Jump to content


Showing topics in Vive News and Announcements, Vive Community Guidelines and FAQs, General Vive Discussion, Vive Technical Support, Developer Blog, Developer Discussion, Developer Support, Viveport SDKs and Downloads, Vive Wave SDK, Vive SRWorks SDK, Vive Audio SDKs, Vive Input Utility, Vive Hand Tracking SDK, Vive Cosmos Developer FAQs and VIVE Eye and Facial Tracking SDK posted in for the last 365 days.

This stream auto-updates

  1. Past hour
  2. You can get additional PCIE slots with an adapter from m.2 PCIE to PCIE slot. You can search for „m.2 pcie mining adapter“. I have a pc with mini itx board with only one pcie slot. The HTC Wireless Adapter works with such an adapter. Only the placement is a bit tricky, i have to place it outside the pc housing.
  3. Yesterday
  4. Hi, my name is Extrys and I'm developing a virtual reality game called Hyperstacks https://hyperstacksgame.com We currently have a Vive Costoms development kit which has been a great help for us to make the game compatible with that headset. We are planning to release the game in August and would like to know if there is any way to order the new Vive Focus 3 hardware to facilitate the port and test the performance capabilities for this and other games we are working on You can contact us via mail if needed team@squirrel-bytes.com Thanks a lot and have a great day! Extrys
  5. Hi, I'm facing one issue with HTC vive tracking. When we start the tracking the Tracked game object's orientation is changed, its x axis has 90 degree rotated. I used "SteamVR_TrackedObject" script for tracking the game object. I tried to change the tracker role to Camera, Waist and Hand held and that is not making any difference. There is one work around mentioned in this post and that will work but I'm looking forward to a direct option if possible.
  6. Last week
  7. Hi @WannerDev After some googling for the dlls, it seems these 2 dlls are system dlls, and will be dynamically loaded at runtime. I also double checked on my machine, and dependency walker also complains about these 2 missing dlls. So I think it has nothing todo with the dll not found error. If these 2 dlls are the only missing dll (excluding API-MS-*.dll and EXT-MS-*.dll), then I believe this is the same behavior on my machine. Can you please check the pre-built samples and see if they can work on your pc? You can check the unity log at %USERPROFILE%\AppData\LocalLow\HTC\V
  8. Hi @WannerDev The EXT-MS-* and API-MS-* can be ignored for this purpose, as they seems to be Windows internal. No matter found or not, they don't have problem when loading dll. You can check the module in the bottom and see if any other dll is missing.
  9. I can't install that VC update, it says it is already installed. hm ok dependency walker spits this out if i used it correctly: Error: At least one required implicit or forwarded dependency was not found. Warning: At least one delay-load dependency module was not found. Warning: At least one module has an unresolved import due to a missing export function in a delay-load dependent module. Does that help in localizing which module is missing?
  10. Hi everyone, for a research project I would like to visualise the legs of passengers in a virtual vehicle environment with the Vive Tracker 3.0. I use the following system: HTC Vive Pro Eye, Steam VR + Unity + SteamVR Unity Plugin + Open VR. Is there a way or possibility to visualize the legs of the passengers with the Vive Trackers 3.0? Analogous to the Vive controllers which visualise the hands. I don't want to customise the legs. The intention is, that the passengers in the virtual vehicle environment can see a pair of legs, but the legs don't have to be adapted on the individual
  11. Hi @WannerDev If you don't see OpenVR in the XR settings, then probably you haven't installed the OpenVR package yet. You need to install it in the package manager UI. Since it's from a custom a package registry, you might need to find it in My regrestries. But if you can see the VR scene in your HMD and the HMD tracking is working fine, I think you can stick with the deprecated OpenVR support. Now back to the dll not found problem, this seems irrelevent to the OpenVR setup. It seems to be some dll missing when you are trying to load aristo_interface.dll. Please follow the
  12. Thank you very much for your response. I rememebered i could check if it was loaded by the OpenVr initialized output in the console right? I have that working in one buil i only get errors including DllNotFoundException: aristo_interface as well as laser missing errors. But most builds just come down to DllNotFoundException: aristo_interface I am seeing openVR initialize that should prove that it loaded correctly right? Yes i tried purely without controllers to recognize a gesture but it didn't work. (seeing the scene in VR etc worked) I read in a post that the sdk is only co
  13. Hi @WannerDev To start with hand tracking sdk on Windows, please follow the steps below: I would suggest to use Unity LTS version, i.e. 2018.4 and 2019.4 series are recommended. Follow the steps here to install OpenVR support of Unity XR system. Follow the steps in Quickstart/Install section to enable OpenXR in your project, this is the steps required for "checking if OpenVR is loaded". You can follow the steps in Quickstart/Standalone (no input) to build a sample scene and test if VR setup is correct. Note that if you don't need controller in yo
  14. Hello guys, i am not sure is this sdk still supported or is there a different openxr kit or something where the handtracking is integrated? I have tried using it with multiple different unity versions on different machines but all i get is DllNotFoundException: aristo_interface. When i tell unity to load it from startup it just tells me dependencys of aristo_interface not found. I have win 10 64bit, unity 64bit. i tried installing VC 2015 as suggested, (unity wouldn't even start) i tried checking if openVr is loaded but i am unsure what does that mean exactly ? in unity 2019.
  15. I used vive pro eye + facial tracker, both of them are working. Just share my setting: 1. Check two Framework: "SRanipal Lip Framwork" and "SRanipal Eye Framework" are enabled. 2. Check the settings of two scripts for Avatar "S Ranipal_Avatar Lip Sample_v 2" and "S Ranipal_Avatar Eye Sample_v 2" Hope this can help you.
  16. I am not sure how to do this outside of Unity, but in Unity when you import SRanipal into your project you will see a ViveSR directory in your Assets. There is a sample scene called EyeSample (and also EyeSample_v2) that will show it in action. You can see a couple of dart boards at different distances and see how as you look around the different spots on the dart board light up because they are in focus. The example will show you how to use the GetFocus method from the API to do this. I am sorry but I don't know the details for UE. Is anyone else familiar with that?
  17. Hi, I have a HTC Vive Eye Pro and I am interested in recording eye tracking data as a way of seeing where the user's attention is focusing in the VR environment - for research purposes. So I am thinking being able to record the API check focus for example may be useful to this end. There would be different levels that the user would experience so the recording would need to be carried in such a way that displays what is being seen across the different levels of the simulated environment. What is the best way to go about this? I have seen API check focus works for any object in the sc
  18. Hi, Is there a recording available for this webinar? Thanks, Elena
  19. I have been working on an accessory based upon the Vive Tracker 2.0. With the latest firmware from 2018-11-09, I am able to use control transfers to send button events over USB with no issues. I am also able to use the haptic output pin from the tracker to tell my accessory when to activate haptic feedback. This works as expected when testing with lighthouse_console haptic commands. However, when testing in an application such as Beat Saber, the haptics are active for far too long. I confirmed that the tracker is keeping that pin "HIGH" (3.3VDC) for several seconds. The comm
  20. I have the same issue and would be interested in some guidance, an example or any other hint. I am using Unity 2020.3.5 with OpenXR Plugin and the new InputSystem. For the beginning i am trying to simply track a cube. I added a Tracked Pose Driver (New Input System) Component but don't know which Position Action or Rotation Action i should select or how to obtain the trackers position in general. SteamVR displays my HTC Vive Pro, both Controllers, both Lighthouses and the Vive Tracker. Input from the Vive and Controllers works fine. Just the marker input is missing.
  21. what characteristics should the avatar design have for eye and face tracking
  22. Hello, Could someone clarify what the differences are, if any, between the data collection (GazeRay, pupil diameter, etc.) and focused object detection in the Tobii XR SDK versus the Vive Sranipal SDK, especially if there are any in sampling rate or data/focus detection accuracy. Thanks!
  23. Hi, I'm working on a project in Unity with HTC Vive Pro Eye headset and the VIVE Eye and Facial Tracking SDK. I try to use SRWorks with the Eye tracking but it doesnt work out.Has someone ever used it? Thank you
  24. Earlier
  25. The newer SRanipal v1.3.2.0 runtime seems to make my CPU usage spike up to 56% usage in task manager when using both the Vive Pro Eye + Facial Tracker, and causes performance issues specifically in NeosVR when using it. The older runtime seemed to work without using too much CPU resources (v1.3.1.0), but I have no way of testing it as I can not use it. Is there a download link for an older version of the runtime or a way to revert back to an older version? Thanks! Specs are below: CPU: Intel i5-8600k GPU: GTX 1080 RAM: 16 GB DDR4-3200mHz MOBO: Asrock
  26. @HackPerception how is an app meant to direct or enforce the user set a device PIN? Are the standard Android APIs meant to be used or is there an alternative? These are the steps a user can take to achieve it manually; but it'd be great if we could direct users there programmatically and check that the outcome is as required (PIN has been set): https://www.vive.com/us/support/vive-focus/category_howto/securing-the-headset-with-a-pin.html Thanks @Tony PH Lin
  1. Load more activity
  • Create New...