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BernardoOne

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Oct 25, 2017
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https://www.roadtovr.com/valve-updated-steamvr-tracking-because-beat-saber-players-were-too-fast/
At first glance it might not be apparent, but Beat Saber is an excellent challenge for a VR controller tracking system. You might think that a fast-paced VR shooter or sword fighting game would be the game that would be pushing SteamVR Tracking to its limits, but Beat Saber is actually far more demanding.

In a recent update to SteamVR Beta (which will soon roll out to the SteamVR main branch), the following sentence appeared in the patchnotes:

Increase limits of what we thought was humanly possible for controller motion based on tracking data from Beat Saber experts.​
Though it seemed like it might have been just a joke, Valve developer Ben Jackson offered up some detail in the comments:

The tracking system has internal sanity checks to identify when things go wrong. For example, if our math says you are behind your only basestation, clearly we made a mistake, because we wouldn't be getting any signal from behind the basestation. One of these checks relates to how fast we thought it was physically possible for someone to turn their wrist. It turns out that a properly motivated human using a light enough controller could go faster (3600 degrees/sec!) than we thought.​
Essentially, Valve built a number of assumptions into the SteamVR Tracking code so that it can identify clearly erroneous data (like a controller signaling that it is moving way faster than should be possible). However, it seems that one of those assumptions was actually too low for the speed of some high-level Beat Saber players, and Valve has now adjusted the code accordingly.
 
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