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The user interface has been upgraded since then the calibration is now done via a SteamVR dashboard menu, and there's much more configurability.Īs part of first time setup, or when you make a change to your space (e.g. You may find the answer to your question in the wiki.Ī quick video of how this works using an old version (~v0.3) is available at. There is a community of a few thousand on Discord and a newer community on Reddit. It's theoretically possible to work around this in software but as far as I know it hasn't been done as it would require a fair amount of reverse engineering effort. Any non-Rift HMD x Touch controllers: does not work, the Oculus driver requires the HMD is a Rift.With wireless devices, moving slowly when calibrating and using the Slow or Very Slow calibration modes is effective at reducing the initial error. Quest wireless streaming is particularly bad right now and requires frequent recalibration, but it does work for a short time until one of many factors causes it to drift.It's possible some of this can be fixed in software with a better calibration algorithm. Your results may vary depending on your space. Beat Saber) but a lot of walking around causes a nontrivial amount of drift between systems. Rift S, Quest, Windows MR, other SLAM inside-out tracked HMDs x Vive devices: works very well when you aren't moving around the room far (e.g.Rift CV1 x Vive devices: works very well with the v2 (blue logo) trackers, v1 trackers (grey logo, not in production) have major interference issues in the IR spectrum, controller wands (both gen) and Index controllers work very well.It may not work for your setup, but there are many cases that work to a degree, and some work very well. It aligns multiple tracking systems with a quick calibration step. This helps you use tracked VR devices from one company with any other.