foot position precision

So I'm curious about the precision of the foot position, because there are times where I feel like if I move my feet just a little bit, that I end up moving in game a disproportional amount, and it's noticeable enough to induce my DIMS. Are your feet tracked as well as the controllers, and if not, could the Omni drivers be adapted to track Vive Trackers mounted to the Omni shoes?
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And thank you @pittsburghjoe there wasn't really an answer to the original question. Basically it doesn't seem like the game is using my foot position to place the feet of the in game character, which there's no reason why it isn't.
I really like the Omni - don't get me wrong. I went through the Bellows last night and got a little better. There are times though it seems as if I slide or shift without really intending too. The foot motion isn't quite as connected as I would like. I also find strafing a little weird. People can naturally 'strafe' ... it's called Sidestep. That doesn't seem to work though. It would be great if that could be incorporated.
I have the SDK, I'm thinking of making a REAL training app that'll show, in 3D, your foot position so you can more accurately train yourself to move forward and the right techniques. Is there any need for this? I haven't opened up the SDK yet, though.
== John ==
Hmm ... I didn't apply to the Vive hardware program, but dang, it might have been a good idea. That tracking is going to be a lot better than an IMU unit, due to drift. My thought was, it's not the position that matters though, it's the velocity and direction of the feet - and THAT you don't need dead accurate 3D positional tracking for. You MIGHT need 'up / down' contact info, which we know the Omni doesn't give (if you swipe your foot in the air, it shouldn't cause you to move).
So, I took a look at the SDK, without really integrating it, just the SDK calls, and they do NOT give you real time position info on the feet. Just forward / side to side info.
So, you're pretty much limited to what the Omni developers figure you're doing.
Look, I like the Omni. I just don't think the firmware or software drivers is the best it could be.
When I step forward, I want to actually feel like my foot is pushing the ground backwards - and right now, it just doesn't feel *real*
It would be really funny if the best part about the Omni was the physical part, with the firmware given over to iKinema and Vive
Ok, this sounds really grumpy, but I fell off the pier in VRZ Torment twice
Now, after having said that, the Omni ring is AMAZING. IF you look at it, it exactly knows where you are, position wise. So, you can couple that with the foot location (IF WE GOT IT) and then know if you're walking forward, and with what foot. This info does not seem to be exposed, however.
== John ==
== John ==
The best bet is the Vive trackers. I tried to get one but I didn't apply for the HW program, and they aren't quite for sale yet. Would love to try it when one comes out - maybe even make a small device driver for it w/games.
== John ==
Here is a super short video of it in action.
https://www.youtube.com/watch?v=F7jUJqIytcE
You have to be careful where you have your lighthouses due to the 2 pillars on the Omni which can occlude the trackers easily. Having the lighthouses point between the pillars opposite each other worked well.
I just got access to a beta of a Kinematics library - tempted to order some trackers
Virtuix - any interest in co-developing this or incorporating?
== John ==
We adapted this locomotion example to use VIVE Trackers instead of VIVE Controllers and attached the Trackers to the Omni shoes using elastic GoPro camera mount bands. After a few tweaks it was working surprisingly well. It has the benefit of being able to track the foot in 3D space as well so you can detect foot contact with the ground with decent accuracy.
I think nearly any Unity VR dev could do the same experiment with minimal effort.