Propelling design teams into the world of SteamVR Tracking
Through a series of lectures and labs from 2016-2019, VR engineers from various industries gained not only a solid foundation in the theory of SteamVR Tracking, but also hands-on experience in each aspect of tracked object design and integration.
Who it was for.
The training was targeted at industrial designers, mechanical engineers, and electrical engineers. Valve required at least one representative from each licensee company to attend the training program, but recommended a group representing the above disciplines.
Participants got started by registering for a Steam VR Tracking License.
Attendees had to be familiar with the HTC Vive, having spent enough time using the technology to be comfortable with it. Requirements for the training course included:
Windows 7, 8.1, or 10
64 bit architecture
Administrative privileges for installing software tools
Each course was 2.5 days long, with 1 instructor and 10-12 attendees. This course covered topics from initial concept generation, simulation, and prototyping, to software integration, calibration, and troubleshooting. Participants walked away with the hardware and software experience, and confidence to immediately begin designing their own tracked objects.
Dev Kit Contents
A full complement of EVM circuit boards to enable immediate rapid prototyping of your own tracked object
A modular reference tracked object suitable for attaching to prototype HMDs or other devices
40 individual sensors for building your own tracked object
Accessories to enable custom prototypes
Synapse electrical, mechanical and firmware engineers worked with Valve on their VR program starting in 2014. We started supporting their team with base station development focusing on improving the manufacturability of the design. Since then, our role has expanded to include base station research and development for performance improvement and cost reductions.
Alongside involvement in Valve’s VR Tracking, Synapse developed the StreamVR Tracking Reference Hardware, which course participants used to jump-start their development. We gained experience supporting key Valve partners in their VR program development and were fortunate to have been a part of this exciting technology.
Valve had limited bandwidth to provide licensee support, but wanted to make sure that licensees are not constrained by that limitation. To that end, Valve partnered with Synapse Product Development to provide onboarding and educational and consulting services for SteamVR Tracking licensees through 2019.