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Showing content with the highest reputation since 07/24/2019 in all areas

  1. 4 points
    Just wanted to share this https://www.thingiverse.com/thing:4124195 HTC Vive Wireless Dual 30mm Cooling Fan. 2x - 30x30x6mm 12v Fans @ 7.5v (Low speed fan resistors I had sitting around) 1x - 1.3 ID x 3.5mm OD DC Jack This was built due to Grey/Blue screen flashes on the HMD, Falling through the world or slowly losing tracking on the Vive Cosmos during wireless play. Looking at logs in C:\ProgramData\Vive Wireless\ConnectionUtility\Log The HTC Vive Wireless would start with temps reporting [2020-01-19 17:36:58 +10 0xB70 INFO LOG] M_Temperature=36, R_Temperature=33 -After 20minutes play time- [2020-01-19 17:56:46 +10 0xB70 INFO LOG] M_Temperature=91, R_Temperature=62 After the modification was performed the log output reported [2020-01-24 14:45:39 +10 0x4394 INFO LOG] M_Temperature=30, R_Temperature=23 -After 20minutes play time- [2020-01-24 15:05:19 +10 0x4394 INFO LOG] M_Temperature=48, R_Temperature=49 Both of these were experienced with the same room temperature of 24c and 20minutes of playtime in Beat Saber. After extended use it originally used to display temperatures reporting [2020-01-07 18:19:42 +10 0x32B0 INFO LOG] M_Temperature=99, R_Temperature=63 [2020-01-07 18:19:52 +10 0x32B0 INFO LOG] M_Temperature=100, R_Temperature=65 [2020-01-07 18:20:22 +10 0x32B0 INFO LOG] M_Temperature=102, R_Temperature=66 With a grey/blue HMD flicker every few minutes. This has cut cut the temperature by half and resulted in no drop outs after hours of use. Cheers
  2. 3 points
    Vive wireless Noctua Cooler Mod 👍🙂 ...no more grey screens,overheating 😉
  3. 3 points
    Hi guys, I have tested both games. This was a hell of torture for me even without sound. This is kinda hardcore horror. Scared the shit out of me, man. (Reiko's Fragment, Sinister Halloween, Both from Viveport). The Test-Build nothing changed here. But I have to say, it should't change anything, because for me the colormapping and gamma are totally fine. Sure there are some dark areas, but these are meant to be dark. I have already compared it with my oled TV. Looks the same. This is kind of an example, where we would benefit from an oled screen for a better immersive contrast in black levels. So, I am pretty sure, in this case everything is fine. I tried so many games so far. (Steam, Viveport, Revive) I haven't found any wrong color mapping in a game provided by Steam or Viveport. Best regards Clark
  4. 3 points
    Hi, Im constantly having tracking issues when getting closer to my floor. The headset will drift and it will loose orientation completley. Also when i try picking upp stuff from the floor in Arizona Sunshine or Boneworks it will go crazy. My floor is made of white coated boards of wood. Can i improve headset tracking with maby putting a rug with a pattern on my play area? I really love the headset in all other aspekts then the tracking over all. Its comfy, have superb build quality, good software and very crisp screens with wery little lens issues. I wish for a bigger sweet spot but its ok. I still have big hopes for you guys to get the tracking as good as the competition!
  5. 2 points
    I have a fan on mine and it keeps the temps down to around 50 but still have the issue. Also as joellipenta said it happens with both the HTC and third party batteries. @Synthesis
  6. 2 points
    Tested now and it works, confirmed you need to restart the application after setting the new resolution.
  7. 2 points
    I totally get you and I'd prefer either but it makes no sense to let a musician do the painters work and vice versa.
  8. 2 points
    @tonton and others. Please post in English or at least add a google translate version. I'm often reading these posts on my iPhone and cannot easily access google translate. I'd hate to miss something important you have to say, thanks mate.
  9. 2 points
    Glad you're up and running. What ended up being the fix? (in case someone else has a similar problem)
  10. 2 points
    @bkz444, The key to all of that is to hold the HMD with one hand in the focus sweet spot while reaching back with the other hand to tighten the headstrap band. That's a universal step across all HMD's - if you don't hold it in place while tightening it, the HMD will slip out of the focus sweet spot.
  11. 2 points
    Been busy due to holidays, but finally got it working after a lot of troubleshooting. What finally fixed it for me was flashing my BIOS to the most recent (and beta) version. I also switched my power supply to a more powerful one, as the one I had just barely matched the minimum requirements for my video card. However, I tried that before updating my BIOS and it still gave me the same error. So, I'm not sure if just the updated BIOS would have also worked with my old power supply. Motherboard: MSI B350 Tomahawk CPU: AMD Ryzen 5 2400G Processor with Radeon RX Vega 11 Graphics Video Card: ZOTAC GAMING GeForce RTX 2070 AMP Extreme 8GB GDDR6 (not a super) Old PSU: Seasonic G Series 550 550W New PSU: Seasonic G Series 650 650W @stvnxu
  12. 2 points
    Update: Sorry for the radio silence, I was emailing back and forth with support. I ended up returning the headset for a new one and it works perfectly now. I guess something happened to the old headset.
  13. 2 points
    This is like the cherry on top from the previous update, i though the previous beta was a big step forward with tracking, this beta is almost just as big of a step. Keep up the good work.
  14. 2 points
    Just for fun I thought I would try to install my Cosmos on my 2yo Alienware 17r4 gaming laptop (i7 7700hq 2.8/3.4Ghz, gtx1060 6gb, 32gb 2400 ram, 256mb ssd, 1 tb hdd). All I needed extra was to borrow a friend's Oculus Rift S mini DP adapter that came with his Rift S and does not need to use since he uses a desktop. Hard to believe that the much cheaper Oculus Rift S includes these for free but Vive doesn't. Anyway, it installed fine once I got past the error in the setup when trying to pair my controllers. The setup said to press the Vive button to pair but this did nothing. Drilling down a bit I found I needed to press the Vive and an upper controller button and then it paired fine. Actually works pretty well, much better than I expected. Of course I need to lower graphics setting, including SS quite a bit compared to my i9 9900k/gtx1080ti desktop but overall it still works and looks great with most VR games (not so great with X-Plane 11 though). Tracking with the latest beta still kinda sucks, lol! At least now I will be able to monitor its progress.
  15. 2 points
    VIVE Cosmos 1.0.8.5 – Beta Release Notes Released November 26th 2019  [System] Improved system stability for use over longer durations. [Tracking] Controller Optimized tracking trajectory for boxing style movements and archery games. Support simultaneous movement of occluded and non-occluded controller within the headset's field of view. [Vive Runtime] Added fallback controller type, support added from SteamVR Beta 1.9.4 onwards. [Vive Console] Solved a bug where the HMD firmware update might be interrupted during a software update. Synced camera pass-through settings with Lens. [OOBE & Room Setup] The how to wear the headset video now lets the user know they don't need to take off their glasses. Room setup can be triggered when in an untracked state by a long trigger press for 2 seconds (previously 3 seconds). Improved the OOBE flow when requesting a GPU driver update.
  16. 2 points
    I've been comparing Cosmos tracking to my Samsung Odyssey+, which also uses inside-out technology. It only has 2 cameras to work with, and is much cheaper, so you'd expect less performance from it. If Cosmos could match my Samsung Odyssey+, I'd consider that a significant improvement. I do believe there is room for improvement over the current software; that isn't the problem... it is how good can it get and how long will it take to get there? I know you don't have the answer... I'm not even sure the engineering team does. I am thankful for the updates you've provided thus far, and how well you've been listening. I'm really rooting for you guys here, we need as many (good) VR options on the market as possible.
  17. 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)?
  18. 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.
  19. 2 points
    @Dicehunter & @TomCgcmfc, I hear ya. I've personally submitted this request to our SW team. Please stay tuned. If I hear any updates, I'll be sure to let you know in this thread! Thanks, Steve
  20. 2 points
    I found a solution for this. When you import the srworks asset you just uncheck the openvr plugin while importing it. It works fine. First steamvr then srworks...
  21. 1 point
    Okay, let us see what we can do on our side to get it working for you in your dual GPU setup. Will get back to you.
  22. 1 point
    Just do a swap, there is just no other option.
  23. 1 point
    @Lionel, Oh sorry I didn't mean to hype it up. Nothing happens LOL I just didn't know I could drive it off and was happy when I found out haha. I'll keep you posted on anymore I find. Steve
  24. 1 point
    I have had the cosmos since launch and have been faithful to it sticking by it through its worst with the tracking, i am glad the tracking is much better, to the point where you can actually play gun games. What i had discovered today which surprised me though was the microphone on the headset..... and were it is placed. Right below were your nose goes..... OH GOD THE LOUD NOSE BREATHING SOUND ON STREAMS AND VIDEOS. Why on earth was it placed here. Obviously no software fix will fix it so i ask what i can do as a work around. I like the earphones that come with the cosmos and not too keen removing them for a headset/mic solution and will do it as a last choice as i have a astro a50, the only issue is its much heavier. As much as some people like to watch me shit myself at scary VR games, the loud heavy breathing wind tunnel is real put off lol. What are some ways you guys combat this? (Not breathing is not an option unfortunately) @stvnxu @C.T.
  25. 1 point
    I can confirm that after this update the tracking is MILES! better.. pavlov actually seems to work now. Boneworks is a lot nicer to play now too. Faith restored :) - I'm sure if Oculus can do it, so can you.
  26. 1 point
    1.FOV is approximately the same.With the new Cover Pad the distance to the lenses are lower,it balances out.I have the same Mod on my Vive Pro,same result. The FOV is still small on all HMD's on the market except the Pimax,their SweetSpot is superb. 2.SweetSpot covers 95% of the area,5% of the very outer lens area are still slightly blurry like the original fresnel lenses. 3.NO Godrays and Lensflare! Is the conversion worth it? In my opinion, YES! 100%. If you want the biggest FOV,go with Pimax. 5k+,on second picture. 😉 If you want one of the best LCD Displays,go with Cosmos. Cosmos shines in three categories: less ScreenDoorEffect and higher PixelDensity, wireless option, coming lighthouse FrontPlate Mod. Still best Comfort right ou the box: Vive Pro (AMOLED Display).👍🙂
  27. 1 point
    @oxygen4004 - Yeah - this is confusing. The Cosmos is a new enough headset that all units are still under warranty. I'm not sure who Regenersis is but they're not an authorized service provider and I have no idea what type of repair services they could have offered for Cosmos. In any case, I'm glad you're up and running.
  28. 1 point
    VIVE Cosmos 1.0.9.2 – Beta Release Notes Released December 20th 2019  [Controller] Fine-tuned the battery level indicator to cover general rechargeable batteries. (if you find any abnormal behavior on your batteries, please reply here with the brand and model of your battery "link preferred") [Tracking] Controller Solved the specific tracking pose lock problem for boxing style movements and archery game playing [Vive Runtime] Improved stability for Performance Priority Mode on AMD graphic cards. Optimize IPD show up timing to avoid blocking the VR game Reported VR Headset audio device to OpenVR Improved frame rate control timing for optimize frame rate [Vive Console] Solved the specific case for HMD firmware update was interrupted by software update [OOBE & Room Setup] Support the multiple language EULA and Privacy URL [Origin] Added Christmas decorations
  29. 1 point
    @Tony PH Lin, hello. I would prefer the UE 4.24 because there's fixed some bugs (AI, Navigation) and adds a new features. One of them is Auto-Instancing on Mobile, which reduces draw calls to improve graphics performance. Auto-instancing has been found to be most effective on heavily CPU-bound games rather than GPU-bound games.
  30. 1 point
    I believe there is a small hole at the back that you can press with a paper clip to change channels. This change should show up in SteamVR when you hover your mouse over the base stations icons. You may want to google something like; changing valve 2.0 base station channels without Bluetooth.
  31. 1 point
  32. 1 point
    Skyrim and Fallout are specifically bad examples because they're made using Bethesda's custom engine which brings with it a ton of complexities. In short, neither app is super great with Index or Cosmos controllers currently to my knowledge. Most apps that don't have native support can use SteamVR's remapping but the custom engine here breaks alot of that. I'll ask about the current status but I don't think Bethesda has added native support yet
  33. 1 point
    Hi @bossayres, You may have a failing controller. I am going to start a support ticket for you and you will receive a response from our Customer Care team soon. They will be able to help you with a bit of troubleshooting and see where to go from there.
  34. 1 point
    @TomCgcmfc - I believe that's the current standby behavior. Valve has pushed quite a few updates to the base-stations in the last 45 days that I'm not personally familiarized with yet including a completely new behavior (v1.8.20 notes below). You can't use power management in places with more than 1 HMD and thus we need to keep power management disabled in-office or it wreaks havoc so I haven't tested the new behaviors firsthand. I'm currently traveling abroad otherwise I would test at home to verify. As long as the rotors start and stop according to your usage - I'd imagine everything is working correctly. The overall key with BT power management is that it's mediated by commands outputted by the compositor - if you abruptly stop the compositor (like a hard PC reboot) or it crashes - you may need to cycle SteamVR to re-sync everything.
  35. 1 point
    I agree, as soon as the Steam Faceplate module is available I will go for it. My only concern with this new module is that apparently it only has ~1/2 the number of headset sensors compared to the original Vive. Until then, my Cosmos is back in its box, under my pool table. I will continue to use my Oculus Rift cv1 w/2x sensors and Vive Pro. I do hope that the Cosmos works well with this new module because I do miss its flip-up screen and the Lense/Origin VR system.
  36. 1 point
    HTC Vive / HTC Company - Still no way to re-center the display, turn off set boundaries, controller tracking is pure **select negative word**, now if I x2 click the LEFT controller (home) button to display the Steam overlay, the Steam overlay will not go away at all. The RIGHT (home) button will still from time to time if pressed x2 display totally different pass-through than what I selected. On HTC's Black Friday Instagram ad and on their own website, they display someone playing the Vive Pro https://www.instagram.com/p/B5TC8eQh1BW/?igshid=6z9cryopqp6x I truly understand not wanting to display the NEW troubled HMD that cost $700 USD that staff cannot and will not fix. Maybe they should just do more false advertising OR controlled showings of this janky HMD that is by no means close to functional. Let's point out some transparent facts: HTC Website Forums/Reddit page - they are not as active as Oculus nor Valves'. Days go by with little to no one talking COSMOS, Vive Pro. More talk/chat of OG Vive than anything. YouTube - No one is watching or posting for the HTC COSMOS. Every heavy hitter from YouTube has provided their input which was not good for the HTC COSMOS and they recommend consumers to look elsewhere. Open YOUTUBE right now and search "HTC COSMOS or VIVE COSMOS" and narrow your search to just "TODAY"...watch the underwhelming results. Piss poor performance and production that HTC will not bite the bullet for! Staff will continue to ignore, sweep matters under the rug, and not take credit. HTC VIVE team and all staff - just go ahead and take on outside consultants from OCULUS / VALVE teams and pay them well to fix this mess you all created. OR provide free hardware (HMD and controllers) that work. Why continue to put the consumer though this? To be straight up...no company or organization is to big to fall. Tired of HTCs' $h!+ already. One and done...but never again!
  37. 1 point
    What is happening with the release, it said it was meant to be released on the 18th of November, which has come and gone, but it still says coming soon. Now the release date has dissappeared from the page and it says latest update to the game was the 19th of November. (back on the 18th) Does anybody know what is happening?
  38. 1 point
    @stvnxuI just feel we are going around in circles lately, We are now approaching the 2 month anniversary since launch, and it;'s still not in a condition that I would say 'marketable'. You are still having issues with near field tracking, along with some other elements of tracking. Bow and arrow games along with gun games like Pavlov etc still aren't playable and you should be getting this kind of thing sorted before any of the 'window dressing'' updates as of late. I just want to know that I haven't wasted £700. If I was head of HTC Vive, I would be going mental at the people who developed this headset and launched it in such a condition. So please, just give me a date when this thing will be properly usable and make sure this happens. At that point, I will switch off my OG Vive and consign it to the archive.
  39. 1 point
    @stvnxu: did I see wrong or did you change something with the inside out cam settings? The camera view seems to be different as with the old beta (kinda more milky/brighter appearance of the see through view now. Under the same cloudy conditions that I got yesterday there were situations where the controllers went crazy with the new Beta. This time I tested Racket NX, first with the 1.0.8.1 and directly after that with the new Beta update. With the 1.0.8.1 Racket NX was working without problems. With the new update I missed quite a lot of hits. Back in the main menu of the game the controllers stuck in front my chest, doing all turnings but no movement sideways or up/downwards. Also I got more dark light messages again. For me this Beta update feels a bit like a step back.
  40. 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
  41. 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
  42. 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...!
  43. 1 point
    Not neccessary, thanks Tony
  44. 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.
  45. 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.
  46. 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
  47. 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.
  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. 1 point
  50. 1 point
    I used both 3.0.2 and 3.1.1 and got the same error on both. I did seem to have missed some step from the instruction you linked, namely deactivating the other VR plugins. I"ll go over it once more and see if it fixes the issue. @Tony PH Lin
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