


Product Description
QuestCalibrator was rebuilt around the issues of the original, long-discontinued Space Calibrator. It fixes many underlying bugs and adds complementary features to push mixed-playspace tracking quality of life to the boundaries of what is possible within the closed Meta ecosystem and SteamVR.
How is it better than what you already know?
- The original ignores the latency between your two tracking systems, so moving the controller during calibration bakes error straight in with every sample. QuestCalibrator measures that latency and aligns the two timelines, during calibration and during play.
- Samples taken during fast motion or tracking glitches pair up poses that never actually happened at the same instant, and the original averages that error in. QuestCalibrator detects and rejects them instead.
- The original saves whatever calibration comes out, even from motion that couldn't produce a good one. If a calibration isn't good enough to trust, QuestCalibrator tells you why and refuses, instead of silently saving something crooked that will explode later.
- Quest and lighthouses can disagree slightly on what a meter is, and that error grows the further you get from where you calibrated. QuestCalibrator solves for playspace scale as part of the calibration.
- The SteamVR chaperone will work a lot better. The original had a relatively poor implementation that was prone to misalignment and overflow.
What else?
- When the Quest recenters, its whole coordinate space jumps at once, the reason the original suddenly misaligns and needs recalibrating. QuestCalibrator detects those jumps and folds the correction into the calibration automatically. (bonus: you can manually recenter quest without exploding now!)
- The Quest's SLAM map is slightly warped compared to your room, so one rigid transform can't be accurate everywhere. You can calibrate at multiple spots ("field anchors") and the driver blends between them based on each device's position.
- The overlay tracks drift and notifies you when recalibrating is recommended.
Continuous calibration is supported. - currently has some issues that will be fixed in the next release
Will it finally get rid of drift?
- No. Getting rid of playspace drift between Quest and SteamVR is not feasible due to the way quest works at the moment. But this is as much headroom as practically possible to minimize issues and substantially make the inevitable drift slower and more resistant to temporary issues.
Requirements
- PC VR through SteamVR with a Quest headset (tested with Virtual Desktop, should work for other solutions)
- ⚠ Uninstall OpenVR-SpaceCalibrator first.
The full source is available on GitHub for anyone to examine closely. You are free to build and modify it for your own use, just not to redistribute without permission or resell. Portions inherited from OpenVR-SpaceCalibrator by pushrax remain under their original MIT license.