Hi all. I have managed to get a hold of a James Wu in Taiwan who is responsible for supporting HTC Vive technical and equipment and is based in Taiwan. I had some questions regarding the Ver2.0 base stations which he has replied to so thought that I would share them on this platform.
My Question: My understanding is that with the Ver2.0 BS, they are capable of using a maximum of 4 BS within a single room setup – Is this correct?
Reply: Yes
My Question: Using 4 of the Ver2.0 BS should provide a more robust room scale tracking than just using 2 of the Ver2.0 BS – Is this correct? Should there be any increase in the accuracy or just robustness? We have found a significant increase in the robustness of the tracking when we went back from 4 BS (in the corners of a rectangle) to just 2 BS (diagonally across) – should this be expected?
Reply: In general, 4 BS should be more robust and stable than 2 BS or 6 BS and it also could extend the play space depending on how you locate BS and making HMD could see 4 BS at same is the most stable situation for tracking now.
My Question: What is the maximum range of the IR light from each Ver2.0 BS (ie. at what distance would you not expect to have cross-talk between the BS outputs of different areas)?
Reply: Effect distance is 6m, but considering different environment , HMD could detect BS that 8-10m far away, the signal isn’t stable but could be the interference factor for HMD. 12m would be the safe distance or I suggest use cover or backdrop to block two play space apart.
My Question: We still get an increasingly number of ‘synch on beam channel conflicts’ with a message saying there were a report of seeing 2 bases of Channel ‘x’ at the same time and to make sure each base station has a unique channel allocation but as can be seen from the picture below, all of the BS have an independent channel. Can you please explain the synch on beam conflict error in more detail? Is it better to manually configure these base station channel numbers so that they are not adjacent channel numbers?
Reply: It is known issue of steamVR, and we asked Steam staff the same issue, they told us it would be fixed in coming update, and it is no difference between manually adjusting channel or automatically.