SteamVR Tracking (Base Stations / Lighthouse)
Use when the user is:
- Setting up Valve/HTC base stations
- Using a headset/controller/tracker that relies on SteamVR Tracking (outside-in)
- Debugging tracking drift, occlusion, or playspace geometry
What To Ask First (Only If It Blocks Progress)
- Base station generation: 1.0 or 2.0?
- How many base stations: 2, 3, or 4?
- Target playspace size and ceiling height?
Key Concepts
- Base stations are not cameras; they sweep IR laser patterns that tracked devices read.
- Tracking quality is mostly about:
- Visibility (avoid occlusion)
- Placement geometry (cover the full volume)
- Reflective surfaces (windows/mirrors) and IR interference
Quick Placement Rules
- Start with 2 base stations, opposite corners, high up, angled down.
- Add a 3rd/4th station only to cover dead zones or larger spaces.
- Avoid direct reflections (mirrors, glossy TV, large windows).
Compatibility / Gotchas
- Base station 2.0 requires 2.0-tracking-capable hardware.
- For headsets that support both inside-out and SteamVR Tracking (e.g., Varjo/Pimax variants), make sure the runtime and tracking mode match the app:
- SteamVR/OpenVR apps: ensure SteamVR Tracking mode is active and the vendor SteamVR add-on is enabled.
Interleave With
varjo-xr-4for XR-4 tracking mode + Varjo Base runtime switchesar-vr-xrfor comfort/perf defaultsjepsen-testingwhen the XR experience depends on a shared-state backend correctness claim