dburne Posted May 8, 2017 Posted May 8, 2017 I am curious about this - I struggled trying to do this when VR was first released for BoS, so I just set it up for standing/sitting. So anyway I had re-done my room setup for Oculus Home, so thought while I was at it I would have another go at setting this up in Steam VR. But I can not for the life of me figure out how to do so with a Rift. When it gets to the part to measure off the room size, you are to walk to each corner and press the controller trigger at each corner to define the play area. No matter what I do, the Touch controller trigger presses are not seen, tried doing a press with the X-Box controller - still no go, then tried pressing the button on my Oculus remote, still no go. Nothing I seem to do get it to identify as a trigger press during the room size setup. Now it works fine for BoS as is, as of course it is a sitting game. But thought I would go ahead and set up my play area like I have it in Oculus software, in case I wanted to add any Steam VR games in the future that would use it - like Onward which currently is only available through Steam. So - has anyone in here actually succesfully set up room scale for the Rift in Steam VR?? If so I would sure love to know how you got it done. Thanks for any tips,
OrLoK Posted May 8, 2017 Posted May 8, 2017 I did but I had to use the non "officially" supported 360 diagonal camera set up. http://www.tomshardware.co.uk/oculus-touch-experimental-360-degree-room-scale,news-54321.html worked ok for me. I had a 4x3m space. Just ensure your cameras can see your extents.
dburne Posted May 8, 2017 Author Posted May 8, 2017 (edited) Hmm ok thanks. I really don't want to add a third sensor, as the play area I have ( moderate) in Oculus Home works beautifully for games - I can move around and turn around and shoot bad guys all around me without any problem. I don't have a large enough area for large room scale, my play area is around 7ft x 9ft or so. Maybe with the Touch controllers already set up for my play area in Oculus , they will end up working ok in games through Steam VR although it is only set up for standing/sitting there? I guess I will find out eventually if/when I add a game that uses it. Edit:: Also my problem really in setting up for room scale in Steam VR, is not my sensors but that any trigger press on the Touch controllers does not register where needed during the setup process. So I can not continue to complete the setup process for room scale. But as it is already setup in Oculus software, heck maybe it will work anyway. Were you able to actually get through that part in room setup in Steam VR? Thanks, Edited May 8, 2017 by dburne
OrLoK Posted May 8, 2017 Posted May 8, 2017 oooh...nonononono! I only use 2 sensors! Perhaps I should have looked at the article more closely! I got through that part rather painlessly. Try making a much smaller play area firs and see if that works.
dburne Posted May 8, 2017 Author Posted May 8, 2017 oooh...nonononono! I only use 2 sensors! Perhaps I should have looked at the article more closely! I got through that part rather painlessly. Try making a much smaller play area firs and see if that works. Interesting - so when Steam VR prompted you to walk to the corners of your play area and pull the trigger, you did so with your Touch controller and it recognized that?
OrLoK Posted May 8, 2017 Posted May 8, 2017 (edited) Absolutely. I had one corner i had to miss a foot off as the sensors refused to see it but got most of my floorspace just fine. One sensor on wall to right of pc and other sensor behind seat opposote to wall cam on a camera tripod using a usb extension lead. Edited May 8, 2017 by OrLoK
dburne Posted May 8, 2017 Author Posted May 8, 2017 (edited) Absolutely. I had one corner i had to miss a foot off as the sensors refused to see it but got most of my floorspace just fine. One sensor on wall to right of pc and other sensor behind seat opposote to wall cam on a camera tripod using a usb extension lead. Weird, as I say it set up fine for me in Oculus Home, no trouble at all and all works great there. Every time I try to set up the same play area in Steam VR, it does not recognize a Touch trigger press. Everything goes fine up until that point, the sensors are recognized, the headset is recognized. The trigger and no buttons on the Touch controllers seem to register to mark the corners in Steam VR. It even shows the controllers as I move them around the play area, but trigger presses are just not registering the corners as they are supposed too. Edited May 8, 2017 by dburne
dburne Posted May 9, 2017 Author Posted May 9, 2017 Well I got it to recognize the trigger presses by keeping the headset atop my head rather than sitting on my desk like it showed. But no matter how I do it, it always complains my play area is too small and won't let me continue. Oculus does not seem to think it is too small, just moderate sized lol. I can't make my area any bigger I don't think. Will just leave it set as sitting/standing for Steam VR. Thanks for the help,
MajorDogbite Posted May 11, 2017 Posted May 11, 2017 I set up Steam VR play space using Touch. I fortunately had enough area (8x10) to get passed the too small a space nag. I use 2 sensors in diagonal corners (front/rear). Works great. One sensor is on a Cable Creation 5m active usb 3 extension (Amazon). 2nd is direct to a usb 3 port. Tracking is bang on. I considered a 3rd sensor but haven't found it to be necessary.
dburne Posted May 11, 2017 Author Posted May 11, 2017 I set up Steam VR play space using Touch. I fortunately had enough area (8x10) to get passed the too small a space nag. I use 2 sensors in diagonal corners (front/rear). Works great. One sensor is on a Cable Creation 5m active usb 3 extension (Amazon). 2nd is direct to a usb 3 port. Tracking is bang on. I considered a 3rd sensor but haven't found it to be necessary. Nice! I don't think my area would be conducive to a setup like that, so will just have to live with what at least Oculus considers to be an ok area albeit moderate size. Have not tried playing any Steam VR room scale games yet though to see what happens with that.
MajorDogbite Posted May 11, 2017 Posted May 11, 2017 The only thing I play that has me moving around a little is The Golf Club VR as I wander around the ball some but even that isn't really necessary. The 2 games that I suppose I could get crazy with are Robo Recall and Doom3 BFG Fully Possessed and I actually prefer to play both those seated. Too much work for this old gamer. Hell, even GCVR can wipe you out. 18 VR holes is more work than 18 real holes. You can lie to Steam VR about the size of the play area, just to set some sort of space, since Oculus guardian will warn you of your actual space limits anyway.
Highwayman Posted May 12, 2017 Posted May 12, 2017 I initially had issues with this, and like on of the other posters has suggested, putting the rift on top of my head and walking around did the trick. Steam VR does seem to want a larger play space than Oculus did, but mine is just about big enough at just over 2 x 3 meters.
MajorDogbite Posted May 31, 2017 Posted May 31, 2017 As an after thought to the original question. I set up Steam VR with Chaperone using Touch as I needed to tell it where the floor was located for games like Golf Club VR. As the Chaperone grid got in my face playing IL2, I turned off the color. Don't know why it was doing that as I was seated in the middle of the play area. No nevermind though as the Rift's Guardian boundaries are in place and not misbehaving in IL2.
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