How would the Chaperone work without the camera? Just use the tracking points as the boundaries and then set the scale of the rest of the room from that?
Chaperone doesn't use the camera. I don't know how it happened but a lot of people seem to think the camera is a pet/obstacle detector.
On the vive, when you're setting it up you define your play space by physically clicking a controller in the corners to create a bounding rectangle. Then if your controller or headset approaches those defined bounds, it fades in the camera view to warn you.
If you out the vive on and then I sneak into the room and stand in front of you - you will bump into me. The state has nothing detecting me. In theory they could use the camera to do some basic object collision warning and I think i read something about them experimenting with that, but chaperone doesn't use that.
On OR you would have to define the bounds manually as you don't have touch controllers, and the chaperone boundary will be the grid walls that they originally had on the vive before they added the camera.
Note that this was from a valve employee talking about how it'd work on OR
I didn't even know they were selling Vive in brick and mortar stores. I'll need to have a look. I know they've got demos set up around a few places in England but not in Scotland.
Yeah. Nothing in Scotland. If you wanted I'd be happy to pop a preorder in at reading PC world. Pretty sure you'd get one in April (possibly even early April)