how you try to grip them, the buttons are positioned weird, the tracking isn't good, etc. they're just not good controllers. in a flight simulator, this matters less to me since i've got a yoke and throttle quadrant that i can use for that.

but! i tried playing morrowind's VR mod (based on openmw), which uses openxr, and was reminded just how bad these controllers are. and! the entire 10 minutes i played i was slowly drifting to the right, which was Pretty Bad even with strong vr legs.

my hope is that steamvr's openxr support gets fixed to not crash if you're using multiple controllers but, honestly, given that it's a comically unsupported setup, i kind of doubt it. no morrowind for me!


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in reply to @jkap's post:

oh hey fellow wmr user! well. i'm a former user now that i moved from my "home" country lol but i used to play on the samsung odyssey+. i hope the next gen index will be oled because the colors were so nice on the samsung

in reply to @jkap's post: