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Showing content with the highest reputation since 10/15/2019 in all areas

  1. 3 points
    VIVE Cosmos Beta – Beta Release Notes Released 30th October 2019 [Tracking] - HMD Reduced tracking jitter when using VIVE Wireless Adapter. Fixed a bug where the too bright/low light toast notification wouldn’t show up. - Controller Improved near-HMD tracking jitter. [Room Setup] - Updated the environment UI around the animations for the room scanning step. - Fixed the null button UI bug for Chinese (Traditional/Simplified), Korean and Japan languages. [ViveVR Runtime] - Origin no longer is forced as the default home environment. - Added Non-HDCP HMD error message, a bug affecting certain laptops with an Nvidia GPU, now separately reported as Error Code 220 (previously aggregated with Error Code 210). - Updated low light notification strings for Dutch, Danish, Finnish, Norwegian & Swedish languages.
  2. 3 points
    I like the improvement made here! Funny enough, my original FOVTester broke, so I actually had to write another one really quick (I'll get it up on github, full source, in the next day or two). Screenshot above, where you can see the measurement taken of the crosshair just getting lost in the vignette to the left. My Odyssey+ can get the crosshair to about 50 or 51. I think we can get the Cosmos to 49 or 50 (which would give us another 2-4 degrees total horizontal FOV) by simply disabling the vignette altogether. This is a perfect example on how you can increase the field of view of a headset with simple software updates! I hope this motivates your team to squeeze just a little more out here.
  3. 2 points
    @oxygen4004: Could it be kinda memory issue? How much memory do you got in your system and on your graphics card. Did you try to close any unneeded program while doing VR? On what game it happened? Or did it happen in menu? I got this on my second pc (1070ti but an outdated AMD 8120 processor), everytime when trying to click on the viveport inside Steam VR Home menu the picture immediately is floating away... This hasn't happened a single time on my main VR computer (AMD Threadripper 2950X and RTX 2080TI).
  4. 2 points
    You tried the original USB cable which came with the Cosmos? Did you plug in the power adapter and pressed the blue button on the link station? Did the the little green light turn on? Make sure the outgoing cable to the headset is really plugged in and not only sticking loose (I had this once). On the left side of the headset is a small led. Is it lit (red or green)?
  5. 2 points
    Small preview on my stuff I send with the issue report... Look the two pictures. One is from my smartphone, the other from headset... In my opinion the main problem is an overexposure on bright conditions by the headset.
  6. 2 points
    Hi @okocha1337 I tested locally on my computer and SRWorks and Vive Hand Tracking can work together. Here is my configuration: GTX 1070, Unity 2017.4.16f1, SRWorks v0.8.0.2, Vive Hand Tracking v0.8.2 Here is the step to setup the project: Follow the steps here to setup graphics card driver and SteamVR. Create new 3D project in Unity. Import both SDKs Open "Assets/ViveSR/Scenes/Sample/Sample.unity" scene, and accept all the steps prompted. In the scene, add GestureProvider script to the Camera with MainCamera tag. This should be the "[ViveSR]/DualCamera (head)/Camera (eye offset)/Camera (eye)" GameObject. Add LeftHandRenderer and RightHandRenderer prefab to the scene from "Assets/ViveHandTracking/Prefab" folder. Play in Unity. Some notes: Please first make sure if you see your hands detected using "Assets/ViveHandTracking/Sample/Sample.unity" scene. For the first time running on each machine, Vive Hand Tracking may take 20-30 seconds for setup. So your hands are not shown immediately after you clicked play. You can wait for some time and see if your hand is shown. Please share your configuration so we can help to identify the problem you encounter.
  7. 2 points
    and by the way... never had problems with my Cosmos, I were able to play correctly since day one... maybe because I followed the room setup instructions and my walls weren´t naked, and my room was not empty or with black walls... some times is almost impossible to developers to imagine every single room setup possible... they need data to improve the sistem, and they are working on that, updates shows that.
  8. 2 points
    This update is definitely a step in the right direction. There is a noticeable improvement in tracking and field of view (which I report in more detail here). More improvement could be made in both areas, although tracking has further to go. I think the biggest problem with tracking, at least for me, was controller obstruction. They wiggle and get stuck quite a bit when crossing paths, but it is better than v1.0.5 was. Headset tracking still had a little wobble to it. Anyway, much more hopeful this thing can be fixed and looking forward to more updates. I'm keeping the Cosmos for a little while longer.
  9. 2 points
    @Jean-François Watier - Got your ticket. Thank you! @Phr00t - Thanks for the clarification. I'll make sure to pass that along to Engineering team. Please provide us your honest feedback when you do test either in this thread or your Vignette thread. Our SW updates will always be ongoing so we're definitely listening on what we can fix and do better for our customers. @lamyipming - Tracking improvements will be part of an ongoing SW update to improve Cosmos and your experience: https://blog.vive.com/us/2019/10/07/vive-cosmos-continuing-update/ @TomCgcmfc - Thanks for your honest feedback! I've converted it to a ticket to send to Engineering Team to look into. The weekend is here! For those that are on Beta 1.0.7, please test it out and share your honest feedback + any issues if encountered here in this thread. We'll monitor and address them to continue to improve your experience. Thanks again for all your patience and support!
  10. 1 point
    @stvnxu , ya tracking now seems to be the same as Pretty good improvement over original but still need more work of course. Looking forward t Pistol Whip! Thanks.
  11. 1 point
    Hi All. I've only been getting a little over 1 hour, maybe 1.5 hours on my Cosmos with the wireless adapter and the 21w battery. I queried this with HTC and they asked me to send the battery back to be checked. I'll hopefully ship it tomorrow. At the moment they are not selling just the battery (21w) so I ordered another Cosmos attachment kit which has the battery as well as the cables. Should be here soon. It will be interesting to see if that gives the same play time?
  12. 1 point
    @Mr George, Just wanted to update you, the studio behind Racket Fury got back to me saying they do have plans to integrate the Cosmos bindings. They're aiming for the next 2 weeks. Stay posted on their game updates / announcement! Thanks for your patience. Steve
  13. 1 point
    Hello everyone,, If your Vive Focus+ dev kit is having storage issues it may be caused by the ChripController log files. To clean up space use these instructions. Vive Focus Storage Full Steps to Fix: - Settings - More Settings - Storage - Apps - 3 dots, top right - Show System - ChirpController App - Clear Data - OK
  14. 1 point
    Hi @TomCgcmfc I feel irony in your words, and i want to explain my actions : i I spent two hours to configure PCars2, 'i played only 10mn, the default of center view is critical, every time can i play, the screen slipped or left or right, I understood that it was necessary to launch the game with the head in front of the screen to have a Chance to have a centered screen, and again it didn’t work all time. I I had to do it again a room setup several times. But i confirm with this actions my battery pack lasted 2 hours. Please @HTC resolve this issue as soon as possible ! My config : MOBO 7270 PRO GAMING M5 I7 6700K 16GB Ram SSD 1To RTX 2060 T500RS + Paddle + Gear
  15. 1 point
    No I apologize, I was just frustrated but should not have taken it out publicly like that or to that extent. You guys have an awesome product that I thoroughly enjoy using and thank you for continuing to make it better! JP
  16. 1 point
    I think the issue may have stemmed from a faulty battery for the batteries supplied in box. New batteries resolved the issue.
  17. 1 point
    Hey @TomCgcmfc, Totally fair request. This isn't a report I could raise to our engineering team, but I'll escalate it internally to get some traction. We do have a 18W battery sold separately, which we know isn't for Cosmos, but hope this pattern means there is already a 21W battery individual SKU in the pipeline. I'll update you on what I hear. Thanks, Steve
  18. 1 point
    A simpler way, 1. Perform 3D reconstruction like this video first and save the scanned result as OBJ. 2. Reload the OBJ into you scene. 3. Through SRWorks Unity API, ex: GetAllHorizontal(Vertical) / GetLargestHorizontal(Vertical) / GetColliderWithProperties( property array ), to get your desired collider property for your virtual object placement. 4. Or, you could even perform 3D Semantic Segmentation like this video to find wall or floor. A Sample code provided in Experience_Unity > Assets > ViveSR_Experience > Scenes\Sample9 – Semantic Segmentation.
  19. 1 point
    Following this. Got the wireless and it's a game changer. However, having a second battery is a must. Ran through a fully charged battery last night and while it did last about 2 1/2 hours, I wanted to keep going.
  20. 1 point
    Hi @AirMouse Could you let me know which version of SDK are you using now? You can check it from SRanipal.dll's detail page. I have test SR_Runtime with both SDK and and they all works as expected. Sincerely Jason Lu
  21. 1 point
    My gpu is a 1660...but maybe you're right... I think I'm gonna solve this issue of the grey screen of the death shortly Keep you posted...tks for your help...family vive is a big family!
  22. 1 point
    The Wireless Adapter for Cosmos comes with everything you'll need. You do need to install the PCI e card and mount the antenna on your monitor or anything you prefer. From there, mount the adapter on with the battery pack and you're wireless!! Thanks, Steve
  23. 1 point
    Strange. I pre-ordered the Cosmos but never saw anything about the wireless adapter. I've been patiently waiting because the cord is starting to get on my nerves haha
  24. 1 point
    Hi guys. As it seems there's no friend list on Viveport available yet. I posted on the Viveport community https://forum.viveport.com/topic/6763-friendlist/ This is too bad as I really would like to have some Cosmos Users for Leaderboard comparizon. As long as this is missing we could maybe make this thread a Steam Friends for Leaderboard thread. You can find me here: https://steamcommunity.com/id/a__jey Or enter Friend Code: 88135075 Feel free to comment your Steam profile or friend code here also 🙂
  25. 1 point
    Some USB controllers/drivers are not compatible with the Cosmos. Open device manager and see if there are any devices with a warning icon.
  26. 1 point
    I trust you but download is not working from vive.com... No download, no checking update... It is halloween! But I am not afraid...!
  27. 1 point
    I found that this happens when one of the windows services, VIVEPORT Desktop Service is not running. You just need to go to your task manager services tab and scroll down to this, right click on it and select start. Then restart viveport and it should allow you to update this. I also found it was useful to drill down further from the services tab to it's service and change it properties to Auto. Then it seems to startup this service properly whenever I restart my PC. Anyway, here's the link I found (with very little googling) that helped me; https://service.viveport.com/hc/en-us/articles/360019736511-VIVEPORT-update-service-is-currently-unable-to-start
  28. 1 point
    @marcellotham VIVE_SRanipalInstaller_1.1.2.0.msi + SRanipal_SDK_1.1.0.1.zip
  29. 1 point
    Not neccessary, thanks Tony
  30. 1 point
    @A-Jey I have not noticed this happening but I do find that the ipd calibrate popup is a little finicky to actually popup when I do want to adjust it. I agree that it may be better to have a separate calibrate ipd item within the Lense settings menu. Sort of like it is with my Oculus Rift cv1.
  31. 1 point
    @A-Jey, You are correct - Viveport does not currently support cloud-save. Our SDK team is exploring how to architect the platform SDK and backend to support cloudsave features in the future but it will take some time for the core SDK to mature further.
  32. 1 point
    I have great faith in you boys.
  33. 1 point
    Thanks Steve. I have finally decided to keep my Cosmos and ride its current issues out. At least for the next month or two. In the meantime I will only use my Cosmos for flight and racing sims (which all work well without Cosmos controllers). I'll continue to use my good old Oculus Rift cv1 w/2x sensors for everything else. Fortunately most of my Viveport Infinity games work well with my Rift and, with a little super sampling, almost look almost as good as well.
  34. 1 point
    Unfortunately this version caused me a number of problems with controller tracking in many applications - controllers snapping back into place slower, not being correctly aligned with real position or drifting. I have reverted back out of beta, and with the previous version they are back to working much better.
  35. 1 point
    I have now tried the HMD on a different PC. It turned out that this PC did not show any offset in tracking after calibrating, but seemed too be perfectly accurate! Afterwards, I plugged the HMD into the original PC once again, where the problem still occurred, and reinstalled the runtime for a fourth or fifth time. This, for some peculiar reason, fixed the issue and tracking looks as expected now! Whatever fixed the issue is not clear to me, but thanks for your suggestions @Daniel_Y and @Eric!
  36. 1 point
    I think it has now come to the stage when pre-order guys have to make a choice whether to keep this 'not fit for purpose as sold' headset. For those that do, I would expect some sort of olive branch made by HTC for their faith. Whether that is a discount on the base station tracking module or something else, some gesture needs to be made. Beyond all the crap, this product is a huge rip off as is. Even if HTC fix the tracking issues, how are you going to placate the people who pre-ordered this expecting so much more, even just something that worked out of the box?
  37. 1 point
    Bugs 1. In Vive Console's settings "Use VIVE Origin as your default VR home" is greyed out and can't be changed. VIVE Origin always starts and can't be disabled. 2. In Vivelens settings I have selected as "Camera View" the "Transparent Colored Outline". Whenever I start VR the Camera view is the default "Normal Camera". I have to go to the Vivelens settings menu(just click the gear icon) for my camera to change to my selected "Transparent Colored Outline". 3. When the headset loses tracking and doesn't recognize where it's located related to the room, the controllers lose complete visual tracking and have only positional tracking from the sensors. They appear as floating somewhere and me being able to only roll them in place and click buttons. I have to go and look at identifying features in my room so my headset recognizes where it is and then the controllers start tracking again. The headset even when it has lost its relative position to the room, it can partially track as walking still moves me around in my Origin room. I would expect the controllers would still have full tracking in relation with the headset even when the headset wasn't sure where its own location was in the room. Making the controllers always track could help in fringe situations where the headset loses its bearings.
  38. 1 point
    UPDATE; After a few more hours testing the nvidia 440.97 driver I did start to notice a little instability, like wavy graphics in some viveport games. So I uninstalled it (with DDU) and reinstalled 436.48. This seems to have fixed this so far. So I still recommend staying away from 440.97 for now.
  39. 1 point
    OK, just for fun I tried this new nvidia driver (440.97) and it seems ok to me. I always use DDU to completely uninstall previous drivers btw. Also, I only download and install the graphics and physx, not the HD audio or anything else. I tested this out with quite a few Viveport, steam, and independent (like X Plane 11) apps/sims and all seemed to work fine with my Cosmos. I cannot say I've noticed any difference in performance compared to my previous 436.48 driver though.
  40. 1 point
    @Jean-François Watier No worries, I found your ticket! I've updated our software engineering team that you're still experiencing this issue with the latest version. Please stay tuned till I hear back. Thanks! Steve
  41. 1 point
    @Doodle - Most likely the limitations would be cabling and heat dissipation/shielding followed by occlusion. The wireless adapter has unique output parameters - basically the output/signal is optimized for the short cable. You won't be able to use the stock ~5m long tether that ships with the HMD, you can only use the short cable with the wireless adapter. The kit ships with additional foam to help shield your skin from heat - any other mounting solution would need to have some sort of shielding. When mounted to your head, you have the least potential for occlusion - if it's mounted to one side of your body, you can fully occlude and block the signal from the PC side transceiver. The head-mounted design ensures 360 coverage.
  42. 1 point
    I covered my 2 front cameras and moved the controller between the up/down and 2 side cameras. When the controller was in front the 2 covered cameras it would lose tracking but when it was seen by any of the other 4 cameras it would start tracking again. So the side cameras are tracking but how good I can't tell. I also had problems twice on my right controller, it would appear as being some meters in front of me and looked like it was still tracking or it was only sensor tracking. Even if I touched the controller to the cameras it wouldn't come back to me and I had to switch it off and on for it to work again. @Synthesis
  43. 1 point
    UPDATE; I have tried this again during the day with a lot more light in my room and it starts up perfectly. So, this issue was probably due to lower night time lighting (which I still think is pretty bright). I thought I better let you know. Also, I am enjoying using my Cosmos and love the new Vive Reality System. I have also let Vive Support know this. Cheers.
  44. 1 point
    Two weeks and absolutely no response. I'm not sure how any company can consider this acceptable. I continue to receive regular calls from the repair company but, still, no one is willing to actually talk to me. Not the repair company nor HTC support. The bill is continuously brought up but whenever I try to ask how the conclusion of "liquid damage" was come to, I get simply get more obscenely blurry pictures and a restatement of the bill. I come here in hopes that HTC can answer my questions as I'm aware the repair company is a third party. What do I get? Nothing. Not a single response in two weeks. I refuse to pay a bill for something that occurred during normal use, especially to a company that chooses to ignore its customers. The fact that sweat damage is specifically included as a warranty void is just proof of the obvious defects in the product. I'm aware that the UK has laws against this and that your warranty means nothing there. I'm currently looking into my own countries consumer laws on the matter and urge others to do the same should they face this problem.
  45. 1 point
    Thank you for the update and timetable. My return window is early November, so I should be able to evaluate these changes. I will be optimistic that "optimizations and improvements not mentioned here" refer to the field of view issues, which I'm looking forward to just as much as tracking improvements.
  46. 1 point
    @dNazarik - No, the SRAnipal (and the underlying Tobii backend) do not allow for images of the eyes to be collected or transmitted. I've copied the SRAnipal SDK developer agreement below: SDK Developer Privacy Guidelines: This SDK contains software which collects facial images and processes those images into user facial feature data for VIVE Pro Eye or other HTC VR products. Facial feature data includes eye tracking data (such as gaze position, pupil size and eye openness), but not actual images or representations of the face, eyes or lips. Facial feature data but not actual facial images or representations are available to the SDK developer. Information about how this SDK collects and processes facial feature data that the SDK developer can collect and use can be found in the Vive Eye Tracking section of the HTC Learn More page. We recognize the importance and privacy of user data, and to create a platform that supports these values we require developers who use this SDK to conduct the following self-review privacy checklist: - You must post a conspicuous privacy statement to users in your application disclosing the use of facial tracking technology and collection of facial feature data. Such privacy statement shall describe your collection and use of facial feature data, including what data is collected, how data is being collected and used, purpose of data usage, whether any data is shared with third parties, data retention etc. - You must keep your privacy statement up-to-date as you make changes to your data processing practices such as what type of facial feature data you collect, and how you use it or if you add new features and functionality to your application that may affect user privacy. - You must get explicit opt-in consent before you collect facial feature data where required by applicable laws. - You must only collect or provide access to facial feature data which is required to accomplish the task or functionality in your application and as disclosed in your privacy statement. - While this SDK might allow you to access certain facial feature data, you must not, and must not attempt to, collect, store, distribute or transfer eye image data. - You must not use any facial feature data, on its own, as an identifier to identify or recognize an individual. - You must not share facial feature data with third parties without user consent or otherwise complying with data protection law. - If you share or make available facial feature data to any third party, you must ensure that third parties comply with the same requirements in these guidelines. - If you collect or use facial feature data for profiling or behavioral analysis, you must provide a mechanism for users to reject profiling and behavioral analysis. - If you process facial feature data about individuals in the European Union, you must comply with all terms of European Union’s General Data Protection Regulation (“GDPR”) and any corresponding or equivalent national laws or regulations. - If you collect facial feature data of a minor (subject to the definition of children age under applicable laws), you must comply with applicable data protection laws meant to protect children (such as the U.S. Children’s Online Privacy Protection Act (“COPPA”)). - If you use, collect or process facial feature date for healthcare or health research use, you must comply with applicable data protection laws and relevant healthcare or medical regulations and determine for yourself if our product meets your compliance needs (we note that we are not and do not desire to be a business associate, under HIPAA, with respect to your application). - You must implement appropriate security measures to protect the confidentiality and integrity of facial feature data and prevent unauthorized access, use or disclosure, such as using industry standard encryption methods when appropriate. - Don't sell or license any facial feature data received through this SDK. - Don't use a service provider to process facial feature data you received through SDK unless you make them sign a contract to: (a) protect any facial feature data you received through us (that is at least as protective as our terms and policies), and (b) limit their use of that facial feature data solely to using it on your behalf to provide services to your application (and not for their own purposes or any other purposes). You must ensure they comply with our terms and policies (and you are responsible for their non-compliance). - Don't use facial feature data obtained through this SDK to discriminate (including based on race or gender) or make decisions about eligibility to participate in plans or activities, including to approve or reject an application or charge different interest rates for a loan. Published May 2019
  47. 1 point
    Don't know how to remove this post so I shall just reply for others with a similar issue. I checked my battery cable by swapping it with the link box USB and that fixed it. It was just a janky usb cable...
  48. 1 point
    I contacted support which I should have done earlier. They walked me through troubleshooting the issue and fixing the issue. Just leaving stuff here that could possible fix the issue for Google people. If you have multiple graphics card: Make sure your VR headset is plugged in the same graphics card as your main monitor. Follow the rest of the steps below. Solution: Turn off Steam VR. Turn off your firewall and antivirus. They said that sometimes the firewall and antivirus detects the SR_Runtime installer as a threat and corrupts the file. Download the SR_Runtime installer. If you already downloaded it before step 1, Re-download the SR_Runtime installer. You can download it here. If you have installed SR_Runtime before, *Remove it first. If not, skip to the next step. Install SR_Runtime. Run SR_Runtime as Admin. Right click > Run as Administrator. Start Steam VR. Go to System Dashboard in VR. Select Vive Pro Eye. Read and agree to the license agreement. Calibrate the eye tracking *Not sure if just repairing it fixes it but I think just removing the old SR_Runtime instance is better. Just to be safe.
  49. 0 points
    hi all, my feedback with wireless adapter : 2hrs with controller battery 50%
  50. 0 points
    i was play Zero Caliber VR on 1.07. it is not possible to control ak47 in two hands. system stops seeing the far controller. i was see new twitchings. spontaneous movement of weapons. in other games too bad. i was bacup in 1.05
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