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Vive trackers support in OpenXR


Johny Mnemonic

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Completely agreed. I use Vive trackers for all kinds of stuff: Motion capture, training (putting them on custom peripherals), robotics, etc. They're pretty important for a large number of research tasks.  I know they're also important for a lot of location-based-entertainment folks.

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We need this! There now is the Varjo OpenXR plugin for Unreal 4.27, but we still cannot read the VIVE Trackers with this. So we are stuck with the old Varjo XR-1 headset hardware and cannot migrate to the new XR-3, just because of the missing support for the VIVE Trackers in OpenXR. This really blocks the development of our flight simulation.

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