"Boundless" VR setup combining Vive with mocap suit


"Boundless" VR setup combining Vive with mocap suit

Hi all,


A couple of months ago I developed a tech demo showing a system where, using the Oculus DK2 and a mocap suit ( and a MSI VR One laptop ), is possible to have full body tracking without any space limitations and without any tracking cameras.

The DK2 is used without the IR camera so I get only the gyroscope orientation informations, while the positional tracking is done using the mocap suit.


What I would like to do is something similar, but using the Vive, mostly to upgrade the visual quality of the project, but also to integrate some unique fatures I've been working on.

Here is the tech demo video


I'm using UE4 and I tried not using the Lightouse, but as soon as those are not connected/recognized, the tracking stops and I'm not able to get just the orientation data.



Is there a workaround in order to achieve something like that?


I know that in short time, with the multiple camera setup and the wireless TPC adapter, this solution won't be used anymore, but I'm curious on how the entire setup can be used and evolved.




Nicolas Esposito

 Enter Reality


Re: "Boundless" VR setup combining Vive with mocap suit

No hope? Smiley Very Happy


I can't wait for the multiple Lightouse support, but to have a wireless Vive now would be great to experiment with Smiley Happy


Re: "Boundless" VR setup combining Vive with mocap suit

interesting -

No issue with drifting?

Or the mocap suite is at all time parented to the HMD for relative position data?


I am working on an augmented space setup for a performace where we need absolute position (which BS2.0 + trackers gives me)

Even the lovely Xsens suits will drift over space travelled (about 10% accordingly to them) and will need something like Lighthouse tracking to stay in place (otherwise the video projection will be off over time)