The HMD and controllers register the IR laser sweep on their photocells - not just the timing of the sweep, but also which photocells were lit (or not lit, in the case of occlusion) and in what order. The Vive uses Valve's Lighthouse system, which is more akin to the way CRT light guns worked with how the base stations sweep the room across a given axis. They're both IR cameras looking for IR point sources. The TrackIR is really more akin to Oculus Constellation tracking than anything, except without the low-latency IMUs that Oculus depends on.
#VORPX FORUMS DRIVERS#
When a Rift CV is Plugged in, the user does not see it as a monitor in windows, it's hidden by the Runtimes, even when in use, a simple Command prompt command can change it from being hidden to an extended display monitor, but it will disable head tracking etc etc, not to mention, adjusting ANY resolution and screen properties would mess up things requiring a bunch of re-installing of GPU drivers and monitor profiles.
#VORPX FORUMS HOW TO#
**Note I'm not sure how Vive works w/ Display management, ie Disabling DirectDisplay, is something I know how to do for oculus.** Launch BMS on Main Screen for menus, once in game w/ tri-def/stereo scopic settings, drag window to extended display, Alt+Enter to Full Screen it. Disable Oculus DirectDisplay, Allow HMD to be used as Extended Screen, The Problem is Menu is locked to 1024x768, and rift doesnt support it. IIRC Someone had BMS Falcon working on his Rift DK2, But not CV1. The Issues w/ Oculus and Motion Platforms is the IMU = Primary Rotational Sensor, Camera is Used for Position and Sync, so On a Motion platform, every platform movement is assumed to be head movement by the Rift's IMU. Use Custom TrackIR LED Setup to Get Tracking in 1:1 covering as much space as possible (TrackIR wasnt designed to track 360°, so you'll hit dead spots) If BMS Supported SBS/Stereo Scopic Rendering, You could do what some people in DCS Do w/ Motion Rigs. Merging = You Look Left and both the Oculus IMU and the trackIR values merge, so looking left 10° = 10° + TrackIr's input ° Overriding = it somehow disables Oculus Position and IMU Rotation and Sync, and you get no movement at all. TrackIR doesnt work with Rift Either, depending on Application you either get TrackIR Overriding Oculus or TrackIR Merging