Sender | Message | Time |
---|---|---|
17 May 2024 | ||
idk, personally I'd try if steamvr_lh is this bad too, build a faraday cage around the motor, and post in the libsurvive discord to see if the experts have some tips | 15:25:17 | |
maybe try a smartphone sensor test app to see if smartphone imus are affected too? | 15:26:30 | |
Download image.png | 15:31:11 | |
I mean this line is gravity, right? and if it's not pointing up, the thing is either physically thrown around too fast to determine gravity, or the whole accelerometer is confused. | 15:31:11 | |
If you have a strong magnet, bring that near the headset and see if the same thing happens | 15:40:55 | |
otherwise, interference sounds plausible | 15:41:06 | |
18 May 2024 | ||
07:50:16 | ||
24 May 2024 | ||
11:11:55 | ||
28 May 2024 | ||
00:49:34 | ||
30 May 2024 | ||
13:04:02 | ||
1 Jun 2024 | ||
04:20:00 | ||
3 Jun 2024 | ||
No, Monado doesn't support 6-DoF on Android currently. | 14:33:22 | |
18 Jun 2024 | ||
!discord bridge 556527313823596604 684795890078056485 | 11:12:45 | |
I'm asking permission from the guild administrators to make this bridge. | 11:12:48 | |
I have bridged this room to your channel | 11:12:54 | |
Redacted or Malformed Event | 11:13:09 | |
19 Jun 2024 | ||
09:39:40 | ||
30 Jun 2024 | ||
09:28:37 | ||
20 Jul 2024 | ||
hey, i'm looking for ideas. I want to handle the case of runtimes which only support XR_EXT_hand_tracking and don't support any of the hand tracking based interaction profiles or any other extension that extends XR_EXT_hand_tracking .I'm trying to derive an aim pose and approximate how the quest runtime spits out aim poses for it's support of XR_FB_hand_tracking_aim & XR_MSFT_hand_interaction (it's the same pose for both).With those exts on quest runtime, it kind of looks the aim direction is the z-axis of the wrist pose with rotational offset around the wrist joint's x-axis. I've tried to do a simillar thing (ignoring the rotational offset for now) but the joints are quite jittery (only testing with high-freq mode tracking on) to jittery for aiming at ui and pinch clicking, I've used a 1€ filter it helps but the amount smoothing required to get to the point of good aim & pinching click adds way to much latency for general movements. | 11:56:40 | |
* hey, i'm looking for ideas. I want to handle the case of runtimes which only support XR_EXT_hand_tracking and don't support any of the hand tracking based interaction profiles or any other extension that extends XR_EXT_hand_tracking .I'm trying to derive an aim pose and approximate how the quest runtime spits out aim poses for it's support of XR_FB_hand_tracking_aim & XR_MSFT_hand_interaction (it's the same pose for both).With those exts on quest runtime, it kind of looks the aim direction is the z-axis of the wrist pose with rotational offset around the wrist joint's x-axis. I've tried to do a simillar thing (ignoring the rotational offset for now) but the joints are quite jittery (only testing with high-freq mode tracking on) to jittery aiming at ui and pinch clicking, I've used a 1€ filter it helps but the amount smoothing required to get to the point of good aim & pinching click adds way to much latency for general movements. | 11:57:45 | |
* hey, i'm looking for ideas. I want to handle the case of runtimes which only support XR_EXT_hand_tracking and don't support any of the hand tracking based interaction profiles or any other extension that extends XR_EXT_hand_tracking .I'm trying to derive an aim pose and approximate how the quest runtime spits out aim poses for it's support of XR_FB_hand_tracking_aim & XR_MSFT_hand_interaction (it's the same pose for both).With those exts on quest runtime, it kind of looks the aim direction is the z-axis of the wrist pose with rotational offset around the wrist joint's x-axis. I've tried to do a simillar thing (ignoring the rotational offset for now) but the joints are quite jittery (only testing with high-freq mode tracking on) for ui and pinch clicking, I've used a 1€ filter it helps but the amount smoothing required to get to the point of good aim & pinching click adds way to much latency for general movements. | 11:59:38 | |
* hey, i'm looking for ideas. I want to handle the case of runtimes which only support XR_EXT_hand_tracking and don't support any of the hand tracking based interaction profiles or any other extension that extends XR_EXT_hand_tracking .I'm trying to derive an aim pose and approximate how the quest runtime spits out aim poses for it's support of XR_FB_hand_tracking_aim & XR_MSFT_hand_interaction (it's the same pose for both).With those exts on quest runtime, it kind of looks the aim direction is the z-axis of the wrist pose with rotational offset around the wrist joint's x-axis. I've tried to do a simillar thing (ignoring the rotational offset for now) but the joints are quite jittery (only testing with high-freq mode tracking on) for ui and pinch clicking, I've used a 1€ filter it helps but the amount smoothing required to get to the point of good aim & pinch clicking adds way to much latency for general movements. | 12:01:44 | |
* hey, i'm looking for ideas. I want to handle the case of runtimes which only support XR_EXT_hand_tracking and don't support any of the hand tracking based interaction profiles or any other extension that extends XR_EXT_hand_tracking .I'm trying to derive an aim pose and approximate how the quest runtime spits out aim poses for it's support of XR_FB_hand_tracking_aim & XR_MSFT_hand_interaction (it's the same aim pose for both).With those exts on quest runtime, it kind of looks the aim direction is the z-axis of the wrist pose with rotational offset around the wrist joint's x-axis. I've tried to do a simillar thing (ignoring the rotational offset for now) but the joints are quite jittery (only testing with high-freq mode tracking on) for ui and pinch clicking, I've used a 1€ filter it helps but the amount smoothing required to get to the point of good aim & pinch clicking adds way to much latency for general movements. | 12:06:43 | |
Don't we have a controller emulator based in hands in Monado? | 13:20:42 | |
ah i didn't know we had that, it's setup for the simple_controller profile. I see there's a comment ref to stereokit I was just thinking about look into that. Thanks for the tip I'll probably try this out tomorrow | 14:24:30 | |
* ah i didn't know we had that, it's setup for the simple_controller profile. I see there's a comment ref to stereokit I was just thinking about looking into that. Thanks for the tip I'll probably try this out tomorrow | 14:24:44 | |
I think Quest (at least used to) and the Monado one works the same, shooting a ray starting at the "shoulder" through some part of the hand. | 14:25:42 | |
* I think Quest (at least used to) and the Monado one works the same with regards to aim, shooting a ray starting at the "shoulder" through some part of the hand. | 14:25:55 | |
yeah it reminds me of something i did sometime ago for custom openvr driver, using body proportion averages xD | 14:27:12 | |
* yeah it reminds me of something i did sometime ago for a custom openvr driver, using body proportion averages xD | 14:27:21 |