We have been quiet lately, focusing on making the DecaMove standalone version. We thought it would be a walk in the park process but turns out that the park was in the middle of a warzone. We wish we had the amazing team of engineers working in Oculus, but we don’t, so our small team went underground for the last month focusing solely on this DecaMove version. Many things needed to be reconsidered, some issues required different IC components and problems popped everywhere such as bad NRF reception when player is far away from the PC, NRF packets loss when player’s body blocks the line of sight between the unit and the dongle and re-pairing issues when this happens. On the software level, the inference service needed to run on the PC instead of the headset and it also required different integration with SteamVR. But everything is now solved…
Continue readingOr Kuntzman, Co-Founder & CEO of Megadodo GamesJanuary 16, 2021