11-02-2017 11:04 PM
We have mounted a vive tracker to an electric airsoft gun to achive realistic simulation of weapons in VR. As seen from the below video , communication is happening perfectly, we are able to reload/shoot and other functions are performing well.
The major issue we are facing is the tracker floating away due to the recoil. Initially we thought that maybe reflections was the culprit, but even after covering up every reflective surface in our play area the issue still persists.
The tracker is jittering and floating all over the place as can be seen in the video. The gun tracks perfectly if the recoil is turned off.
Is there a workaround to this? Has someone else encountered such issues too?
11-03-2017 04:16 PM - edited 11-03-2017 04:19 PM
@PramodPatel, I've alerted our tracker team to this. This may be impossible for them to reproduce since it may be recoil dependent but hopefully they can provide useful guidance. On first glance, I as well would assume this is a reflection issue. What is the gun made out of? Does it track perfectly for extended periods and only breaks when you fire? Does changing the orientation alter the misbehavior at all?
USB bandwidth/chipset compatibility can cause similar behavior in a controller; there is an off chance that it's related to that.
p.s. that looks really neat!
11-03-2017 08:15 PM
thanks for replying and forwarding this to the tracker team.
I have checked and rechecked for reflections.. that does not solve the issue.
We are able to play without any floating issues if the recoil is turned off ..so the problem is being caused by the recoil definetly.. The usb is working correctly too..no issues there.
Increasing the distance between the gun body and the tracker seems to reduce the floating a bit.
We are now trying to build a shock isolator mount for the tracker, hopefully that should resolve this. I hope the tracker team can help me narrow this down.
Im glad you like it its amazing to play too ..as real as it can get !!
11-05-2017 08:52 AM
while we wait for response from the tracker team.. we have tried out making a vibration isolator for the tracker...seems the floating is down to 5% .. but obviously as with all isolators theres a terrible "jello" effect on the gun..working on it..hopefully should be able to resolve it in the coming week.
11-07-2017 12:33 AM
This is a known issue with a verified solution. Forceful haptics create a disturbance that will cause the IMU to output erroneous data. A 3ms haptic pulse that couples into the IMU doesn’t create a 3ms acceleration disturbance. It causes the IMU to output that erroneous data for 100-200ms. If you attempt to ignore that data, it’s easy to chain together enough haptics that you are essentially ignoring the IMU forever. There is a method to filter the event that has been used successfully and it is outlined in the 1.5 Tracker Dev Guidelines that can be found that the link below. The Tracker FW build that supports this functionality is available now.
Even with this solution, you should provide damping and secure the Tracker firmly to the peripheral to mechanically isolate the IMU from the vibration source.
11-07-2017 08:33 PM
Thanks for replying .. ill check this out . Meanwhile we tried the wire isolation method .. seems to have reduced the disturbance , but its not a complete solution yet.
Ill now try combining to filter the events along with the isolator.
11-08-2017 06:32 AM
check the following link ...
i use this for my arieal shoots .. works perfectly well for a gopro..
11-14-2017 11:51 AM
SteamVR updated today alongside new tracker firmware that changes how some of this filtering works. See http://steamcommunity.com/games/250820/announcements/detail/1451710752575118590
11-14-2017 08:59 PM
thats great news... any links how to use this in unity? will there be a following update to the steamVr unity plugin to enable these features too?
12-05-2017 02:07 PM
It turns out that this the low pass filter settings are covered in the v1.5 Vive Tracker Dev Guidelines document (attached below) but the firmware wasn't pushed to SteamVR until the updated that I pinged you on above.