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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 Tracking SDK posted in for the last 365 days.

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  1. Yesterday
  2. since the discontinuing of the og vive prices for them have sky rocketed they are being advertised for 1300 aud atm and its really hurting the used market id be lucky to find a used one for under 1000 its fucking ridiculous tech is not supposed to get more expensive the older it gets. I got a cosmos that I want to upgrade to elite and there is still no financially reasonable solution to do it and these scalpers are causing a massive trickle down effect on the used market so that option isn't available either i meen ffs you where selling refurb vives for like 750.
  3. Hi all, We've recently updated our Rigel Demo by adding 3 Paragon Characters, Revenant, Yin and Lt.Belica, in order to show the Adaptable IK Retargeting. Rigel Demo Paragon Characters You can find the demo download, video setup and documentation using the link in the first post.
  4. you bought it from a ebay seller then second hand or new?
  5. Last week
  6. Hi Nicholasvegas, VIVE Pro is the specific feature for VIVE Pro headset, which is designed to bring excellent spatial audio experience when you put on the VIVE Pro headset. The generic option is the original 3D sound in VIVE 3DSP, which is designed to fit almost all headsets and headphones. You are encouraged to choose the VIVE Pro option when you create the VIVE Pro specific content. Best regards, Prof. 3D Sound
  7. Hi Lor, It depends. The occlusion effect is for simulating sound decreasing when passing through an obstacle. The frequency dependent mode would simulate sound level changes , with frequency considered. The frequency free mode is simulated only the sound level difference. If the loading is critical in your case, you should choose frequency free mode. In other case you could use frequency dependent mode. Best regards, Prof. 3D Sound
  8. Hello, I have purchased HTC VIVE VR on Ebay recently, this is discontinued model so I had to ask here. Looks like I found some suspicious package conditions as used item. Could someone please give me some honest idea? Minor stains and handmade packing, Brushed Parcell, unpacked controllers.
  9. I found some problems in SRworks C++ SDK while I run the prebuild D:\unity\SRWorks_v0.9.3.0_Prebuilt_Samples-Unity\Build-Unity\Experience\Vive_SRworks_Demo, it works well and It can produce the augment reality. But when I run the D:\SRWorks_v0.9.3.0_Native_C\C-Sample\sample-vs2015\main.cpp in Visual Studio 2019. it just generate a GUI and shows nothing. (A black picture like the following) Enviroment: Windoes 10 Dual Camera are enabled Vive Pro Eye GPU: GEX1660 Ti (This Graphic card is enabled) Visualstudio 2019 Opencv 4.1.0 Then after run a while, I get this error I can't see anything related to augment reality when I wear the headset. There are also problems in main_CameraControl.cpp When I press 1, it can register the distorted image normally (I change some code and make it can do facedetection, It works well when run on the VS 2019 and the VR camera can do facedetection in my computer ), but When i wear headset and toggle the front camera, it just can show the real envirment and can't do any facedetection(, it seems that the code doesn't transplant into this headset.) When I press 3 (register the undistorted image), it doesn't work and just show a black image with nothing like this (figure in left). I don't know how to solve this problem.
  10. Hi, I found two selection in headset mode item of 3DSP listener component. Generic and VIVE Pro what the difference of them? Thanks. @Professor 3DSound
  11. Hi @Hank_Li, Thanks for the idea! I think I've figured it out, it didn't end up being a calibration problem, it was an issue with the input to WorldToScreenPoint.
  12. Hey @MariosBikos_HTC, I think I figured out what was the issue with the last bit. It was the Runtime. I wasn't aware that the runtime is necessary to run the experience. It is sort of working now, but the controllers' mapping seems to be wrong(only the trigger seems to be working) so I can't change level. Do you happen to have a more updated script I can use? I am on a Vive Pro.
  13. Hi all, We're releasing a demo for Rigel, our "All in One" Full Body Motion Capture Solution for body, fingers and face, so that potential customers can test this solution and evaluate accordingly. Here you can download the executable demo: Rigel Demo Since the introduction of the SteamVR Input plugin, there have been some changes related to the Vive Trackers setup, so we made a video explaining what needs to be done in order to make everything work during Rigel's Calibration. Rigel Demo Guidelines User Feedback is very important at this stage, so once you'll test Rigel, we ask you to spend a couple of minutes on this survey. Rigel Demo Survey Looking forward to receive valuable feedback! For any questions regarding Rigel, feel free to contact esposito.n@enter-reality.it Regards, Nicolas Esposito www.enter-reality.it
  14. Thanks @Cotta for the detailed response. Much appreciated. We will check it out and report back.
  15. I got my HTC VIVE Cosmos Elite VR Headset from amazon https://www.amazon.co.uk/gp/product/B085LY3W21/ref=ppx_yo_dt_b_asin_title_o01_s00?ie=UTF8&psc=1 How can I get added into the Verified Members group I can send a staff member the order number via pm if needed I know if I got it from the website it would of added me only reason I got it from amazon is because I seen a post saying you get two years guarantee
  16. If you set it for global settings it will be on for all games that support it
  17. I think the main problem is that the runtime exits immediately when i try to run it...
  18. Hi I'm getting an error and application quits immediatly: NullReferenceException: Object reference not set to an instance of an object Vive.Plugin.SR.ViveSR_DualCameraImagePlane.OnApplicationQuit () (at Assets/ViveSR/Scripts/ViveSR_DualCameraImagePlane.cs:655) I'm using Unity 2019.3.13f1 and SRSDK running the ViveSR_sample scene. Has anyone else experienced this?
  19. Hello, thank you for your reply. Here are my logs: EyeCameraModule.log EyePredictionModule.log LCameraModule.log LPredictionModule.log SRanipal_Update_Service.log SRWorks.log SR_Runtime.log ViveSR_Client.log
  20. Ok can you share the full log that includes the errors? Also can you try a fresh download of the Unreal Sample project + a fresh install of SRworks runtime?
  21. Hey @MariosBikos_HTC nope didn't make any files for this, i tried searching for the file but its nowhere to be found.
  22. Hello, Could you please verify if I need Tobii license agreement when I am integrating HTC Vive Pro Eye SDK in Native application? I am not planning to use Tobii SDK.
  23. Hi @Av Suggest you do the calibration process first then try again. Thanks
  24. Hi @banila2 Please give me your log file which path is C:\Users\user_name\AppData\LocalLow\HTC Corporation\SR_Logs thanks
  25. Hi,I am using Unity to develop.When I Run my game without depth module,the fps has 90.However when I Open the depth module ,the fps has 45.Is there any way to improve the fps. The following are the specifications of my computer use: CPU:AMD Ryzen 5 3600X 6-Core Processor Memory:16G GPU:NVDIA GeForce GTC 1660 Ti GPU Memory:Memory Type GDDR6 6144MB SRWorks Version:1.13.9 SteamVR Version: Unity Version:2019 2.17f1 VR device:VIVE COSMOS
  26. Hi i found a selection when turn the "occlusion effect" What different between "Frequency Dependent" and "Frequency Free" Which is suggested to use? Thanks~ @Professor 3DSound
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