Setting Up a VR Room

Suggestions for how to best set up a VR room for VRED.

When using VR, the VR room setup must be done correctly, as it is critical for your enjoyment and safety. We will go through the requirements, understanding the Room feature and safety twins, tracking system recommendations, and finish off with sound.

VR Room Requirements

When using VRED for your VR experience, we require the following:

Setting the Room Parameter

The Room parameter, found in the Collaboration module, is used to let VRED know which VR participants are in the same real-world space. The room name for these participants must match exactly, this includes capitalization, spaces, and any punctuations. VRED takes the Room parameter, syncs and represents the participants within the tracked space, and uses this information for their safety twin.

Tip:

To set a default room location, see Collaboration Preferences.

Correctly Setting Up the Tracking System

There are a number of things, such as device tracking precision and calibration, along with the syncing calibration of all devices inside the VR room and number of people inside the tracking area, that heavily influence tracking system accuracy during a VR experience. Let's take a look at these.

Room-scale Calibration

Since the precision of the room-scale calibration affects the accuracy of the experience, room-scale tracking must be setup correctly and match each of the HMD PCs. Calibration errors could result in avatars and safety twins appearing in the wrong location, general confusion, and risk of collision.

Tracking System Precision

Since VR devices have their own unique tracking system, these tracking systems can differ in precision. We have gotten the best precision with Vive and Oculus (via OpenVR). We have found that when using other systems, the safety twin accuracy was unreliable. Therefore, at the moment, based on the test results below, we feel these should be avoided for VR room scenarios.

Device High Precision Alignment Error <20 cm Medium Precision Alignment Error <40 cm Low Precision Alignment Error <200 cm
HTC Vive X
Oculus Rift (via OpenVR) X
Oculus Rift X
Windows Mixed Reality (via OpenVR) X
Note:

Currently, we have no test results for StarVR or VRHero/VRgineers XTAL in VR room setups.

Tracking System Interference

Tracking system interference can occur whenever many participants are within the same tracked area. This can result in controller and VR hand interference, as well as avatars visually snapping or drifting during a session.

Using the Same Type of Device

The VR Room parameter only supports rooms using the same VR devices. This is because with different VR devices, you get different tracking systems, which are a problem. So, if VR Room A is using 3 Oculus Rifts and VR Room B is using a Vive and Vive Pro, each room will be successful. However, if VR Room C has a mix of devices, such as an Oculus and a Vive, the VR Room feature will fail.

Dealing with Sound

When VR room participants connect with remote participants, issues can arise with sound. Therefore, for HMD participants, we recommend noise-canceling headphones. They prevent hearing real-world voices over those in the session. You will be able to communicate with others and not be distracted by outside noise. Any sound distortion caused by voices coming from multiple places will be avoided, as well as any lag in audio.

Understanding the Safety Twin

When multiple participants are in the same real-world space, without some type of safety mechanism in place, collisions can occur. In VRED, we added the safety twin to provide a visual cue to keep you safe and help avoid collisions.

Safety twins are the aqua grid mesh avatars that aligns with the actual avatar as participants enter the room.

Overlay

They represent the participants' location in the real-world VR room. As participants move away from one another, the safety twins fade, until they disappear.

Fade cycle

Note:

Only VR participants within the same VR room can see the safety twins. They are hidden from other participants.

When teleporting to a new location, your actual avatar moves to the virtual location and the safety twin remains at its physical location. In the following example, the participant teleported a very short distance.

Layers with Safety Twin

Important:

Since the safety twin is not displayed when raytracing, we do NOT recommend using Raytracing when in a session with VR participants in the same real-world space.

Safety twin positions are representative, not exactly accurate. Since accuracy greatly relies on a correct tracking system setup, we have added a tracking systems section, to help with this.

Adding a Custom Avatar

Here are some guidelines for adding a custom avatar into your VRED collaboration session:

Avatar Body Part Names

Here are the filenames for the avatar body parts.

Part Filename
Head Head.osb
Torso Torso.osb
Billboard Billboard.osb
Left hand L_hand_baked.osb
Right hand R_hand_baked.osb
Tablet Tablet.osb

These files are loaded from C:\\ProgramData\\Autodesk\\VREDPro-nn.nn\\Data\\Internal\\VR\\Avatar to create avatars and safety twins.

In general, the structure of the original VRED shipped OSB files must be kept, as some nodes must not be deleted nor renamed.

In the following we list the guidelines for materials and geometry.

Guidelines for Materials

At the start of a VR session, each participant is automatically assigned a color. This color can be changed, during the session, with the Collaboration module's Color option. This color is applied to avatar parts with the colored\_part\_mtl material.

Collaboration Colors

Note:

The colored\_part\_mtl material type must be plastic or reflective plastic and applies to all .osb parts, with the exception of Billboard.osb.

Guidelines for Geometry

Note:

Do NOT change the following node names.

Part Node Names to Keep Note
Hand R_HandOpen L_HandOpen This is the default hand pose (or gesture) for the avatar's hand. It is used when no controller buttons are pressed. It is also the only pose for the safety twin. This is one of the poses underneath gesture_switch.
Hand R_hand_transformation L_hand_transformation Each of these has two transformation variants: Oculus and OpenVR VRED. These set the OpenVR variant (i.e., the 2nd one) when loading the hand.
Hand gesture_switch Switch node containing these poses: picking, pointing, thumb-up, fist, and open hand. This must be named R_HandOpen for the right hand and L_HandOpen for the left.
The Torso

Note that the default torso file shipped with VRED 2019.2 has a translation of Y = -275. This positions the torso in a plausible way below the head.

The Hands

The default avatar hand design shipped with VRED 2019.2 mimics that of normal hands.

Note that for avatar hands:

Summary

VRED assumes these avatar properties:

Avatar height: 1.75 m

Part Filename Material for the Unique Color Orientation Note
Head Head.osb Colored_part_mtl Looks toward-Z. Use Plastic or Reflective Plastic for the colored parts.
Torso Torso.osb colored_part-mtl Looks toward -Z. Translated by (0,-275,0)wrt. the head. Use Plastic or Reflective Plastic for the colored parts.
Billboard Billboard.osb n/a Looks toward -Z. Centered in the origin. Must be made of Plastic material. The color stripe at the top is rendered as a 2D rectangle.
Left hand L_hand_baked.osb colored_part_mtl The origin is in the base of the wrist. Must have these nodes: L_hand_transformation, gesture_switch, L_HandOpen.
Right hand R_hand_baked.osb colored_part_mtl The origin is in the base of the wrist. Must have these nodes: R_hand_transformation, gesture_switch, R_HandOpen.
Tablet Tablet.osb colored_part_mtl Must have these nodes: R_hand_transformation, gesture_switch, R_HandOpen.