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VRCFBT

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Jun 8th, 2019
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  1. VIVE PUCKS
  2.  
  3. _Requirements:
  4. Oculus Headset
  5. 2x Oculus Touch
  6. 3x Oculus Sensors
  7. 3x Vive Trackers
  8. 2x Vive Lighthouse Sensor
  9.  
  10. _Software
  11.  
  12. OpenVR Input Emulator v1.3
  13. https://github.com/matzman666/OpenVR-InputEmulator/releases
  14.  
  15. OpenVR-Space Calibrator (for auto calibrating trackers with rift)
  16. https://github.com/pushrax/OpenVR-SpaceCalibrator
  17.  
  18. At first, the Oculus Touch/Headset and Vive trackers are kinda in their own little world, we're going to use this to offset the trackers to match them in our Oculus play space.
  19. Getting SteamVR to Cooperate
  20.  
  21. Alright! Make sure all your hardware is plugged in and turned on! Keep in mind that during this process your hardware will not show in the SteamVR hardware list.
  22.  
  23. _Pairing the trackers
  24.  
  25. This went very smooth for me, however I heard that in some systems this may be an issue. Launch SteamVR then pair the trackers by selecting SteamVR > Devices > Pair Controller
  26.  
  27. If your Oculus is turned on, they won't show in the hardware list.
  28.  
  29. Setting up vive settings to work without the headset.
  30.  
  31. Find your SteamVR settings here: steam\steamapps\common\SteamVR\resources\settings\default.vrsettings
  32.  
  33. Find and change the following settings:
  34.  
  35. "requireHmd": false,
  36. "activateMultipleDrivers": true,
  37. With this change we disable SteamVR's desire to find a Vive Headset and allow it to recognize both Oculus and Vive at the same time.Once this has been changed, save and restart SteamVR.
  38.  
  39. If you do not see any Vive hardware:
  40.  
  41. SteamVR > Settings > Developer > Reboot Vive Headset
  42.  
  43. It will fail, just click cancel after it fails and it will start rebooting the software. Trackers/Lighthouse should now appear alongside the Oculus Hardware!
  44.  
  45. Merging the Vive Trackers with your Oculus Playspace
  46.  
  47. Wear your oculus headset and open your SteamVR dashboard, if you Installed OpenVR Input Emulator v1.3 you'll now see a new button at the bottom to enter it's settings. You should notice vive trackers floating somewhere in the area. Grab hold of one vive tracker and move it around to test out the orientation, it will most likely not be oriented in the same direction as your oculus. It's better to base your calibration off one tracker and keep it by hand so you can test how accurate it feels while you swing it around.
  48.  
  49. Use the WorldFromDriver Offsets, I preferred to get the direction right with yaw first, then location with x/y/z. I found that things got a little messy if you start with x or y first considering the yaw changes the position quite a bit.
  50.  
  51. https://i.imgur.com/Vne3NcC.png
  52.  
  53. Once you're satisfied with the calibration, save your profile and apply the profile to each tracker! You'll have to restart steamVR if you accidentally apply it to your oculus headset.
  54.  
  55. KINECT
  56.  
  57. __Downloads
  58. https://github.com/sharkyh20/KinectToVR/releases
  59. Download this shit
  60. https://github.com/matzman666/OpenVR-InputEmulator/releases
  61. I also needed this so KinectToVR would register in SteamVR
  62.  
  63. __Hardware
  64. Of course, most importantly you'll need a Kinect and the proper adapters based on which one you're using. I don't really know the specifications because I use a 360 and I bought my adapter online for like 10 bucks. If anyone can contribute just respond with the information that should be included.
  65.  
  66. __Setting that shit up
  67. Once you have the input emulator installed you can open SteamVR. Before you start any games open up KinectToVR. Choose the version relating to your Kinect version. Under the trackers tab you can select lower body trackers and add them. Once you've done this go back to the main tab and initialize your trackers. Follow the instructions to align your tracking and fiddle around with all the settings as you please, I haven't bothered with them yet but I'm sure they're valuable, more info later/maybe/no guarantees. At this point once you have the trackers positioned and set you can start VRChat.
  68.  
  69. __In game
  70. Whenever you start up VRChat or switch avatars you will need to reset your tracking. It kind of fucking sucks. In addition some models do not handle full-body tracking because bone-rotations and shit. It also kind of fucking sucks. But whatever, shits cheap so jank tracking is to be expected. Some people fiddle with their height in system settings before and after, it seems like you set your height high before you change avatars and then bring it back to where your viewpoint is at head-height once you set the t-pose. Just match your avatars t-pose as best you can, hit both your triggers/grips or whatever you hit on a vive-dildo and hope for the best until I figure out a consistent method. Until then you could also bug anyone else using a Kinect.
  71.  
  72. PSMOVE
  73. -You can also use it for ordinary hand tracking if you feel maso today. I've even played pavlov on those controllers-
  74.  
  75. __Downloads
  76. https://github.com/HipsterSloth/PSMoveSteamVRBridge/releases
  77.  
  78. __Hardware
  79. -Three (or one, for hip alone) PS Move controllers. However, it's (supposedly) very important to buy old moves from PS3 (CECH-ZCM1E) - newer revisions have magnetometer disabled, magnetometer-less controllers lose it's original position after some time of using it;
  80. -PS3 eyetoy cameras, at least two of them, more if you feel like it (your CPU will hate you though);
  81. -An okay CPU, PSMoveSteamVRBridge tracking thingy can get really hungry for processing power if you'll overdo it in config;
  82. -Hope you've got some free bandwidth on USB ports, alternatively you can get a PCI-E USB card. Those cameras are sending lots of data.
  83.  
  84. __Setup
  85. Follow the setup guide for basic stuff:
  86. https://github.com/HipsterSloth/PSMoveSteamVRBridge/wiki/Steam-VR-Setup
  87. In short, you gonna need to:
  88. -put cameras somewhere (you gonna change them around a lot, it's not quite as pleasant to use as tracker cameras from any decent VR headset)
  89. -connect the controllers in a config tool
  90. -calibrate the controller stuff in a config tool (Hand: Any, calibrate gyro/magnetometer, set different colors, i recommend using passthrough for positional tracking, filters are either making you feel like you're moving in water or they're sperging out when tracking gets lost for a second)
  91. -calibrate color readings in a config tool (keep screwing up with sliders until you can see the move bulb in BGR Video Filter mode)
  92. -calibrate camera positions in a config tool
  93. Launch steamVR and you should see your controllers. They might be somewhere behind you, or very far away. Press select+start while touching top of your headset with Move ball thingy to calibrate Move tracking playspace in relation to your hmd's playspace. Press start (or select) alone to recenter the pitch/yaw/roll.
  94.  
  95. __Suffering
  96. -Now that you have your controllers in game, there is one tiny little thing to consider. SteamVR (or Unity?) is assigning controllers based on god knows what, so if you'll launch the VRC and you see one of your hands as a ball, you're going to need to restart everything (or at least steamVR). Sometimes you have to roll couple times in a row to get it right. Not game-breaking since assignment stays the same during the game, but still, annoying stuff. If i'll ever figure it out, i'm gonna update it here.
  97. -If your cameras are not being recognized (most likely too little bandwidth left on your USB ports) or your CPU is not doing well, you can reduce camera's framerate. Tracking will get worse, but it's not all that important for a budget body stuff.
  98. -Oculus Touch controllers have those dumb ass neodymium magnets as a battery latch mechanism, and Move is using magnetometer to orientate around. Get your Touch close to any of the Moves, Move will start rotating around. Surprisingly it's not much of an issue, turns out you're rarely keeping your arms on the middle of your belly or around your legs.
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