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@zmerp zmerp commented Nov 5, 2024

Often times, recentering using SteamVR, breaks ALVR calibration. With this PR we force SteamVR to revert to stage tracking any time it gets reset as standing or seated.

Not tested yet. The code that listens for recentering could cause an infinite loop.

Comment on lines 225 to 232
#ifdef __linux__
else if (event.eventType == vr::VREvent_ChaperoneUniverseHasChanged
|| event.eventType == vr::VREvent_ChaperoneRoomSetupFinished
|| event.eventType == vr::VREvent_ChaperoneFlushCache
|| event.eventType == vr::VREvent_ChaperoneSettingsHaveChanged
|| event.eventType == vr::VREvent_SeatedZeroPoseReset
|| event.eventType == vr::VREvent_StandingZeroPoseReset
|| event.eventType == vr::VREvent_SceneApplicationChanged
|| event.eventType == VendorEvent_ALVRDriverResync) {
if (hmd && hmd->m_poseHistory) {
auto rawZeroPose = GetRawZeroPose();
if (rawZeroPose != nullptr) {
hmd->m_poseHistory->SetTransform(*rawZeroPose);
}
}
}
#endif
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This code might not be needed anymore for linux

@zmerp zmerp force-pushed the chaperone-recentering branch from d6fca67 to 31ae397 Compare November 5, 2024 00:57
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zmerp commented Nov 11, 2024

@The-personified-devil I wanted to discuss this. Do you think it's ok to override the game preference and re-reset the chaperone mode to stage when the game actually requested to reset to standing or seated? The benefit of forcing reset to stage is that we can remove the linux zero pose workaround. But this will cause glitches, for example when a game wants to reset to seated, then ALVR would undo it and you get teleported up. instead maybe we should keep track of which chaperone mode it's set to, and when pressing recentering we ask to zero pose with the current SteamVR chaperone mode

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