We have a Unity VR OpenXR application running on a PC, which we stream over WiFi using VBS to a Vive Focus 3 (5.0.999.918).
The headset is set up in LBE mode, with a recorded shared map, and the headset has been set up to run VBS in Kiosk mode.
When the application starts for the first time, and no user is wearing the headset at the time (i.e. there is no user present), once the user puts on the headset the user's headset location in the VR environment is offset from its actual position within the physically mapped space. The offset is not consistent and appears to be random.
There is no offset that appears anywhere in the hierarchy above the camera, so it really seems that the positions as they come via the TrackedPoseDriver are incorrect.
If we tell the user to keep the headset on and we close the Unity application, the SteamVR environment which shows up (concentric circles on the floor) does show up in the correct place. Its center is at the origin of the space, and its orientation corresponds perfectly to what has been set up during LBE map recording.
If at this point we restart our Unity application, all is well and the virtual space aligns correctly with the physical one.
Given that we're creating an unattended VR application, we need the process to work flawlessly, but we're somewhat at a loss as to where to look or what might explain this behaviour. Any insight would be welcome.