SteamVR Tracking (Lighthouse/Base Stations) setup + specs. Use for playspace sizing, base station placement, compatibility, and troubleshooting across SteamVR-tracked headsets.
Scanned 9/6/2026
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---
name: steamvr-tracking
description: SteamVR Tracking (Lighthouse/Base Stations) setup + specs. Use for playspace sizing, base station placement, compatibility, and troubleshooting across SteamVR-tracked headsets.
license: Apache-2.0
metadata:
trit: 0
version: "1.0.0"
bundle: reality-tech
---
# 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)
1. Base station generation: 1.0 or 2.0?
2. How many base stations: 2, 3, or 4?
3. 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-4` for XR-4 tracking mode + Varjo Base runtime switches
- `ar-vr-xr` for comfort/perf defaults
- `jepsen-testing` when the XR experience depends on a shared-state backend correctness claim
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