SteamVR Tracking
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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!
Yes, the killer app. I've been hoping for this myself.
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.
The ability to move tools and remove material in 3D from items and move them around as you feel fit will revolutionize the world of CAD software.
I'm saying this as someone who is attempting to get into doing some CAD modeling but having an EXTREMELY hard time getting into it. It really is software made for engineers by engineers.
Imagine simulating a 3D representation of a nuclear power plant and overlaying information from sensors in pipes into a 3D model.
Rather then thinking of "Sensor 19932324Z is malfunctioning" you can think "All of the pipes intersecting at point X are having a shared problem"
When dealing with large and complex systems it is a HUGE issue to deal with data visualization. 3D representations of data basically completely solves that problem for many systems.
Looking around with your face and using you legs to walk (with a correct treadmill setup) will be much better for human computer interaction in my opinion.
I was very excited for the castAR. They even had a device to clip on top of the glasses to turn them into a VR setup.
[0] https://docs.unrealengine.com/latest/INT/Engine/Editor/VR/
It's just completely intuitive.
It also reduces cost of support as, theoretically, each company should have at least 1 person who is well versed in the technology for troubleshooting.
It's more expensive for people living in other countries, certainly, but perhaps you could work out a deal where you become a certified trainer yourself and go back to your country to offer discounted officially-sanctioned training to folks in your region.
Look for opportunities rather than problems.
https://steamcommunity.com/app/507090/discussions/0/36067124...
They likely have a clause you need to make a steam game to get access.
A. Yes, you can sell your own products wherever you want. No, you don’t need Valve’s review and approval to ship your product, but you do need to comply with the license to be able to use our technology, brands, names, or trademarks.
Source: http://steamcommunity.com/app/507090/discussions/0/360671247...
They are not locking down the tracking technology (although in the short-term, you still need HTC Vive base stations, but that's just for now) and the OpenVR standard can be implemented by anyone and there are already integrations not just for the Vive and Rift (with SteamVR), but also OSVR.
They're pushing for an open vr ecosystem, as they realise both that it's important to the medium as a whole as it encourages experimentation through greater access, and equally importantly, they realise that that matters to you.
At this point they're setting up a playing field where oculus will be pretty much compelled to put down their dreams of platform and exclusivity, and all will benefit, particularly the guys who run the ubiquitous game marketplace. Oculus can have a glorious future as a hardware manufacturer, which is where they started, too.
What I find interesting is the idea of switching to a FDM system. I don't know enough about the current hardware to know if the IR detectors are capable of FDM (I think they've discussed this in interviews though), but if they are then you could have a system that supported many more lighthouses and a higher scan rate (since you don't require TDM anymore).
I believe this is the kickstarter video: https://www.youtube.com/watch?v=vuWCEpcTbww
Otherwise all the effort on low-latency seems wasted on a device that has no low-latency path to getting the information out.
With this Lighthouse system, the positional computation is distributed amongst each device and they report their computed position, so it scales way better as you add devices.
UNC Chappel Hill developed a system like you describe a number of years ago [0]. The position-evaluation software they developed was amazingly cool but the size of the tracker (a bit larger than a golf ball) and the cost of the tracker were both far higher than the cost of the SteamVR sensors, while the cost of their "light houses" was much less than the cost of Valve's lighthouses. The UNC system works great in the case where you want to track a small number of high value devices in an extremely large office-building style environment but it scales much less well if you want to track a large number of inexpensive peripherals in a room sized environment. The approach you describe is great for many applications, but packing the complexity into one or two reusable base stations as both Valve and Oculus have done scales much better for a consumer market that is in part interested in additional "inexpensive" aftermarket peripherals.
This will allow things like backpack PCs (4 major companies already have them on the way, tailored for VR) and tracked mobile phone holders to have the low latency path.
You could connect such things with cameras that did on board processing and wireless sent the position, but that would fall on the high latency path.
Also you have it a bit backwards, optical tracking is high latency and low refresh, all the low latency stuff is done with IMUS on both Rift and Vive and then combined with optical via Kalman filtering.
I don't remember where in the episode, but if you're interested in these sorts of things it's a good listen overall. He posts a lot on Reddit, Twitter, and elsewhere and seems very willing to talk about every aspect of the system.