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LezT

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Posts posted by LezT

  1. Hi,

    may I ask if the issue still persists on your side? 

    I am facing similar problems and posted a topic about it a view days ago because I cant find a solution.

    From my understanding VBS is relying on openVR to communicate with SteamVR.

    Since I am using VRIF plugin for Unity I am also relying on my input and actionsbindings being handled with steamVR, it seems like I am getting the same strange handtracking behaviour as you did. 

  2. Hi, 

    Since I am using the Focus 3 last year, I did not get the hand tracking correctly working with/in Steam VR environment.

    I am currently using VBS 1.13.8b on my PC/ 1.0.19.12 on my device in combination with Steam VR 2.1.10 Standalone. 

    The mismatched tracking is already starting in the native VBS/Steam VR environment.

    Here I already notice that the controller models, which representing my hands are placed from my hand joins up my underarms (basically like my hands are cut off, and I am using my underarm to control)

    Also, there is another mismatched feeling:

    While my physical hands are rotated with my thumbs showing "up", hand palms facing each other and underarms are slightly rotated, while holding the controllers in a native position, the tracking in Hand tracking mode this is drastically different:

    - My back of my hands have to show up, and I have to rotate and transform my underarm to nearly get the native 3D model of the controller to a position similar to the above case (using physically controller's native position) with more different/strange rotations and transformations going on. 

    This cant be intended, but I am not sure where to address this problem, and how I can fix it from my side. Otherwise, I would say the bridge between VBS and Steam VR needs some improvements.  

    But anyway its good that it is technically possible to Use the VR-Device with pc streaming and still be able to use handtracking.

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