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There are two generations of SteamVR Base Stations: | There are two generations of SteamVR Base Stations: | ||
* '''Lighthouse 1.0''' (launched with the original HTC Vive) - Requires two base stations with direct line of sight to each other, supporting a maximum play area of approximately 5 meters diagonally. | * '''Lighthouse 1.0''' (launched with the original HTC Vive) - Requires two base stations with direct line of sight to each other, supporting a maximum play area of approximately 5 meters diagonally. | ||
* '''Lighthouse 2.0''' (launched with Vive Pro and Valve Index) - Supports up to four base stations for larger play areas (up to 10m x 10m with four stations) and better occlusion handling. Base Station 2.0 units are only compatible with hardware featuring SteamVR Tracking 2.0 sensors (like Valve Index, Vive Pro series, Vive Controllers 2.0, Vive Trackers 2018/3.0).<ref name="bs_1vs2">[https://www.vive.com/us/support/vive/category_howto/ | * '''Lighthouse 2.0''' (launched with Vive Pro and Valve Index) - Supports up to four base stations for larger play areas (up to 10m x 10m with four stations) and better occlusion handling. Base Station 2.0 units are only compatible with hardware featuring SteamVR Tracking 2.0 sensors (like Valve Index, Vive Pro series, Vive Controllers 2.0, Vive Trackers 2018/3.0).<ref name="bs_1vs2">[https://www.vive.com/us/support/vive-pro2/category_howto/can-different-versions-of-base-stations-be-used.html HTC Vive Support: Can Different Versions of Base Stations Be Used?]</ref> | ||
The technical operation of Lighthouse involves base stations emitting timed infrared laser sweeps and flashes across the play area. The headset and controllers are covered with [[photodiode]] sensors that detect these signals. By timing how long it takes for the laser sweeps to hit each sensor, the system can calculate the precise position and orientation of the devices with sub-millimeter accuracy.<ref name="lighthouse_howitworks">[https://www.youtube.com/watch?v=J54dotTt7k0 YouTube: Alan Yates (Valve) Explains Lighthouse Tracking]</ref> | The technical operation of Lighthouse involves base stations emitting timed infrared laser sweeps and flashes across the play area. The headset and controllers are covered with [[photodiode]] sensors that detect these signals. By timing how long it takes for the laser sweeps to hit each sensor, the system can calculate the precise position and orientation of the devices with sub-millimeter accuracy.<ref name="lighthouse_howitworks">[https://www.youtube.com/watch?v=J54dotTt7k0 YouTube: Alan Yates (Valve) Explains Lighthouse Tracking]</ref> | ||
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===SteamVR Skeletal Input=== | ===SteamVR Skeletal Input=== | ||
'''[[SteamVR Skeletal Input]]''' provides access to hand pose data for more natural interactions in VR applications, enabling developers to implement realistic hand animations and gestures.<ref name="steamvr-skeletal">[https:// | '''[[SteamVR Skeletal Input]]''' provides access to hand pose data for more natural interactions in VR applications, enabling developers to implement realistic hand animations and gestures.<ref name="steamvr-skeletal">[https://github.com/ValveSoftware/openvr/wiki/SteamVR-Skeletal-Input SteamVR Skeletal Input Documentation – ValveSoftware/openvr Wiki]</ref> | ||
===Steam Workshop=== | ===Steam Workshop=== | ||
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===Supersampling=== | ===Supersampling=== | ||
'''[[Supersampling]]''' allows rendering at higher resolutions for improved image quality on capable hardware. Users can adjust this setting globally or per application based on their GPU performance.<ref name="supersampling">[https:// | '''[[Supersampling]]''' allows rendering at higher resolutions for improved image quality on capable hardware. Users can adjust this setting globally or per application based on their GPU performance.<ref name="supersampling">[https://www.roadtovr.com/how-to-improve-your-htc-vive-image-quality-with-supersampling-pixel-density-tweak/ Road to VR: How to Sharpen Your HTC Vive’s Visuals with Supersampling (Jun 27 2016)]</ref> | ||
==Features== | ==Features== |