> I know I saw a few devices (like gloves) at SIGGRAPH that attempted to reverse engineer tracking with the base stations
I'm attempting to do the same thing at the moment: https://github.com/jb55/libvive. I got basic stuff like buttons and gyros working. Right now I'm wrapping my head around some of the trigonometry that makes the lighthouse tracking work. Hopefully I'll have an open source reference implementation soon.
Re:SteamVR Tracking
by crazyloglad on Friday August 05, 2016 @06:59AM
(#12231291)
great! One big annoyance with all the SDKs fighting it out right now is how much extra (and often closed source) junk they pull in that replicates things you likely already have, with quite invasive integration with your rendering pipeline to boot. Access to lower level primitives rather than integrated solutions is definitely a nice thing.
Re:SteamVR Tracking
by orginal__idear on Thursday August 04, 2016 @07:19PM
(#12229132)
>I expect to see a beer coozy
Yes, the killer app. I've been hoping for this myself.
VR: Pepsi. Real world: Coke. Brain: shattered.
I wonder if that would "change" the taste of it?
Taste is difficult to measure but perception, yes. Look for the blind pepsi campaign from the 80s.
Should be exciting to see what kinds of devices come out of this. I know I saw a few devices (like gloves) at SIGGRAPH that attempted to reverse engineer tracking with the base stations, so this should speed up their development considerably. I wouldn't be too surprised if we see at least an announcement of wireless Lighthouse-tracked gloves for VR by the end of the year.
It's not just controllers or HMDs either. I expect to see a beer coozy with tracking so people can pick up drinks on a desk while remaining in VR, and maybe a collar for pets so you don't step on your dog/cat while the headset is on. The possibilities are endless!