![]() ![]() Or, if someone could find a way to auto-load the calibration information through the OpenVR Input Emulator, that would work too. ![]() Then, you could have it hide in the taskbar and automatically apply calibrations to any connected controllers. This could be easily solved by adding it to the SteamVR auto-start list, like OpenVR Advanced Settings. Perhaps this could also be a key in fixing the chaperones? Maybe by calibrating the locations of the basestations, it will automatically move the original playspace?Īdditionally, the software must be opened manually every time you wish to mix hardware. They appear wedged into the floor in incorrect locations. Also, I've noticed that while the controllers get calibrated, the basestations do not. Alternatively, you could copy the coordinates from one playspace to the other and therefore have two identical playspaces, which means you wouldn't have to guess which way the playspace is facing or anything because now it's a perfect copy. Failed to connect to open vr input emulator 38. In theory, you should be able to take already saved information about each system's playspaces (size, orientation, monitor location) and simply plop one playspace on top of the other, which should reenable the chaperone albeit crudely, unless SteamVR disables competing chaperones to save performance. We read every piece of feedback, and take your input very seriously. The solution in my eyes would be to find a way to calibrate the playspaces, because I'd imagine the reason why the chaperone no longer works is because the controllers have been calibrated outside of their original playspace and no longer trigger the chaperone because it's not near it anymore. In my testing with a WMR headset and Vive controllers, the chaperone only works with the HMD. ![]()
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