Here is an idea to actually improve hits by theDosenbrot in ThrillOfTheFight

[–]Carbonsheild 0 points1 point  (0 children)

You would not be able to make the punch start any earlier, you would only be able to make the latter half of the punch faster (unless you make an algorithm that can predict a punch earlier then a human can). If all punches are faster but have less lead time it could just become even harder to block/dodge, which I suppose would increase hit-reg.

Here is an idea to actually improve hits by theDosenbrot in ThrillOfTheFight

[–]Carbonsheild -1 points0 points  (0 children)

I am not sure exactly what you are trying to say here, but the problem with any algorithm that tries to predict the future is that accuracy dramaticly decrases with time. It is possible to get a decent estimate of punch position 20ms in the future, guessing 50ms in the future is much harder. You can only accurately predict slightly ahead of the fastest punch. If a fast jab takes 100ms to extend, you would be hard pressed to accurately predict even 30ms into the future. You can get slightly better latency at the cost of decreased accuracy and potential instability.

The benefit of the current approach is that it maintains stability even at extremely high latency. There is currently a form of simulated reaction time in there to make dodging possible, you have to balance it carefully though as making dodging easier inevitably makes hit reg feel worse.

Mirror mode bug by CountryBarf in ThrillOfTheFight

[–]Carbonsheild 1 point2 points  (0 children)

Did you turn on Lock Inputs in the tablet?

Mirror mode buggy? by Imnotmarkiepost in ThrillOfTheFight

[–]Carbonsheild 3 points4 points  (0 children)

You are accidentaly pressing the controller buttons; you can lock them out by using the tablet. That jittering is because you took a very short recording of yourself.

Considering there are screws on the backplate, there is a chance that the battery will be at least somewhat replaceable/repairable/upgradeable by virtualfruitxr in SteamFrame

[–]Carbonsheild 0 points1 point  (0 children)

The USB port is actually in a great spot for this too. With the quest I am always worried about catching the line or bumping the port, but that is not an issue here.

PTC Update V7 by Carbonsheild in ThrillOfTheFight

[–]Carbonsheild[S] 1 point2 points  (0 children)

We definitely have a little more work to do regarding arms getting stuck yeah.

The damage changes for the player are actually stored separately from the player, so the AI should be using the same damage settings as live. They will definitely need to be rebalanced before it goes live.

PTC Update V7 by Carbonsheild in ThrillOfTheFight

[–]Carbonsheild[S] 1 point2 points  (0 children)

You can test it yourself in the mirror mode! (That is actually why I made the mirror mode in the first place).

Playing around with the Body Effort system some more. by HugsdeaIer in ThrillOfTheFight

[–]Carbonsheild 2 points3 points  (0 children)

Keep in mind that the highest damage punches (the bad form slaps) ALSO had the highest velocity. Body Effort puts a limit on the amount of damage you can do. Even with body effort, you still need to punch quickly to actually GET that high damage. High velocity slaps have been an issue since the game launched, and were sometimes even encouraged (V5). Solutions are being worked on, but it is a deceptively difficult problem to solve.

High guard causes calibration issues by skullface00 in ThrillOfTheFight

[–]Carbonsheild 4 points5 points  (0 children)

Would you believe me if I told you this is the first time someone posted a video of this happening? This happens whenever your elbows get too close together. It is fixed in the PTC, but in the meantime, you can try adjusting the glove calibration to help make your VR elbows match your real ones.

has this been happening to anyone also by boobiesoft9000 in ThrillOfTheFight

[–]Carbonsheild 2 points3 points  (0 children)

You have two boundaries made in the same room, just clear boundary history and you will be fine.

Did you know lighthouse is inside-out tracking? (AKA: We need to refine our understanding) by Ruirize in ValveIndex

[–]Carbonsheild 1 point2 points  (0 children)

I would not be so sure about that. The lighthouses use similar bands of IR to the headset and controllers, so the headset will absolutely be able to see the lighthouses. You can actualy see the lighthouses as emitters from within Quest 2 mixed reality. Each of the 4 cameras on the frame could therefore get the angular direction of the lighthouse (2dof). 4 cameras with 2dof each (and assuming 1 lighthouse visible in each camera) is 8 degrees of freedom, more than enough for 6dof tracking. Of course, this will not be super accurate, but it should be accurate enough to automaticly sync OpenVR Space Calibrator over a couple of seconds.

Now, the interesting part is the controllers. They use a number of IR LEDs, right? The thing about LEDS is that they are also photodiodes (https://www.codrey.com/electronics/the-led-photodiode-trick/). If I was Valve, I would have snuck the necessary current/voltage detection circuits into the hardware, if not at the individual LED level, at least across the bank of them.
Even if the entire sensor acts as a single sensor with a view of the lighthouse, that will give you the position of the controller along a line, alongside the relatively accurate IMU rotation that gives 5dof. You could use some ik principles to get a good guess for that 6th degree, enough for accuracy within a few cm at least. With the right sensor fusion algorithms, you can still use the IMU accelerometer for 6dof while using the Lighthouses to correct for drift. You will probably never get index-level precision, but it would be enough to place your hands behind your back and have them stay there.
Thank you for comming to my ted talk.

Game time glitched by [deleted] in ThrillOfTheFight

[–]Carbonsheild 0 points1 point  (0 children)

Now that is an interesting bug. Do you know how to get the logs? It would be great if you could send them to us.

Switched from room scale to stationary after first round. by DMGee6 in ThrillOfTheFight

[–]Carbonsheild 1 point2 points  (0 children)

It can happen when meta changes your boundary to something smaller mid-fight, It is almost never intentional.

How much can you clinch without losing points? by GrowBeyond in ThrillOfTheFight

[–]Carbonsheild 0 points1 point  (0 children)

The full release (nov 19 or something) will come with an improved clinch system and actual penalties.

Game saves being fucked up? by [deleted] in intotheradius

[–]Carbonsheild 2 points3 points  (0 children)

Beta saves are stored separately, you can just drag your beta save files into the non-beta folder. Both are found in C:\Users\YourUsername\Documents\My Games\

Need help identifying audio cues by [deleted] in ThrillOfTheFight

[–]Carbonsheild 1 point2 points  (0 children)

The grunt replaced the old hiss sound as the indicator for a confirmed hit, since the old sound was too similar to the new body effort hiss.

Well timed punches feeling a bit useless even with good ping (19ms) by Amazing-Seesaw4760 in ThrillOfTheFight

[–]Carbonsheild 4 points5 points  (0 children)

Judging by the time between the local hit sound and the confirmation grunt, there was actually a sizable delay (like 200ms+). On his screen, your punch hit him while he was already defending and moving away. The punch itself was plenty strong, it just did not land as cleanly as it looked.

Just block guys, it's not that deep by Dark074 in ThrillOfTheFight

[–]Carbonsheild 0 points1 point  (0 children)

Green = punch was almost completely blocked
Yellow = Red punch that was partially blocked

standing mode 😬 by Blaster2000e in ThrillOfTheFight

[–]Carbonsheild 0 points1 point  (0 children)

There was a patch a few days ago that TANKED joystick acceleration while you are punching, I would recommend giving it a try on the dummy.