02-04-2018 11:39 PM
03-26-2018 06:32 PM
03-30-2018 03:52 AM
We have found that our issue is due to interference due to leap motion which has infrared LEDs - not sure if that is the case for you guys also.
This post at leap motion is also discussing this issue:
This thread explains why the trackers may be more succeptible than the HMD/motion controllers:
The Vive HMD and the controllers use an HTC/Valve designed light to digital converter and PBC assembly whereas the Vive Trackers are using Triad manufactured TS3633's as well as a new PBC design. This could explain why they're more susceptible to IR interference than the HMD/controller technology. They fundamentally preform the same function but have underlying differences in design. This may mean that other technologies that will use the TS3633 may also face similar interference issues.
Do you guys know how we might be able to get around this issue with the SteamVR 1.0 trackers, and whether or not this issue will be a problem with the SteamVR 2.0 trackers?
04-17-2018 12:39 AM
Also I am certain that the leap motion disturbs the tracking of the lighthouse, but it is not the cause of the issue. Our setup limits the reflection of infrared light and there are no other light sources but the problem persists.
04-17-2018 06:50 PM
Same issue here. Controllers are fine but tracker are randomly offset by 20 - 30 mm.
This is not acceptable, can we please get an official acknowledgement from Vive that there is an issue with the trackers?
04-24-2018 04:57 AM
@VibrantNebula could we get an update on this issue?
What is the expected accuracy of the trackers (in comparison to the controllers)?
There are clearly now multiple documented cases where the controllers work fine (~1mm accuracy) but the trackers don't (~20mm accuracy).
If the tracker are this bad at tracking they need to be ruled out for a number of VR use cases.
04-25-2018 11:54 AM - edited 04-25-2018 11:56 AM
We have exactly the same problem here and it's the Leap Motion controller that's causing it for us. We need the players to be able to see their hands in VR and be able to interact with custom real world objects. I thought this was the whole point of Vive Trackers? Anyone have any suggestions on the best way to solve the leap/tracker problem? We could potentially embed vive controllers in our physical objects...but that's obviously not ideal.
04-25-2018 07:51 PM
04-26-2018 02:10 PM
I've realerted the track team to this thread for feedback and support.
Technical Specialist - San Francisco, CA; Monday-Friday
04-27-2018 03:30 AM - edited 04-27-2018 03:31 AM
@Gunmetal The old trackers I believe. The date on the back of our tracker is 2017/04
05-22-2018 03:54 PM
I just received a new (2.0) Tracker: Its butt date is 2018/03 . Using it with 1.0 lighthouses.
It is being mounted on top of a Kinect for making Mixed Reality videos, and that uses infrared so perhaps there is interference there, but it also behaves oddly even with the Kinect offline.
Is this a known issue? Being used with a Kinect, LEAP Motion or similar infrared device seems like a common use case considering the sorts of early adopters who would need trackers.
I'm a bit incensed that it's so poor I should have paid an extra £20 for a controller instead, partially because there was no warning, partially because there's no good solution for screw mounting the controllers, but mainly because I won't get refunded the £15 postage & packaging.