Outerra forum

Outerra Engine => Development screen shots and videos => Topic started by: cameni on August 04, 2013, 12:51:21 pm

Title: Absolute positioning with Oculus Rift development kit
Post by: cameni on August 04, 2013, 12:51:21 pm
An Outerra blog post about adding positional tracking to Oculus Rift using ArUco marker detection + opentrack:
http://outerra.blogspot.com/2013/08/absolute-positioning-with-oculus-rift.html (http://outerra.blogspot.com/2013/08/absolute-positioning-with-oculus-rift.html)

(http://4.bp.blogspot.com/-Z8BYhkbG6WQ/Uf5eeemEeLI/AAAAAAAAAtg/1dvoJEcC5WA/s320/arucoculus.png) (http://outerra.blogspot.com/2013/08/absolute-positioning-with-oculus-rift.html)
Title: Re: Absolute positioning with Oculus Rift development kit
Post by: ZeosPantera on August 04, 2013, 10:16:52 pm
The Oculus rift isn't awesome enough.. Lets modify it.
Title: Re: Absolute positioning with Oculus Rift development kit
Post by: Jagerbomber on August 04, 2013, 11:23:35 pm
But this form of positional tracking doesn't work as well as IR tracking it seems.
Title: Re: Absolute positioning with Oculus Rift development kit
Post by: miFFhoe on October 20, 2013, 02:48:11 pm
Any chance of adding support for using razer hydra for positional tracking ? :)
Title: Re: Absolute positioning with Oculus Rift development kit
Post by: cameni on October 21, 2013, 05:08:08 am
I think somebody got it already working through opentrack, and there's also a possibility to write a tracker plugin for OT.
But hasn't it been discontinued?
Title: Re: Absolute positioning with Oculus Rift development kit
Post by: Jagerbomber on October 21, 2013, 05:20:45 pm
But hasn't it been discontinued?

Wow.... I guess it was....

But then the STEM System, by Sixense, who made the Hydra, was successfully kickstarted and then some....
http://www.kickstarter.com/projects/89577853/stem-system-the-best-way-to-interact-with-virtual (http://www.kickstarter.com/projects/89577853/stem-system-the-best-way-to-interact-with-virtual)
Title: Re: Absolute positioning with Oculus Rift development kit
Post by: James on October 21, 2013, 07:27:59 pm
But hasn't it been discontinued?

Wow.... I guess it was....

But then the STEM System, by Sixense, who made the Hydra, was successfully kickstarted and then some....
http://www.kickstarter.com/projects/89577853/stem-system-the-best-way-to-interact-with-virtual (http://www.kickstarter.com/projects/89577853/stem-system-the-best-way-to-interact-with-virtual)

I hope virtual reality will make its way to something like the virtual reality pods in Fallout 3. I just hope an evil man disguised as a little girl won't torture everyone like in Fallout 3. XD
Title: Re: Absolute positioning with Oculus Rift development kit
Post by: raggsokken on October 22, 2013, 07:00:30 am
You can get it working with the hydra by downloading opentrack from here :)

http://www.mtbs3d.com/phpBB/viewtopic.php?f=141&t=17594 (http://www.mtbs3d.com/phpBB/viewtopic.php?f=141&t=17594)
Title: Re: Absolute positioning with Oculus Rift development kit
Post by: eyeandeye on January 24, 2014, 02:43:10 pm
I've been trying to get hydra positional to work correctly in Outerra but for some reason it isn't. I followed the guidance from that mtbs3d thread, and Opentrack definitely seems to be tracking the hydra's position, but when I launch Outerra it just doesn't work. It seems like my movements barely register with the game at all, and if they do it ends up being a random small movement that doesn't reflect what I did in the real world.

I've tried Opentrack with and without filters.
Main tracker is Hydra
Game Protocol is Freetrack
Everything else should be default
I'm strapping the hydra to my head with the top strap of the Oculus.

Any advice?
Title: Re: Absolute positioning with Oculus Rift development kit
Post by: cameni on January 24, 2014, 03:35:33 pm
Try resetting the origin in OpenTrack. The FreeTrack protocol applies some clamping, and if the position is far off the origin, it may be that no deltas are coming.
Another thing is scaling - the protocol provides an arbitrary mapping from real units to a number range, so the default scaling usually needs adjusting.