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  1. Yesterday
  2. The only thing I don't like about the cosmos elite is the fact that the headphones hover next to my ears. They work and do their job just fine, but I'm used to the feel of my wireless gaming headset that I've been using. Is it possible to use my wireless gaming headset along with my cosmos elite? The reason I'm bringing this up is because the wireless kit for the cosmos elite will be delivered at my house in a few days, thus making my VR headset wireless, and was curious if I can use the cosmos elite along with my wireless headset. And yes, I know that there's already a mic built into my VR headset, I just prefer the feel of headphones covering my ears, instead of just hanging next to them. Here's the link to the wireless headset I have: https://www.bestbuy.com/site/steelseries-arctis-7-wireless-dts-headphone-gaming-headset-for-pc-and-playstation-4-black/6285956.p?skuId=6285956
  3. @Prawnman69 Unfortunately, to my knowledge the Half Life Alyx bundle offer ended on ~7th, September 2020 in most global regions.
  4. @Tobias Claren - VR is 100% incompatible with Intel onboard graphics. To my knowledge, the only onboard graphics chip set that's compatible with any sort of VR is the AMD Vega M but even then, it can only first gen HMDs and less complex apps. Rec room is low spec so it might work on a Vega M but overall you can't get a Vive to work on any onboard chipset with the exception of the Vega M. @ola Please see my response here:
  5. @ola - External graphics cards are really hit and miss and I've not many people report a good experience when using VR. PCVR is already kind of challenging to get everything running reliably, adding the external graphics makes it exponentially more easy for something to break. They usually only offer a portion of the full power output of the GPU (usually ~80%) and there are a ton of driver issues and other setup/troubleshooting snags. The cost of the enclosure is also $200-$300 as well so you may more for less performance. In almost all cases, it's going to be better to try and do a budget Nvidia RTX desktop build. You can probably find a cheap 20xx card from someone upgrading to a newer card or try and snag one of the new 3070/3080 cards once stock frees up. You could also try getting a better VR laptop but you can build a really solid VR gaming PC for ~$1000 these days that will outperform laptops twice as expensive and having a gaming PC doubles for so many other uses (media, standard gaming, ect...)
  6. A patent pending was filed to provide exams for educational institutions and employers to qualify students and staff locally and remotely using VR/AR. The system and method guarantee the identity of the test taker, security of exam material, prevents cheating and requires no human intervention in the process. Educational institutions and industry have expressed great interest in the project, especially in this Pandemic environment. The industry seems focused on games and education but no one is providing a way for people to take certified or approved exams in V/AR. If you would like to know more or receive a copy of the patent documentation kindly contact me. skwatch@notionpatch.com
  7. @Chocobo - The bluetooth driver situation is a common sticking point with SteamVR devices. Index users commonly see the same issue, I'd recommend looking at this thread to see some of the more updated troubleshooting steps people are taking (link) In short, some users need to reinstall Win 10 to solve this issue. Some are able to manually uninstall the driver in Window's device manager and then manually reinstall the driver. Some people Deactivate the Bluetooth communication from SteamVR > Settings. Manually install the Bluetooth driver. You can run the installer manually from: /Steam/steamapps/common/SteamVR/tools/lighthouse/bin/win64/vivebtdriver.exe Power cycle the link-box, re-enable Bluetooth communication within SteamVR, then test the issue You will need to get the bluetooth comms working again to enable basestation power management. Without power management - your basestations will have a shorter lifespan so it's worth troubleshooting this problem, even if it requires you to ultimately use the nuclear option of reinstalling win 10. That said, you can still technically add on the third basestation manually without bluetooth. Basestations ship on ch 1 of 16 be default. On the back of the unit there is a pinhole. While the device is powered on - you can carefully press that button a few times with a paperclip to change the channel to one that's not occupied by your other two stations (which are likely on 1 and 2 if you used auto config). It's a simple index system, starts at Ch 1 and each press increases the nchannel until you hit Ch16 upon which the next button press loops back over to Ch1.
  8. @BammBamm - To use Pro with the Wireless adapter, there is a specific "pro attach kit" that enables the Wireless Adapter to work with Pro. The attach kit was the best option to enable us to create a single base SKU that was forward compatible with Pro and later even Cosmos. The output of the wireless adapter is different than the output from the linkbox - for a variety of engineering reasons it's unfortunately not feasible to use a long tether to connect the wireless adapter to the HMD; it specifically requires the specialized short cable included with the Pro attach kit. https://www.vive.com/us/accessory/vive-pro-wireless-adapter-attachment-kit/ https://www.vive.com/us/accessory/cosmos-wireless-adapter-attachment-kit/
  9. @Kzylorda - We don't advise it because it's riskier and you're more likely to damage the HMD via things like power surges. That said - it's technically possible to do this if you're connecting to a Quickcharge 3.0 (or newer) charging port and have an appropriately rated USB cable (most USB-3 cables typically work). I know alot of developers who do this exact setup. It's very uncommon for a PC motherboard to have integrated QC3.0 ports. You'd almost certainly need to use an external QC3.0 power supply. It must be QC3.0 certified - you'll see this on the marketing
  10. Just picked up the Quest 2 and holy smokes! I finally know what it feels like to play Pavlov without drifting of the wands. I can finally get a positive K:d in the game. I'm finally having fun in VR. Shame on HTC.
  11. I bought Oculus Quest 2. It's no problem under 45 FPS with Oculus Quest 2 and Virtual Desktop. I will sell HTC VIVE COSMOS ELITE and HTC WIRELESS ADAPTER at auction.
  12. Why does SRanipal force you to update? There should be an option to disable auto-update as this can potentially break things last minute for important projects. Why is there no changelog? Why is in-game eye calibration broken in the latest version? Why are there no archives for older versions? Why is there no bug tracker? Why is there eye data v2 rather than just update v1? Now having included the tongue tracking it’s still called v2 rather than v3, why the inconsistency? Why does pupil data etc. not work on v2 when TobiiXR is installed but it does work on v1? Why does expression data only work in Unreal but not Unity? Why does combined pupil data not work? It’s such a simple calculation. And if you think it’s redundant then just delete the useless property. Same goes for convergence distance. None of this is documented, you’re just supposed to figure it out on your own or through the community forums. You can get both v1 and v2 data regardless of which version is selected, so then what does selecting a version actually do? Why is the system button broken? Why is the SteamVR settings window blank sometimes? On multiple systems, not an isolated case. Some of these may be excusable but in my opinion there seriously needs to be a change in the way things are run here. @Tony PH Lin
  13. Hi there, I live in Australia and recently purchased the Elite Cosmos bundle. I was wondering if the Half Life Alyx offer is still available. If it is, my code only gives me access to Vive subscription. Cheers.
  14. ViveSR_Log.zip Attached. The issue appears in Unity 2019.4.10f1 with SteamVR 1.14.16 and SRanipal Ruuntime 1.3.0.9, camera version 2.41.0-942e3e4.
  15. Hi @DrAdamStreck, Could you provide us the log for further analysis? Find the SR_runtime from Windows System Tray and right click the icon to select "pack log". Thanks.
  16. Not working in my second day. First day was fine. I do not know why. It is not stable for business purpose. Any other tutorial, plz? @MariosBikos_HTC
  17. Hi, If i enable motion compensation through the vive console the fluidity of movements increases but leaves horrendous artifacts all over the screen making it unusable. If i enable motion smoothing in steam VR it does not work, though the option is there the frame rate does not become locked to 45fps and additional frames are not injected. Essentially the headset is lacking a major feature that every other headset uses as standard, adding this to the dreadful hand tracking it's really terrible! I sincerely hope we get some support for these problems. Does anyone here have a workaround?
  18. Once we start the calibration process from Unity, using the SRanipal_Eye_API.LaunchEyeCalibration(IntPtr.Zero); the environment changes to the grey calibration screen and displays "Loading" with the loading animation. This disappears after about 5 seconds, and only the gray background remains. Previously, we would see an animation that would advise us on correct positioning of the headset. If we try to restart our application once the calibration has been started, our application freezes. This issue has appeared last week and it seems it follows after the SRanipal SW auto-updated. We have reproduced it on two different PCs.
  19. In my case it didn't prompt me since SR_Runtime wasn't running yet. It updated automatically upon launch of SR_Runtime for me hence I needed the firewall.
  20. Hi @ericvids After a quick test, I cannot reproduce this problem locally. My steps are listed below. Please let me know if I missed something. Unity version is 2018.4.19f, Vive Hand Tracking SDK 0.9.3, SteamVR plugin 2.6.1 (latest from Asset store). SteamVR version 1.14.16 I used SteamVR_TestTrackedCamera example scene as a start point, since this already has a camera texture. Please first make sure this scene alone can work fine. Attach GestureProvider script to [CameraRig]/Camera game object. For display purpose, add LeftHandRenderer and RightHandRenderer prefabs to the scene. Prefabs are inside Assets/ViveHandTracking/Prefab folder. Play the scene now, you can see both hand skeleton and camera texture. Tested on both Vive and Vive Pro.
  21. I just reinstalled VIVE_SRanipalInstaller_1.1.2.0 and everything seems to be in working order again. Do note that everytime SR_Runtime is run it will prompt to update. Just cancel and everything should be fine I would love to have an status update on the issues with 1.3.0.9 @Corvus
  22. This is showing in the headset so i have no way to show you, it says "connection timeout" @chengnay @Tony PH Lin
  23. Could you paste the actual error log? And, is it showing in the headset or command prompt?
  24. BTW I tried to get this to work on another computer and after updating Nvidia drivers there and starting the server i'm still getting a time out error. Can there be something wrong with the headset?
  25. @Corvus Thank you! I had chosen x86... So, I changed the architecture to x86_64. New Project & My Program works well and get the information as built file, Now. (Stripping was set in disable from a beginning.)
  26. Last week
  27. I've had a Vive Pro for about a year now with two Base Station 2.0's and never had any issues until now after trying to install a third one. After trying all the solutions I could find online, I had finally given up and gone back to using two. It should be noted that despite the "Bluetooth connection failed. Check link box connections, then unplug and replug the power to the link box to reset it, then restart StreamVR" error I have never had any issues with my full body tracking or anything of the sort even after my failed attempt to add this third station. I have noticed the power management feature on SteamVR which runs through bluetooth no longer works for the base stations (They wont turn off when steamvr is off anymore) & thought maybe that the reason that I was unable to connect the bluetooth to my new station. I tried all the solutions to fix that error with no prevail as well including reinstalling SteamVR, all USB drivers, replacing the usb 3.0 cord with a 2.0 cord for the link box (now replaced back to 3.0). I have also triple checked to make sure that airplane mode is not on. I am out of ideas on what to do :( Thank you for your time!
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