Add a toggle to switch between "Elbows-only" and "Elbows and Shoulders" tracking modes (SlimeVR)
complete
E
Erimel
The new beta version of the IK 2.0 introduced shoulder tracking when using elbow trackers on your upper arms
However, using elbow trackers on your forearms would break your avatar's shoulders.
While this wouldn't be a problem for people using Vive or Tundra trackers, people using SlimeVR would suffer greatly from this.
SlimeVR (a cheap FBT solution using IMUs) estimates your elbows positions from your controllers and a single tracker on your forearm. The tracker
must
be on the user's forearm (I would know, I developed it :p). This would effectively make SlimeVR elbow tracking unusable in VRChat.A simple solution for this would be to add a toggle somewhere to switch between "Elbows-only" and "Elbows and Shoulders" tracking mode.
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Kung
complete
Just updating status now that IK2.0 isn't in beta. Also, marking as complete doesn't mean that this will always be stuck as a launch option.
T
TetrisWolf
just make it so you can have a wider config aka toggle as we need in slimevr, but aswell for the other third party gear which will undoubtingly come.
Kung
available in future release
Please try out the --disable-shoulder-tracking launch option in build 11731
S
S_Sycamore
Kung: Can this be added as a toggle in game?
knah
Kung: I keep saying that launch options are horrible UX, and somehow we're still getting more of them. Imagine that you had to reboot your PC every time you adjusted audio volume in Windows - it's same here, forcing parameter editing, game restart, world rejoin, recalibration, every time a trivial parameter needs to be changed (this also applies to wingspan scaling factor, and to legacy calibration to a lesser degree). This makes testing the effect of these parameters excessively wasteful time-wise, and it's way harder to compare immediate results when option A and option B are separated by a rather lengthy break for game restart.
The post for "give more options" is the fourth most-upvoted one, third if you ignore this post, and no commenters mention "I really want to have to restart the game for tiny tweaks" - and some comments mention real-time feedback and in-game UI too.
I would understand if launch options were a temporary stop-gap measure until more UI is available, but currently there's absolutely no communication to indicate that. Moreover, we've seen UI added trivially for other options, so it's rather unclear why some options get proper treatment, and some are severely neglected and are made practically unusable outside of very static scenarios.
Tupper - VRChat Head of Community
knah S_Sycamore: We don't really have room in the QM UI right now, as we're already overloading the small space we have in the Quick Menu.
We plan on putting some of these launch options into the main UI once the main menu rework is complete and we have space. Don't read this as a "you'll have these buttons on main menu rework launch", by the way-- it's what we want to do, but best laid plans, etc etc.
For now, less-often-used or edge-case options like disabling shoulder tracking are handled via launch options to avoid overcrowding our currently limited UI space with rarely-used buttons.
B
Bigs7
yep this is what’s missing from the update
Selrac
How well does the slimeVR model approximate the full skeleton position? Is it possible to generate a virtual tracker for the upper arm in this situation?
太好吃了
是的,我曾经用oculus touch跟踪手肘,它工作的很好,直到更新破坏了它。
Yes, I used to track the elbow with Oculus Touch and it worked fine until the update broke it.
D
DJTrickyM
yeah i got the fancy bundle for 10 trackers...i want it to work
H
Hololilyfoxwolf
Yes because i dont want the almost 400 dollars to go to waste
Pandamien
Agreed
NessieNep
Agreed~! Didn't even think of this tbh lol.
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