Bright Light And Shiny Surfaces Cause Problems For PSVR

Discussion in 'VR & Head-Mounted Displays' started by HardOCP News, Oct 11, 2016.

  1. HardOCP News

    HardOCP News [H] News

    Messages:
    0
    Joined:
    Dec 31, 1969
    Sony has updated its PSVR FAQ today. One of the big questions addressed by the update is the subject of bright light or light reflected off shiny surfaces. Apparently intense light can interfere with the tracking of the LEDs on the headset.

    Ambient lighting will generally not affect PS VR gameplay. Bright light sources directly behind the person using PS VR, lights coming in from windows and room lights, and lights reflecting off mirrors can interfere with the PS Camera and interrupt the tracking of the LED lights on the headset. It is recommended to eliminate bright light sources behind the PS VR player.
     
  2. pj-

    pj- Limp Gawd

    Messages:
    210
    Joined:
    May 7, 2015
    The 60w equivalent CFL bulb in the lamp below one of my vive basestations fucks up tracking if it's on while I'm VRing.

    Optical tracking is susceptible to optical interference! Shocking!
     
  3. azuza001

    azuza001 Gawd

    Messages:
    692
    Joined:
    Apr 4, 2012
    Interesting I never would have thought about it.
     
  4. pj-

    pj- Limp Gawd

    Messages:
    210
    Joined:
    May 7, 2015
    For my situation specifically, I think the optical sync pulse from the primary basestation isn't bright enough to overcome the light bulb. They included a 50 foot sync cable that I could try, but I find it easier to just leave that lamp off.
     
  5. Krixon

    Krixon Limp Gawd

    Messages:
    372
    Joined:
    Mar 21, 2015
    For my Vive setup I had to get curtains to cover my closets, which have mirrors built into them. Once I did that tracking has been perfect. I also set my Hue lights to 10% while gaming just to lessen the potential for interference.

    This problem definitely isn't unique to the PSVR - but I suppose it could be more pronounced given that there is only a single sensor.
     
  6. pj-

    pj- Limp Gawd

    Messages:
    210
    Joined:
    May 7, 2015
    Plus the tracking dots use visible light and there are way fewer of them
     
  7. VIC-20

    VIC-20 Gawd

    Messages:
    843
    Joined:
    Mar 24, 2006
    Not surprising. Been dealing with issues like this for years with SMART boards and other infrared based interactive projectors. Close blinds/shades and dim the lights.
     
  8. noko

    noko [H]ardness Supreme

    Messages:
    4,099
    Joined:
    Apr 14, 2010
    In other words, you really need a dedicated room or Holodeck.
     
    JDon likes this.
  9. pj-

    pj- Limp Gawd

    Messages:
    210
    Joined:
    May 7, 2015
    Or, curtains and an off switch for some lights
     
    FrgMstr, MavericK and AaronGant like this.
  10. MavericK

    MavericK Zero Cool

    Messages:
    28,578
    Joined:
    Sep 2, 2004
    Vive has this same issue (I imagine the Oculus does too, to some extent). Anything that uses IR for tracking, really. My TrackIR would get a bit wonky if there was too much direct sunlight reflecting off the white walls.
     
    VIC-20 likes this.
  11. Youn

    Youn [H]ardness Supreme

    Messages:
    5,285
    Joined:
    Jan 22, 2007
    What happens with red laser pointers? I imagine it'd be a fun way of messing with your VR-playing friend, maybe make it into a gameplay feature...
     
  12. ButtonPuncher

    ButtonPuncher Limp Gawd

    Messages:
    141
    Joined:
    Jun 7, 2004
    Damn. No disco ball use while rocking the PSVR.


    Dreams, crushed.
     
    JDon and FrgMstr like this.
  13. JDon

    JDon [H]Lite

    Messages:
    120
    Joined:
    Jun 24, 2015
    Hey, look, its the same issue I've known about since the first time I used a Wii!


    Underrated comment is underrated!