D.R.A.F.T. VR's best update yet is now out!
Update 1.4.0 brings a 40% jitter reduction, acceleration prediction, better auto-calibration, new ML rotation tracking, and more!
Open Source SLAM Tracking for the Bigscreen Beyond is here!
Now you don't need base stations to enjoy the Beyond in 6 DOF!
This is perfect for people who have issues with base station tracking or just want something simple for their sim rig.
Best part: it adds less than 16 grams!
@rakitobot As far as I know the legs should be similar across all headsets. Maybe the quest 3 has a better estimation model because it has more resources spare? But i thought they used the same leg estimation algorithm.
@rakitobot it works on quest 2 and quest pro as well, the only difference is that the upper arms are estimated rather than tracked by the cameras. legs are estimated for all headsets.
@TheMysticle Im not doing it personally, I didn't end up liking the frame enough to keep it, but a friend of mine is working on it. So far they've RE'd how the tracking and pairing works, and theyre waiting on some hardware to test the pairing process.
@z9l_vrc FYI, that doesnt reduce rendering load. It redistributes the same pixels into a smaller area, so you get higher quality at the cost of FOV. If you want to lighten the renering load you also have to lower the total render resolution.
Well this aged like milk. PCVR just didnt work properly. First tried with a dedicated 6ghz router 2ft away, it had constant stutters, completely unusable. I then tried the dongle, which fixed the stutters, but according to the debug tool only ran at 150mbps which looked awful.
First impressions of the steam frame are pretty mixed. 😔
Maybe it'll grow on me over the next few days but the controllers are very disappointing. Uncomfortable and very poor haptics, feels like a cheap Xbox 360 controller.
@deernamedhunter When connected to steamvr, it's under the steam link settings tab. "Show debug overlay". You might need the advanced options toggle enabled.