No steamvr tracking without hmd?
I have steamvr setup for requireHmd false to remove the HMD requirement. I've verified steamvr is tracking without the HMD. Unreal Engine is not tracking the motion controller or the Vive tracker. Does anyone have tracking working in Unreal without a headset attached?
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Thanks. Is it working for you now? Just drop the STEAMVR controllers into Blueprint or is anything else is needed? Do you have a full setting file that works? I tried to modify the settings, but it's not working. Here's what I have currently: { "steamvr": { "requireHmd": true, "forcedDriver": "null", "forcedHmd": "", "displayDebug": false, "debugProcessPipe": "", "enableDistortion": true, "displayDebugX": 0, "displayDebugY": 0, "displayAllowLockedMode": false, "sendSystemButtonToAllApps": false, "loglevel": 3, "ipd": 0.063, "ipdOffset": 0.0, "background": "", "backgroundUseDomeProjection": false, "backgroundCameraHeight": 1.6, "backgroundDomeRadius": 0.0, "debugInput": false, "environment": "", "gridColor": "", "playAreaColor": "", "showStage": false, "activateMultipleDrivers": true, "directMode": true, "usingSpeakers": false, "speakersForwardYawOffsetDegrees": 0.0, "basestationPowerManagement": false, "neverKillProcesses": false, "renderTargetMultiplier": 1.0, "supersampleScale": 1.0, "allowSupersampleFiltering": true, "allowAsyncReprojection": true, "allowInterleavedReprojection": true, "forceReprojection": false, "forceFadeOnBadTracking": true, "defaultMirrorView": 0, "showMirrorView": false, "startMonitorFromAppLaunch": true, "startCompositorFromAppLaunch": true, "startDashboardFromAppLaunch": true, "startOverlayAppsFromDashboard": true, "enableHomeApp": false, "setInitialDefaultHomeApp": false, "CycleBackgroundImageTimeSec": -1, "retailDemo": false, "panelMask": true, "panelMaskVignette": true, "panelMaskVignetteWidth" : 2.0, "inputBindingUI" : false, "legacyInputRebinding" : false, "directModeEdidPid" : 43521, "directModeEdidVid" : 53794, "mirrorViewGeometry" : "0 0 108 600" }, "userinterface" : { "StatusAlwaysOnTop" : true, "screenshots" : true, "screenshotType" : 2 }, "driver_lighthouse": { "disableimu": false, "usedisambiguation": "tdm", "disambiguationdebug": 0, "primarybasestation": 0, "lighthousename": "", "maxincidenceangledegrees": 60.0, "uselighthousedirect": true, "dbhistory": false }, "driver_null" : { "enable": true, "id": "Null Driver", "serialNumber": "Null 4711", "modelNumber": "Null Model Number", "windowX": 100, "windowY": 100, "windowWidth": 512, "windowHeight": 512, "renderWidth": 512, "renderHeight": 512, "secondsFromVsyncToPhotons": 0.1, "displayFrequency": 150 }, "notifications" : { "DoNotDisturb" : false }, "keyboard" : { "TutorialCompletions" : 0, "ScaleX" : 1.1, "ScaleY" : 1.1, "OffsetLeftX" : 0.0, "OffsetRightX" : 0.0, "OffsetY" : 0.0, "Smoothing" : false }, "perfcheck" : { "heuristicActive" : true, "warnInHMD" : false, "warnOnlyOnce" : false, "allowTimingStore" : false, "saveTimingsOnExit" : false, "perfTestData" : 0.0 }, "collisionBounds" : { "CollisionBoundsStyle" : 0, "CollisionBoundsGroundPerimeterOn" : false, "CollisionBoundsCenterMarkerOn" : false, "CollisionBoundsPlaySpaceOn" : false, "CollisionBoundsFadeDistance" : 0.7, "CollisionBoundsColorGammaR" : 0, "CollisionBoundsColorGammaG" : 255, "CollisionBoundsColorGammaB" : 255, "CollisionBoundsColorGammaA" : 153 }, "camera" : { "enableCamera" : false, "enableCameraInDashboard" : false, "enableCameraForCollisionBounds" : false, "enableCameraForRoomView" : false, "cameraBoundsColorGammaR" : 0, "cameraBoundsColorGammaG" : 255, "cameraBoundsColorGammaB" : 255, "cameraBoundsColorGammaA" : 153, "cameraBoundsStrength" : 78 }, "audio" : { "onPlaybackDevice" : "", "onRecordDevice" : "", "onPlaybackMirrorDevice" : "", "offPlaybackDevice" : "", "offRecordDevice" : "", "viveHDMIGain" : true }, Also with the settings that j_zeitler lists above, there is an error Headset not found when starting SteamVR, and no status is shown of the trackers or base stations in STEAMVR anymore. Is that right? In UE, we cannot get any tracking information. Which ID would a single tracker have? Thanks in advance for any help! You should complete all steps here to enable the null driver. https://steamcommunity.com/app/358720/discussions/0/485624149150957321/?ctp=2#c2183537632735247703 Steamvr shouldnt have an error if its setup correctly. Thanks. Got it to work. The settings mentioned above should go into "C:\Program Files (x86)\Steam\config\steamvr.vrsettings" not into the default.vrsettings (easy to mix those two files up). Is there a way to run room setup with just a tracker? I'm not sure, but you could always just do the quick room setup small/medium/large in the steamvr dev settings just to get things going.
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I'm trying another route https://steamcommunity.com/app/358720/discussions/0/485624149150957321/?ctp=2#c2183537632735247703
Basically don't use requirehmd false, and setup this null driver which looks like a headset without one being plugged in. This might get unreal to continue tracking other devices.
Would be really nice if this worked. Have anyone successfully tracked anything while the null driver is enabled? I have a feeling the null driver will disable all tracking but perhaps it's possible with some "activateMultipleDrivers=true" shenanigans
I can track controllers (with dongles) and the null driver, as well as the Vive Tracker and dongle. Although in Unreal Engine I have to flash the tracker as a controller to get the button functionality working. The problem is the null driver is not performant and I get very choppy playback/tracking.
From what I read it's not possible to track without the headset. You'd need the dongles the Vive tracker is using or wire the controllers to your machine.
The issue here is the data transfer from the controllers to your application won't work. The Vive has an integrated bluetooth transmitter that gathers the optical sensor and gyro info, without it you have no means to get the data that is being produced. I'm not sure if it's possible to connect the controllers to a regular bluetooth dongle, but I doubt there's an easy solution.
Further references
Sorry if I wasn't clear, I do have the dongle, the tracker is tracking in steamvr. I've verified tracking by opening steamvr and looking at the developer room overview setup. The issue is unreal engine additionally requiring the headset to be attached. If there is no headset attached unreal engine does not update the controllers/tracker position, even though the data is there in steamvr.