Tom17 Posted September 5, 2019 Share Posted September 5, 2019 Hello everybody, as we already know, the new Vive Cosmos will be equipped with an inside-out tracking system which will make obsolete the installation of lighthouses. As far as I understand a multiplayer experience within the same room with inside-out tracking will not be possible because the (0,0,0) position of each headset will be different due to lack of a global tracking system of all present headsets. Will it be possible to play a multiplayer game where the players are in the same space? Thanks Link to comment Share on other sites More sharing options...
HackPerception Posted September 5, 2019 Share Posted September 5, 2019 @Tom17 - Alot more info about Cosmos is inbound within the coming weeks but we've confirmed it's a SteamVR headset which means that it is bound to SteamVR/OpenVR's current tracking implementations. Currently, it's actually really hard to synchronize two base-station tracked HMD sessions to have 1:1 chaperones for the purposes of co-presence VR - it's simply not a well supported feature within SteamVR at this point in time. The current best practice for LBEs and other developers who require co-presence calibration is to create a calibration process within the application which allows the end-user to calibrate the engine's worldspace coordinates at run-time using a tracked object against a fixed environmental calibration point rather than relying entirely on SteamVR's global coordinate system. SteamVR has implemented a bunch of error correction methodologies within the last year which actually makes a chaperone file dynamic - SteamVR now makes adjustments to the file at run-time without the user being aware of the changes which makes co-presence VR rather tricky (we have a tool for arcades that attempts to restrict these changes). Calibrating at the engine level is simply going to give you the most flexibility - it just is dependent on either the application's developers surfacing these tools or you as a developer implementing a calibration process within your application. Oculus' SDK support for this isn't the best either so doing the calibration at the engine level is a cross-platform best practice. Link to comment Share on other sites More sharing options...
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