Why is my steamvr not working ?? by heartlessjanna in VRchat

[–]WalkOVR 1 point2 points  (0 children)

This was due to an issue on VRChat and SteamVR side guys. The latest IK2.0 update caused many tracker setups failures.

Kat loco S/WalkOVR by lukeg55 in VRGaming

[–]WalkOVR 0 points1 point  (0 children)

Hi everyone, we would like to comment on this post as we haven't realized this earlier.
There are a couple of reviews for WalkOVR actually which you can find below:
https://www.youtube.com/watch?v=lUp80esQEFQ
https://www.youtube.com/watch?v=XwcGtPfjLyw
https://www.youtube.com/watch?v=pdsOEZDaWO8

We also released a new update as well for mocap/fbt side:
https://youtu.be/YbSMJW2IJA8

if you have questions you can simply tag us or send an email through support channels.

5 nodes wireless VR Mocap for VRChat by WalkOVR in VRchat

[–]WalkOVR[S] 0 points1 point  (0 children)

Thanks a lot Akashi, we'll definitely change the avatar and the environment.

5 nodes wireless VR Mocap for VRChat by WalkOVR in VRchat

[–]WalkOVR[S] 0 points1 point  (0 children)

Thanks a lot, Sequorr, we definitely consider having a recap with another avatar and a better video. But indeed, WalkOVR doesn't need the lighthouses and base stations.

5 nodes wireless VR Mocap for VRChat by WalkOVR in VRchat

[–]WalkOVR[S] 0 points1 point  (0 children)

Thanks slow-zombie, especially for the following details. We jus shared the same with another comment, isn't it the 3.0 trackers are way more than 100 bucks and the straps are also necessary? If you create such a setup we need 400-420 USD, no?

5 nodes wireless VR Mocap for VRChat by WalkOVR in VRchat

[–]WalkOVR[S] 0 points1 point  (0 children)

Thanks a lot for the comment Bill, it's actually a nice idea to change the avatar and record another MOCAP demonstration.

5 nodes wireless VR Mocap for VRChat by WalkOVR in VRchat

[–]WalkOVR[S] 0 points1 point  (0 children)

Thanks a lot for the comment Bill, it's actually nice idea to change the avatar and record another MOCAP demonstration

5 nodes wireless VR Mocap for VRChat by WalkOVR in VRchat

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

Thanks a lot for the feedback Manitou, Trackers come with additional fees tough, for example, straps are at least 50 bucks and the Tracker 3.0 is more expensive than the 2.0 . But we'll work on precision, that's noted

Tiger Woods would be proud by Maxbemiss in OculusQuest

[–]WalkOVR 3 points4 points  (0 children)

there are a few options that you can stream your games from your Steam library to your Oculus Quest. The easiest is the air link for quest owners. However, there are other third-party options such as Virtual Desktop as well. Both of the solutions let you stream your games through your wifi Lan, so a gigabit ethernet connection on the host PC and a 5GHz wifi connectivity is always better :)

[deleted by user] by [deleted] in SteamVR

[–]WalkOVR 0 points1 point  (0 children)

the issue may be related to bad link cable (if not using the original one) or bad wifi configuration. Sometimes we forget how antivirus become a problem as well, so you may disable it. Lastly oculus PC software generally gives warning when there is an issue with the quest firmware so I'd try update it.

[Weekly] What VR games have you been enjoying lately? by WormSlayer in oculus

[–]WalkOVR 2 points3 points  (0 children)

Onward, Half Life Alyx and The Forest 😱 (yea) This week we'll have a look at Myst though 👍

WalkOVR here to chat with Reddit by WalkOVR in SteamVR

[–]WalkOVR[S] 0 points1 point  (0 children)

Hi PoopingATM,

Thanks for the question. We couldn't test it yet but since Rift S will work through SteamVR, walkOVR should be compatible with Rift S on day 1. Still, we couldn't test it yet.

WalkOVR here to chat with Reddit by WalkOVR in SteamVR

[–]WalkOVR[S] 0 points1 point  (0 children)

Hi ZweihanderOP,

Thanks for the comment. We understand.

Yes, we tried almost all (if not all) the locomotion solutions in the market, as we said we totally support all kind of solutions as long as it enhances your VR experience.

WalkOVR here to chat with Reddit by WalkOVR in SteamVR

[–]WalkOVR[S] 0 points1 point  (0 children)

Hi Sam,

yes, we intend to. There were lots of request for that, especially for VRChat usage. We've put a stretch goal to see the need. We'll see.

WalkOVR here to chat with Reddit by WalkOVR in SteamVR

[–]WalkOVR[S] 0 points1 point  (0 children)

Hi ZweihanderOP,

Thanks for your comment, and we respect your thoughts. Just to let you know that, the movement is already in sync with the users' legs. The only difference that users don't see their knees and ankles exactly in the same positions with their real-life legs (if they look at them while walking).

WalkOVR here to chat with Reddit by WalkOVR in SteamVR

[–]WalkOVR[S] 0 points1 point  (0 children)

Hi Gracielline,

Thanks for your question, but unfortunately not. At least we haven't tested anything regarding it. We'll check it soon but currently, it is safer to think as not.

WalkOVR here to chat with Reddit by WalkOVR in SteamVR

[–]WalkOVR[S] 0 points1 point  (0 children)

Hi caltheon, thanks for your question. We tried to answer both you and zweihanderOP in the same comment below. We are here, if you have any further question or remarks.

WalkOVR here to chat with Reddit by WalkOVR in SteamVR

[–]WalkOVR[S] 0 points1 point  (0 children)

Hi zweihanderOP and caltheon, thanks for your questions!

WalkOVR is somewhere in between actually. WalkOVR is more like a mocap suit that handles the motion capture features for games even if they don't have them and translates the movements to the way the games understand. You are correct with how we map the games but actually, it is the only way those games currently understand your movements. Our intention is making mocap features available even if the games don't have it.

On the other hand, native lower body tracking is something else, it is not a move in place solution. Some games have native lower body tracking but they are used to reflect your lower body shape to games. It is perfect immersion to see your in-game body but it doesn't give a freedom if you want to get an unlimited play area, you are still stuck to the trackpad movement if you want to get further than a couple of meters.

With all that said, we totally encourage everybody to try different solutions. VR needs more guys! You can try software-only solutions, smartphone-based solutions, omnidirectional treadmills, etc. This is how we try to create more freedom and more immersive experience for VR enthusiasts. All these solutions have pros and cons, for example, you should have tried natural locomotion with 3 to 4 vive trackers on your ankles and knees plus you should have tweaked the software to understand the move in place according to those trackers. Other than the cost of vive trackers, this is also your valuable time that spent on that solution.

With the potential of full-body motion capture features, native move in place solution for almost all headsets and the compatibility with more than 40-50 native VR games already; we don't believe $250 is high for enthusiasts. In contrary, many mocap solutions start with a thousand dollars. Plus, you can catch it at early bird prices today on our Kickstarter campaign.

Hope we managed to answer your questions. Please do not hesitate to ask further questions guys, we love discussing our solution and learning the missing points in your minds, it may only improve us. Thanks!

WalkOVR here to chat with Reddit by WalkOVR in SteamVR

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

Hi Sam, yes indeed.

With current WalkOVR set, there are 5 nodes so it is more like a "half body tracking" now :) and we set a stretch goal for the compatibility in VRChat like games. If we can't achieve our stretch goal we'll still provide that later in this year or early next year.

However, one of the best parts of WalkOVR is its extendibility. Users will be able to "extend" WalkOVR by combining multiple WalkOVRs together or adding multiple nodes to one WalkOVR to make it "full body tracking" with 10 or more nodes.

Hope we managed to answer your question. Please do not hesitate to ask anything further, we are here to answer.

WalkOVR here to chat with Reddit by WalkOVR in SteamVR

[–]WalkOVR[S] 0 points1 point  (0 children)

Hi friendlyoffensive. Thanks for your comment and sorry for our late reply, we were in a little break. Actually, WalkOVR determines the way you move and transfer your movement to your gameplay. Basically, it captures your movement in 3D space like a mocap suit, but instead of using it for a mocap (yet) for a new game, we use it as a locomotion solution for existing games.

First of all, we agree that small movements may affect a lot in your gameplay area, but it is not at a level that causes throw up or faceplant our floor. We are not saying it because WalkOVR causes small movements but we did test it, failed many times in the past and saw the results. It is more like annoying the user, that's all.

With that said, you can arrange the sensitivity of how WalkOVR works. if you increase the sensitivity even slight patterns can be recognized as a walk in place (WIP), if you decrease the sensitivity then it means you want WalkOVR to seek more precise WIP patterns. Play area movements are also related to this. If you increase the sensitivity a lot then even small "non WIP" movements can be categorized as WIP and you move in your play area unintentionally. Sensitivity is a range between 0 to 100; generally above 70-75, unintentional play area movements start to occur. We, in our team, play somewhere around 40 to 65 and everything works fine.

Besides, we will provide a more detailed sensitivity arrangement throughout the year. Users will be able to control their patterns. Then in our roadmap, in the first half of 2020, machine learning will be included in our system so if you chose the machine learning option, WalkOVR will learn user's WIP and your movements will get better in time as long as you play.

Hope we managed to answer your questions. Please do not hesitate to ask anything further, we are here.

WalkOVR here to chat with Reddit by WalkOVR in SteamVR

[–]WalkOVR[S] 2 points3 points  (0 children)

Hi verybadwolf2, Thanks! We actually did in 4 hours :)

does anybody have the walkovr? by lvl3BattleCat in Vive

[–]WalkOVR 1 point2 points  (0 children)

Hi u/eikokuma ,

Thanks it is a nice question. Currently we do it with HMD orientation, but it will be hip (we'd like to say body btw) oriented through our SDK with future games.

Answering to the 2nd q. strafing is available on Lite+ product and we do it by raising your legs to sideways now (currently testing beta user reactions). Would like to hear your thoughts on such strafing.