More trackers for fullbody tracking
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Kally 💗 Vtuber!
Other vr social games already offer this, and i actually dont see why this hasnt been added to the game?
Considering how full-body tracking would need to calculate less stuff?
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Elocin_Anagram
Yay
S
Sudden
We did it boys. 🥳
Aev
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The recent VRChat IK 2.0 update raised the maximum to 11-point tracking!
Tony_Lewis
According to latest twitter post (https://twitter.com/VRChat/status/1493314642071986182), 10 points tracking on the way.
But Neos already has 11 point tracking by add chest tracker make thing bit legacy.....so how about having 11 point tracking support by release?
Let's make VRChat overtake top on tracking as well.
(Not said to be 10 point as release on tweet anyway so can be 1 more. xD)
~ Storm ~
2 full years and this is completely ignored. Bunch of bologna!!!! Seriously.
Kally Ö_Ö
~ Storm ~: I understand Why this is not a pressing thing. Especially considering that current Ik is still being constantly worked on to a degree. Most users would not use more than the typical 3 extra trackers anyway.
Its something to consider for the far future though, as tracking becomes cheaper with time and more accessible to the wider market
Towneh
Kally Ö_Ö: "Most users would not use more than the typical 3 extra trackers anyway." most users didn't use vive trackers at all in 2018. Look how far we've come. Sometimes you have to build the technology first before the people grow in to it.
Kally Ö_Ö
Towneh: Sure. But there are more pressing updates to work on. Such as group update, The current dynamic bones upgrade, updating to newer Unity, etc etc.
Having more tracker support to just have slightly more accurate tracking for some people is not a good investment. Especially considering the work needed to make it work with the IK properly.
Dont get me wrong. It would be NICE, Hence why i made this post in 2019 to begin with. But its nothing we are desperate for as a community. We already have FBT tracking.
As the years progress and we get the major updates we have been waiting for. I am sure there will be solutions to supplement SteamVr trackers.
~ Storm ~
Kally Ö_Ö: But it's been 2 years. It's been done in Neos 2 years ago! They're just ignoring it. They're currently working on the dynamic bone upgrade but they've had 2 years of opportunity.
Kally Ö_Ö
~ Storm ~: You cannot compare a platform with a few hundred users to one with tens of thousands.
Neos can get away with things more due to a more dedicated community who is generally more tech savvy and willing to put up with bugs/issues.
VRChat is a wider platform aimed at reaching users of all kinds. There is less room for error. Despite what others may think, they have done a good job minimizing potential bugs.
Slow and steady is generally the VRC way.
2 years is also not that long when talking development time for anything. Especially a wide platform.
ImLunaUwU
~ Storm ~: Welp. It's becoming reality. Look at their Twitter.
shininghero
Definitely this. Trackers are only getting cheaper and more abundant, and if SlimeVR becomes really prevalent, 8-point tracking (add the knees) could become the norm.
Yamorin
want more trackers!
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Sudden
I agree, other social VR games have this. It wouldn't take long to implement at all.
Venclaire
Desperately want chest tracking, hope this gets touched on soon
MrDummy_NL
It's awesome to have more natural moving body, but it's not free. Tracking data must passed to other players, means player with 5 trackers has less network traffic than player with 7 or even 9 trackers spots.
It's not great for busy worlds, due a lot sync traffic and it can break networking system. So i think VRChat is kinda careful here. We want more syncing stuff, but it's not simple as you think.
Perhaps in VRChat 2019, with another dynamic bones and reworked network system, chance will bigger 7 or 9 trackers will allowed.
Remember VRChat has today around 45,000 users, while NeosVR has way less players and other VR platforms much less players.
That is a lot for servers.
Killer_bigpoint
MrDummy_NL: And that's where you're wrong, every bone is already synced up on the network with the rotation and position, so they could easily add tracker support for them without any issues. I don't get why they don't do it because it should be as easy as just adding a few lines of code
bonzomi
Killer_bigpoint: Any source that VRChat does this? I've done networking for VR games and no VR game has done what you said, that's a huge traffic load and imo redundant as well as unoptimized. The IK system VRC uses (VRIK) is specifically built to animate avatars with those 3-5 tracking points over the network and not every humanoid bone like you suggest.
Zettai Ryouiki
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