A new SteamVR mod from the developer behind WalkinVR now allows body tracking by emulating Vive Trackers via Kinect’s motion sensing data, enabling an inexpensive solution for full body motion tracking in VR. The driver, available at the official Driver4VR site, works for both Rift and Vive when running SteamVR; this could be particularly interesting for Rift users, as Oculus currently offer no ‘Vive Tracker’ equivalent.

Since the launch of the Vive Tracker earlier this year, impressive full-body motion capture has been demonstrated through the use of three Tracker units, in combination with the two tracked controllers and headset. But at $99 each, this is another expensive upgrade for VR gamers; only a small selection of VR titles have enabled full-body functionality, such as Tornufallo, The Path of Greatest Resistance and Climbey.

Driver4VR’s emulation of three Trackers using a single Kinect makes for a much more affordable solution for both Vive and Rift users. Microsoft’s hardware is easily the most widely spread and inexpensive full-body tracker on the market (now priced at just $45 [Amazon], plus $40 for the PC adapter [Amazon]), and has proven to be an invaluable tool for many developers experimenting with VR.

This is the second project from Grzegorz Bednarski, the developer behind the WalkinVR driver for people with physical disabilities. As shown in the setup video above, the Driver4VR installation is simple, with calibration steps to align the virtual trackers to Kinect data. While there are apparently no problems with Oculus’ ‘constellation’ tracking, the Kinect’s infrared projector can interfere with the Vive’s tracking—particularly the newer ‘Kinect 2.0’ model for Xbox One. Some users are finding success with both models, but the developer recommends Vive users use the original Kinect [Amazon] (rather unfortunate as Kinect 2.0 is more accurate).

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For now, Driver4VR has some limitations, as it only works effectively when facing directly towards the Kinect sensor, and the accuracy is significantly lower than using real Vive Trackers. Bednarski has plans to improve the tracking quality, and is testing the feasibility of using wearable LED bands to increase the precision, as well as using two Kinects for 360 tracking.

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The trial version of Microsoft’s Monster Truck Madness probably had something to do with it. And certainly the original Super Mario Kart and Gran Turismo. A car nut from an early age, Dominic was always drawn to racing games above all other genres. Now a seasoned driving simulation enthusiast, and former editor of Sim Racer magazine, Dominic has followed virtual reality developments with keen interest, as cockpit-based simulation is a perfect match for the technology. Conditions could hardly be more ideal, a scientist once said. Writing about simulators lead him to Road to VR, whose broad coverage of the industry revealed the bigger picture and limitless potential of the medium. Passionate about technology and a lifelong PC gamer, Dominic suffers from the ‘tweak for days’ PC gaming condition, where he plays the same section over and over at every possible combination of visual settings to find the right balance between fidelity and performance. Based within The Fens of Lincolnshire (it’s very flat), Dominic can sometimes be found marvelling at the real world’s ‘draw distance’, wishing virtual technologies would catch up.