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Can mirrors throw off the sensors?

cybernettrcybernettr Posts: 573
Neo
edited January 30 in General
 I have a pair of large, mirrored sliding closet doors in the room in which my Rift is located. Although I can open one or the other door, they are built into the wall and impossible to remove completely.  I was wondering if it is possible that it could throw off the sensors? Maybe they see the image of the touch controller in the mirror and think it is the actual controller? Not sure is this is technically possible, but I wanted to rule this out, as I am having some tracking issues with my two controllers. 


(Not my room – my room is more cluttered LOL!) 

Comments

  • TwoHedWlfTwoHedWlf Posts: 1,842 Poster of the Week
    It's possible but I think most tests have shown that reflections aren't an issue.  You might have an extreme case though.  Should be easy enough to throw a sheet over it to rule it out.

    BTW, if you have that same type of door you just lift the whole door up, angle it out at the bottom and it should slip out of the rail at the top.

    Then throw it out in the hallway. :)
  • elbofforelboffor Posts: 2,287 Valuable Player
    Off topic here, but i like that paint.
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    There are many others like it, but this is mine.
  • kojackkojack Posts: 3,492 Volunteer Moderator
    If the camera can see the controller in the mirror, there might be a problem. In theory the software could detect this by checking if the orientation is impossible (you can't rotate an object into a mirrored pose), but I don't know if they are doing that or what happens if it both sees a touch and its reflection at the same time.


  • maxpare79maxpare79 Posts: 1,745 Volunteer Moderator
    I have a huge collectible display (8 feet wide by 3 feet high) with a mirrored background...my 2 front sensors are on top of this case and my 3rd sensor on the wall perpendicular to this case...I had tracking problems in A chair in a Room, where my hands would go back and forth and back and forth...after some testing, I found out that it was my mirrors that were causing the problem with probably the 3rd sensor seeing the controllers in the mirror. After putting a sheet over my display everything worked out fine
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  • brackus1brackus1 Posts: 47
    Lawnmower Man (or Woman)
    Depends on how far the mirrors are from the sensors.  Range of sensors are about 10 ft.  They shouldn't see anything beyond that.
  • LuciferousLuciferous Posts: 1,186
    Neo
    edited January 31
    I was wondering this a while back. Couldn't the reflection be used to improve the coverage. Could it tell it is a reflection by the inverse IR pattern and use it. I mean the controllers may not be visible from behind but the headset would be and you could also see the front of the headset in the mirror.
  • kojackkojack Posts: 3,492 Volunteer Moderator
    The problem is it has no idea about the actual position and orientation of the mirror, therefore it could tell it's a mirror image (the inverse pattern) but not where the hmd is being reflected from. It would just appear to be further away through the wall.
    If the exact mirror dimensions/position/orientation was known relative to the camera, then it would be potentially possible if the distance didn't become too great for leds to be distinguished.

  • arttekarttek Posts: 101
    Art3mis
    I was wondering this a while back. Couldn't the reflection be used to improve the coverage. Could it tell it is a reflection by the inverse IR pattern and use it. I mean the controllers may not be visible from behind but the headset would be and you could also see the front of the headset in the mirror.
    Code would need to be written to account for that. Since there is no mention of such from Oculus, we'd have to assume they did not account for it. 
  • cybernettrcybernettr Posts: 573
    Neo
    edited February 2
    I've been experimenting with opening one door and then the other, as well as leaving both doors closed, and as of yet have not been able to detect any definitive difference in tracking. I will have to try hanging a sheet over it as has been suggested and see if that does anything.   Seems to happen in some games more than others so maybe it's a software issue. 
  • Devlin-DarksideDevlin-Darkside Posts: 37
    Lawnmower Man (or Woman)
    Just got my rift in the summer sale a few days ago and i had some tracking issues, ive since covered my large wall mirror and things seem to of settled down.
  • ZenbaneZenbane Posts: 7,406 Power Poster
    Yes, mirrors throw off the sensors cause beams bounce:


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  • Shadowmask72Shadowmask72 Posts: 2,499 Valuable Player
    I know for sure they throw off the Vive lighthouses - I used to have to cover my mirror. I'm not sure on Rift sensors though. I have shiny reflective surfaces behind me and never have any tracking issues, but these are not the same as mirrors.


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  • nalex66nalex66 Posts: 3,293 Power Poster
    Mirrors are worse with lighthouse because they bounce the sweeping laser beam, and the sensors on the headset/wands have a good chance of picking that up. For the Rift, it should only be a problem if the camera can see the headset or controller in the mirror.
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