dagillespie Posted November 8, 2019 Share Posted November 8, 2019 Exactly what we've just found. It would be useful to have some kind of confirmation that the tracking calibration has been successful from the calibration app itself too! Link to comment Share on other sites More sharing options...
i3b Posted November 8, 2019 Share Posted November 8, 2019 On 11/8/2019 at 9:56 PM, Maryvonne said: Hope you don't mind me asking if you have checked the tracking during your experiment? When we checked it in our application, it seemed to record the eye movement precisely. We recorded data in an experiment for two weeks and suddenly (after the last update) it becomes very difficult to calibrate the eyetracker to any user and the data we collect is rare. The eyetracking test integrated into the htc dashboard confirms the data. No one is able to illuminate the marked points. Something has happened with the update or the eyetrackers of 4 htc pro eye have been broken at the same time @Corvus @Daniel_Y @zzy Link to comment Share on other sites More sharing options...
Tatiana_K Posted November 12, 2019 Share Posted November 12, 2019 I wonder how many users should report the problem to receive any response from the team 😕 Link to comment Share on other sites More sharing options...
i3b Posted November 12, 2019 Share Posted November 12, 2019 With the compilation of November 8 at 1:46 p.m., the eyetrackig calibrates and works ok, but the dashboard test application still doesn't work.The data we are obtaining is consistentRegards! Link to comment Share on other sites More sharing options...
Corvus Posted November 12, 2019 Share Posted November 12, 2019 Hey everyone, thanks for reporting this issue. It appears to be a bug introduced with SteamVR 1.8.20 and we are working on a fix. Link to comment Share on other sites More sharing options...
Nastaran Posted November 14, 2019 Share Posted November 14, 2019 I experience the same, upon calibration the test screen does not work properly but eye gaze ray appears to work properly in scene. I suspect the bug is in the calibration test scene and not the calibration itself. Perhaps test with gaze ray and interactive objects in your scene to be sure. Link to comment Share on other sites More sharing options...
Corvus Posted November 14, 2019 Share Posted November 14, 2019 @Nastaran That's correct, the bug is only with the calibration test shown in the OpenVR overlay. The offset bug should not occur in the SDK samples or other content. Link to comment Share on other sites More sharing options...
harryh2019 Posted November 20, 2019 Share Posted November 20, 2019 Same problem out of the box with a new Vive Pro Eye. Also found this which more exactly describes the offset I am getting. Link to comment Share on other sites More sharing options...
Corvus Posted November 20, 2019 Share Posted November 20, 2019 @harryh2019 Is the offset you're experiencing only during the calibration screen? And what version of SteamVR are you using? Link to comment Share on other sites More sharing options...
harryh2019 Posted November 21, 2019 Share Posted November 21, 2019 Calibrartion says that it works fine but is followed by a "demo" where you are told to "focus on anyot to see if you can light it up". I can but only if I look a fair bit (-20 deg) below the dot. This is as described in the other post I linked. I am currently in the process of installing the Tobii SDK to see if the tracking is in fact OK with a different demos (as the other post suggests). I am using SteamVR 1.8.20 Link to comment Share on other sites More sharing options...
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