Tracking best practices

Capture zone/room recommendation:

  • There should be no reflective/shiny surfaces in the capture volume. As reflective/shiny surfaces
  • Strong lights interfere with the steam VR tracking, as a rule, the lower the lights power it is the better.
  • Radio wave interference on 2.4 GHz is a big issue, for which once you are on site you could do a simple test by using wired vs wireless trackers
  • The stability of lighthouses is important for quality data, the best place to put them is on the truss (if it is possible to lower it down to 2.2m – 2.4m this would give optimal results). If not possible then, high-quality tripods will be needed e.g. similar to Manfrotto tripods with leg support 

Note: Please remember to use Orion, SteamVR room calibration is mandatory.


Equipment:

  • It is highly recommended to use a USB hub with an external power cable for the Vive trackers dongles. We use this one at the office: https://www.amazon.co.uk/AmazonBasics-10-Port-USB-2-0-Hub/dp/B00GS5YDT0/ref=sr_1_22
  • The position of Vive trackers is crucial for actor calibration. For example, if elbow trackers are used – their LED light needs to be facing forward of the actor, or when forehead tracker is used it is important its LED light be on the left of the actor.
  • What are you planning to use to attach the Vive trackers? Usually, velcro straps give good results, we have something in office which is TrackStrap and is so far the best solution. Vive users have also used custom leather belts for the waist too, but the TrackBelt is reliable enough but it will be dependent on the actor's clothes
  • It is recommended to follow the HTC Vive tracker set up, keeping the individual USB Tracker dongles 20cm apart from each other.
  • Also, the SteamVR room setup must be tested just in case that during the calibration there was optical interference that would cause the calibration to be obsolete.
  • Moreover, with Vive Pro there is an issue when the headsets go into ‘idle’ - it causes data noise. For the newest SteamVR version this could be stopped from Steam VR-> Settings -> Developer -> Disable “Pause rendering when the headset is idle”. With older SteamVR versions there is an option to “set the idle time” to 10 minutes.