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  1. Yesterday
  2. I've taken two screenshots of the Vive Console mirror window, one staring at my avatar in VRChat as straight as I could, setting the headset down and placing the controllers both STRAIGHT next to the headset. Notice how the hands are at an obvious angle in-game, despite my controllers being completely flush next to the headset. The second image, again, with the headset placed flat, I opened the SteamVR overlay without moving the headset so you can see how the overlay looks when viewed straight on. Notice how the overlay seems more centred in the left eye, but is off-set in the right eye. I've tried performing a reinstall of the Vive software to no avail. I've mostly gotten used to it at this point, but having to turn my head at a slight angle to view things straight on is a little annoying. Any help resolving this would be greatly appreciated.
  3. @ori333 Are you referring to the external forward facing cameras? Yes, developers have access to the camera. For Focus Plus you will need to use the Wave SDK, relevant camera api here: https://hub.vive.com/storage/app/doc/en-us/Sdk_WvrCamera.html For VIVE Pro Eye you will want to use the SteamVR api or SRworks: https://developer.vive.com/resources/vive-sense/sdk/vive-srworks-sdk/
  4. Application: Academic Research Goals: Install SDK ----------------------------- [ X ] Get Eye Gaze ------------------------- [ ] Get Fixation --------------------------- [ ] Get Pupil Dilation ------------------- [ ] Run Subjects & Get Tenure ----- [ ] Question: How do I reference the SDK's framework / API to extract close to real-time eye tracking data that prints either in a data.frame or CSV file. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Hi there, I've been able to get the VR and eye tracking set up and working per a previous thread with UE 4.25.3 and have a demo with VR functional. The only thing is I'm not sure where to go from here to get the SDK to write/print data to a csv or similar file. Presently I don't need any eye tracking interactions within the VR environment so the dartboards and mannequin head are useful in that they show this data exists but I need to get that data out of whatever loop it is in and write it to a data file for processing in statistical programs and the like. @MariosBikos_HTC , you've been a great help so far. Let me know if you or another HTC fellow are the right ones to ask about this function. Once I get something functional I'll definitely be sharing it for future folks in my position.
  5. Hello, Does the Vive Pro Eye or the Vive Focus Pro have access to raw eye camera feed? Is there a Research Mode available?
  6. There should absolutely be an upgrade path available to original Cosmos owners. I first dipped into VR last year after trying the Oculus Rift. I was immediately hooked and wanted to invest more money in a better system. The Cosmos was just around the corner and on paper, it ticked all of the boxes. What a woeful mistake that was! The games support in the beginning was non-existent, I had Skyrim VR, No Mans Sky and Fallout VR, all worked flawlessly on the Rift. There was no controller support for the Cosmos so I had to try to get it working, spent hours in forums trying fixes. Eventually, three weeks later, the games were somewhat playable. Then followed the terrible tracking issues which everyone is aware of. Then not 4 months later, HTC announce the Elite. Had I known that was coming, I would have waited. There is no financially suitable upgrade path, buying all the upgrades as separates (Wands/Knuckles, 2 x base stations and the faceplate come to nearly £550. Only £150 less than what I paid for the Cosmos in the first place. How is this any way to treat your consumers? And as first time HTC buyer? Pff, I will never buy another HTC product again if you do not do something about this. All I want is a reasonable upgrade offered to original Cosmos owners, say the faceplate, wands and basestations for £250. Otherwise, I'm just going to invest in an Index or HP and sell this piece of shit on eBay.
  7. @Franka I'm trying to get some pupil dilation data as well. I wanted to run this fix but wasn't sure what you meant by header file. I'm also thinking of extracting this data and writing to a file of some kind for processing in R or Python. Sounds like the detection isn't working great though so I'm going to try my hand at figuring it out and will let you know if I can get something. -CTE
  8. @Corvus to give you more information. same problem persists with: SRanipal SRanipal Framework Version 2 For the first 70-200 frames (changes each time when registering the callback function) the callback function works fine and as intended. After the first few hundred frames, the NullReferenceException is thrown each following frame. Unregistering and reregistering the callback function repeats the described behavior. best, Stefan
  9. all modern Nvidia RTX has DP port, and all motherboard has usb 3. It is really strange that your new PC doesn't have DP port. I personally won't buy any product again from HTC but this time it is really nothing related to HTC. You should complain to the shop which doesn't have enough knowledge and push you to buy 3000USD of machine. I guess it is a gaming laptop....
  10. Several reasons 1. There are several kinds of cables, I had to order 2. One worked on my android chipsetsand another worked with my Asus ROG with AMD. HTC vive don't know what you have. Putting a cable that only a small fraction would use is not cost-effective in a hightly competitive VR market. Think of that long sync cable you likely have and not using - you don't want to bundle all that. Also the cables have converters, its not a $3 cable, its about 3 $10 each on retail. 2. The USB-C to to display port connector standard came out on September 2014. That is 2 years before the vive came out and likely was coming out during the design of the vive. The could not anticipate if people would actually use it. 3. If I would complain it would be to Asus that 1. didn't document it well at all. 2. When I got Asus Zenbooks they came with the VGA adapters, this would be a similar cable missing. That and the camera, not sure what they were thinking with that. But honestly, once you know this you get the cable and get on with life. I was on lockdown with the VR I could not use and no way to get cable, I feel your frustration.
  11. I want to connect a device with bluetooth in vive focus, but in HMD, there's also "smartphone notification" to link the phone which has vive app. I found the method of adb tool; however, the vive focus is not allowed to access the root in adb. So, are there other ways to solve this problem?
  12. Hi @Tima We plan to release new version before end of October.
  13. Is it a custom built laptop or PC? Mind if you can share the spec? and HDMI to DP won't work in this case.
  14. So a little while ago, I had my local computer store build me a $4k computer. Laughed at me when asked him if it's VR Ready. "Of course it is." Yesterday I bought the Cosmos from the same store. The graphics card in my comp has two HDMI outputs and no Display Port. You literally can't plug this VR device into my VR Ready computer. He was selling me the Cosmos while the incompatible computer they sold me was right in front of his face on his computer screen. Came back today and they sold me an 'adapter' cord that doesn't work either. These are "computer experts". Apparently "VR Ready" is an arbitrary concept. Not an actual certification that a particular computer is READY to use a VR device. Vive live chat figured out it's the cord and just plopped me into the main page of this forum to find a compatible adapter. ... ok? I'll just figure it out myself I guess. She couldn't "promise anything". ? Cause HTC can't afford to put a $3 adapter into their $1,000 product so I don't have to research this for hours, hunt down a spec sheet for my graphics card to confirm which USB 3 port is 'wired to it' (for some nonsensical reason) then find the correct adapter on amazon and wait three weeks for it to come in the mail. And then pray it works. And it's probably going to screw the screen resolution too. When I could have spent half the money elsewhere and got a VR headset that I just plug in and turn on. But these things are final sale, for some reason. While my viveport trial is burning up. After they took my credit card info just to use the damn service. A service that I'm not getting because computer experts can't tell the difference in ports. I have a nice looking thousand dollar blue paperweight sitting in my closet. You got to be kidding me. Anybody want to buy a blue piece of crap that the ones who do this for a living don't know how to plug it into a computer?
  15. Half of your product links here don't work. How come if you can simply convert USB 3 into a display port signal, why doesn't Vive include this in the box of their $1,000 headset, which would cost them $3 to manufacture? Do you really need to look at a spec sheet of your graphics card to see which ones are 'wired' to it? Really? I thought there was only one kind of 'VR Ready'. Guess I was wrong, hey?
  16. @EntropicLife You can use below API to get the trigger press value. public ViveRoleProperty role = new ViveRoleProperty .New(); ViveInput.GetPress(role, ControllerButton.Trigger); NOTE: remember to set the role to Tracker Role and also double check your tracker settings in SteamVR.
  17. Are you going to tell anyone what this connector is?
  18. If you don't mind, could you capture the screenshots from the mirror mode?
  19. Hello, As the title says, I'm having trouble figuring out how to get the input feedback from the tracker POGO pins. After a lot of research, I've come across mostly solutions for Unreal Engine but I need to use Unity... they removed the SteamVR_Controller a few years ago and I've been unable to find a tutorial that doesn't include SteamVR_Controller or UE. So far, what I've managed to do is just track the tracker pucks location. :( In case you ask, I have been looking through the steamVR docs but... It's kinda going over my head. (I'm new to VR in general) So while I leave this here, I will continue to peruse the documentation.
  20. Last week
  21. Thanks so much for the direction. I've been getting my feet wet with OpenVR and I am super excited about this project. You saved me some time and probably some stress as well. Thank you, JNU
  22. Hi there, we have developed apps for Oculus Quest with Unity and now want to port them to Vive Focus Plus. Want to find some universal solution which will work on Focus, Qeust and maybe Pico. We are a bit of confused with HTC SDKs. Are we right that we should use VIU as universal SDK solution plus use WAVE for Focus and Oculus tools for Oculus respectively as low level SDKs? We also can't find any API doc with classes description etc... Does it exist? Any task becomes a problem without doc. For ex, how can I discover HMD availability? In Oculus SDK we have class OVRManager. OVRManager.isHMDPresent - the flag. Can't find the same in VIU because can't understand the SDK principle without proper docs 😞 Help please :-)
  23. I hit another issue now, but its an Nvidia issue lacking async reprojection in their linux drivers: https://github.com/ValveSoftware/SteamVR-for-Linux/issues/214#issuecomment-629634692
  24. We've tried 4.24 and 4.25 with 3.20 ( for 4.25 ) and 4.24 with some earlier options, not sure 100% right now. For earlier version and 4.24 we did copy "third party" folder into engine as advised in manual. Even fresh 4.25 engine install and following perfectly these instuctions https://hub.vive.com/storage/docs/en-us/UnrealPlugin/UnrealSampleStarting.html doesn't get me anywhere. We've been able to start packaged project from one of our computers but then we've had issues with it and we can't reproduce successful packaging anymore... We've even tried frest windows istall with only necessary software and it packages but doesn't start on focus plus.
  25. If you take off the Vive headphones and use your own, route the cable over your headphone's ear piece and it should help with stability. As far as I've learned, the cable was the issue the whole time. If you turn a lot and don't keep an eye on your cable, allowing it to twist up badly, it will break the cable internally very quickly. So, in short, keep an eye on your cable and don't let it wrap up more than a couple turns or it significantly increases the chance of your cable breaking internally. And for those reading this thread, if you are experiencing the same issues, and are still in warranty, RMA the cable.
  26. @Rogue-Reaper - Are you using a Founders Edition or one of of the Branded OEM's variants. There's a decent number of community reports about instability and some community members think it has to do with the types of capacitors that some manufacturers are implementing into their design. This may or may not be related to what you're seeing - hard to say this early into the product launch.
  27. Same here... except I at least got 5 month's worth of mine, then all of a sudden black screen after black screen. And it comes back after 5 seconds but either with or no audio it's a 50/50 chance. I think it has something to do with the cord from the headset into the link box. Maybe it's just flawed engineering. I've noticed the area of the cord around the velcro holder on the headset twists and mangles the cord if you turn a lot, mine is pretty ugly looking. I just ordered a new cord and I'm hoping for the best, I can't believe this was worth $900 just to be out of commission relatively soon.
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