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Tracking problem with HTC Vive Cosmos
raceroom
S3 licensed
Hi,

We're running a 10 player VR setup with Live for Speed (which is working super great!).

Up until now we've used HTC Vive and then HTC Vive Pro. The Pro is very expensive and we therefore purchased two HTC Vive Cosmos Elite which is almost half the price. They are both SteamVR headsets and use Lighthouse 2.0 tracking.

However when we run the game with the Cosmos Elite, there is something wrong with the tracking in LFS. We tested it in Project Cars where the problems seems absent.

The problem is that it seems like the coordinates when rotating your head are calculated way too far from your head. So when you turn your head the viewport moves sideways, making it look like the whole car is "wobbling" to the sides and up down depending on if you look up, down or to the sides.

Said in another way: If you imagine a point an arms length in front of your head. Then imagine what happens to that point if you rotate your head. This point will move on the xyz plane where in your center of your head you will only change your pitch and yaw while the xyz absolute position stays almost still.

Hope that makes sense?

Do anyone know if you can manipulate the calculations for this?
Last edited by raceroom, .
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