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spayne avatar spayne commented on August 25, 2024

My driver is a good starting point to to announce the presence of those simulated trackers and forward on tracking information, icons and state.

To get the rest of your system to work, there are some more details that need to be accounted for:

Are you wanting to have both tracking spaces running simultaneously. I mean you want to have vive hmds and controllers working along side the simulated trackers? I'm assuming yes.

To do this you properly you are going to have to map from your new tracking space into Valve's raw tracking space. This is because the runtime and compositor are using forward projection of raw poses and want that information. This is requirement is described in https://github.com/ValveSoftware/openvr/wiki/TrackingOverrides

Mapping might be a one time thing or a frequent thing depending on if the RawPoseSpace and OpenPoseSpaces drift apart. Also, how to calibrate spaces would need to be solved.

Time synchronization should also be done.

So you'd need to figure out how to calibrate spaces, how to map spaces, how to keep time synchronization .

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Lhun avatar Lhun commented on August 25, 2024

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spayne avatar spayne commented on August 25, 2024

So that's good news: Sounds like the spatial mapping has a solution.

Does the t-pose calibration also collect some sort of timing offset? Even if it doesn't it probably could.

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Lhun avatar Lhun commented on August 25, 2024

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Lhun avatar Lhun commented on August 25, 2024

Also, I re-read your comment, if I or the group I'm talking to do something using openpose, it actually does raw poses as a variable that is intended to be accessed in a forward way, much the same as actual hardware would be.
https://media.discordapp.net/attachments/434880839462027275/484458949379227699/unknown.png
https://cdn.discordapp.com/attachments/434880839462027275/484459672930091019/unknown.png

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lukis101 avatar lukis101 commented on August 25, 2024

The VRChat calibration should be ignored in this context, Its only to get the positional and angular offsets for binding avatar skeleton.

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Lhun avatar Lhun commented on August 25, 2024

indeed, I was just thinking of using that moment to set a more accurate timing offset based on the data from openpose or similar vs live vive input. This could/perhaps should all be done in precalibration phase of course, but I was just considering the user experience and removing the need for a first and second calibration. If you used the double trigger event to align the new tracking space into Valve's raw tracking space it would cut that step out.
Perhaps just using that known pose in an "in vr" setup phase before launching a game looking for trackers is the way to go.

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spayne avatar spayne commented on August 25, 2024

@Lhun and @lukis101 I'm following up. From your side, have you made progress or chosen a direction you are going to follow?

I'm also working on another controller project - this one in hardware - that might also be in line with what you are doing. Let me know if you want to chat offline: [email protected]

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