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Showing content with the highest reputation since 07/24/2019 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. 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)?
  3. 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.
  4. 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
  5. 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...
  6. 2 points
    Good news. I got your exact specs and my Vive works like a champ. You won't be able to use the HTC Vive wireless adapter (I think the i5 just isn't powerful enough so it has some issues) but otherwise everything runs great. With a more powerful PC you could oversample, etc.. but every game will run with high or ultra settings without issue (except maybe Skyrim with mods and Fallout). As for Hot Dogs.. I got it but haven't played it long.. what I did play it seemed to be fine.
  7. 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.
  8. 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
  9. 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
  10. 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
  11. 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.
  12. 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
  13. 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!
  14. 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...!
  15. 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
  16. 1 point
    @marcellotham VIVE_SRanipalInstaller_1.1.2.0.msi + SRanipal_SDK_1.1.0.1.zip
  17. 1 point
    Not neccessary, thanks Tony
  18. 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.
  19. 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.
  20. 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.
  21. 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?
  22. 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.
  23. 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.
  24. 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
  25. 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.
  26. 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
  27. 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.
  28. 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.
  29. 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
  30. 1 point
    @Dicehunter - Mirroring the cellphone market, alot of this stuff is best left to third party accessory manufacturers who specifically specialize in aftermarket accessories. I'd generally recommend buying a "bust" like this that is hardware agnostic and can serve whatever HMD you're sporting on a given day. Beyond being agnostic, a bust will prevent sunlight from reaching the lenses and damaging the screens which other common stand designs fail to address.
  31. 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...
  32. 1 point
    @Phr00t Thanks for detailing your troubleshooting process. This is awesome and helpful for the community members that may experience this issue. Keep us posted on what you find with your new cable. I know you've already found which DisplayPort that's dedicated to your GPU, but for those that need help identifying this, you can follow these quick steps: Right click desktop > Nvidia Control Panel > Set PhysX Configuration Shoutout to @Caesar T for this tip!
  33. 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.
  34. 1 point
    Hi Please refer to below posts for detail 🙂 Thanks, https://forum.htc.com/forums/topic/6655-cosmos-beta-release-105/
  35. 1 point
    Awesome, thanks for the response
  36. 1 point
    I have the same exact issue. Audio and controllers work, display doesn't. HTC Support had me completely remove the device, reinstall the software & drivers, and then remove and re-attach the faceplate. None of it fixed the lack of display. The screen flashes black a few times, and I get the 210 compositor error. Very disappointed since this is my first VR headset and HTC can't seem to make it work.
  37. 1 point
  38. 1 point
    No, that is never going to work because those adaptors will never supply enough bandwidth. If your laptop has a proper DP capable Thunderbolt 3 connector that is connected directly to your dGPU (not iGPU) you may be able to use an adaptor for this, but this does not always work well. So I think you are going to have to return your Cosmos or buy a better PC (preferably a gaming desktop). Next time do yourself a favour and do a bit more research before buying. This will save you a lot of time and money.
  39. 1 point
    The VIVE family of virtual reality products proudly offers the only native support of wireless for PC VR and we’re excited to extend that distinction to the new Vive Cosmos. We’re fine-tuning performance of the Vive Wireless Adapter with Cosmos and are very close to releasing official support. We expect to deliver adapter compatibility with Cosmos in late October. For existing wireless owners, a new Cosmos Compatibility Pack will also ship in late October. The pack will ship with a new 21W power bank, the connection cable for Cosmos, and a new pad to attach to the headstrap. Due to the new inside-out tracking on Cosmos and other features, the headset draws slightly more power than the current Vive Wireless Adapter battery can support, so this battery is needed to power this headset wirelessly. In addition, Vive Cosmos processes all the camera tracking data solely in the headset and never sends the visual tracking data to the PC. While this means we are securing user privacy in their play space, this approach results in a higher headset power consumption. The compatibility pack will retail for US $49.99 or regional equivalent. Overtime, we’ll simplify the wireless adapter assortment so only the new battery is shipped to Vive Wireless Adapter customers. Thank you for being a part of the VIVE family. We will share the release date with you as soon as possible.
  40. 1 point
    After upgrading your project with Unity 2019.2.6f1, have you tried deleting & reimporting the SRWorks Plugin package? This is the first time I saw this exact question on this forum. If there are any other questions that haven't been properly answered, kindly share the link; we will be more than happy to respond to it. Regards, Renee
  41. 1 point
    Hi, @MacBread, Tutorials are dated, there's now support for both cameras not just with SRWorks but with the OpenVR API as well (though I haven't checked if the SteamVR Unity plugin has been updated) - I plan to get back to this via OpenVR for Vive Pro however I do recommend that using SRWorks will be the easier route. One approach is to take the textures or the quads from one or both of the eyes and simply move them to the object you want to project on. Currently the best way to learn how the SRWorks framework works is to use the inspector during runtime to see how it's laid out and then you'll know what parts to use or copy. I do plan to get to new tutorials - please feel free to ask for help on getting started on the SRWorks SDK forum best, Dario
  42. 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
  43. 1 point
  44. 1 point
    Ditto confirmation on the fix! AMD Ryzen TR 2990WX ASRock X399 Taichi GTX 1080 Ti Before I had random game crashes and BSODs. And the camera and base station power mgmt were flakey. So I moved it back to an Intel system to keep wireless VRing. But, now it seems to be running fine on Ryzen. I don't even bother shutting down my background loads: Plex, Hyper-V VMs, Docker, Backblaze, CrashPlan, Storj
  45. 1 point
    Thanks for taking the time to respond. Appreciate it.
  46. 1 point
    Hi @MDV Games Thanks for your attention. Wave 3.1 SDK is under the final run for compatibility testing, and should be coming soon shortly in early August.
  47. 1 point
    Hello everyone, Today I'm sharing with you my recent project in initial stage about the integration with Leap Motion Engine module. Please check my github repository: https://github.com/augustoicaro/HTC-Vive-Leap-Interaction-Engine-Integration/tree/master What is working: Hand models Interaction with UI Hover Grab (Partially) This project is a Working In Progress.
  48. 1 point
    Running Steam as administrator and then running ViveWirelessSetup, fixed the issue.
  49. 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
  50. 0 points
    Hey @Kastle, Thanks for reaching out and apologies on this initial issue you're experiencing. Let's fix this. Adapter could be the problem, but we'll need more information to reach that conclusion. Let's check if the mini Displayport port is directly for your GPU. Presuming you have Nvidia, you can check through these steps: Right click desktop > Nvidia Control Panel > Click "Set PhysX Configuration" If you're mini DP is connected to your GPU, then we can presume what you proposed - the adapter. Another user (Phr00t) with a similar issue said, "It appears DisplayPort 1.2 runs @ 17.28GBPS, so you will need a cable or adapter that supports at least that speed." - Post link Hope this helps. Let me know what you find.
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