You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Dont know if this is a Reverb G2 issue or a wmr issue but the headset velocity is not detected at all, pitch and rotation are fine and controllers seem to track however i cant get this to run in any games so far and i think this might be why.
also there is no option for wmr in the drop down menu its only steam vr and other
The text was updated successfully, but these errors were encountered:
The issue I saw with WMR HMDs was that the vVelocity was always giving 0 as values (which is normally populated for most other HMDs in steamvr with the velocity values x,y,z).
The fix (what's used if you select "other" for HMD) is to instead calculate the velocity based on change of position. It gets the position via mDeviceToAbsoluteTracking.m which should have the device transformation matrix containing current position.
I'm not sure why but it seems somehow these values aren't being populated and are returning all 0s with the OpenVR SDK for these HMDs.
I think there is some other mapping tools used to get these HMDs to work in steamvr and maybe they aren't fully populating these values. For instance I think it's a similar problem for Quest HMDs that use another tool to stream through steamvr.
Bugger, so no workaround then, i tried the other function and it does the same, there are 2 steam apps that do work with g2 but this combines the 2, nalo and vrocker.
Dont know if this is a Reverb G2 issue or a wmr issue but the headset velocity is not detected at all, pitch and rotation are fine and controllers seem to track however i cant get this to run in any games so far and i think this might be why.
also there is no option for wmr in the drop down menu its only steam vr and other
The text was updated successfully, but these errors were encountered: