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About MartinMarty

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  1. Have you tried switching among the various sound devices that represent your HMD, including the ones that only appear AFTER starting SteamVR? I don't know whether it is the fault of Vive, Steam, Windows or Nvidia (I have a GTX graphics card) or just timing, but I have always noticed (back from when I started with original Vive) some variation in the name of the audio playback devices that appear in Windows. For example, and don't quote me on these exact names, one time it will say Vive Nvidia Audio and another time it will say Vive Pro HDMI. The thing that has been consistent is that (for Vive
  2. If you're on an original Vive you can try taping over the problematic sensor. I've not heard of this problem on a Pro. You don't mention whether you tried all those other failed remedies at the same time. If I'm interpreting your post correctly, you're saying that you basically swapped out all the hardware including the PC and HMD with known-working units and you still have the problem, but you have three other VR rigs that are similar (not identical) that do not have the problem. If so, that would seem to mean the problem is environmental, i.e. pick up all the hardware and move it to a d
  3. wrote: It really is hard to understand why we pay a lot of money for this kit, and the audio quality is so poor on the High Def devcie. I mean, it should be fixable very easily, as applying an equaliser setting to boost bass works well, except that it can't be applied at bootup as the device is not present until SteamVR is running. For me, the quality is fine, it's just the quantity, i.e. VOLUME that is lacking. Regarding the device not being present, what really blows my mind about that is that even in SteamVR itself, I can't set the Audio settings to automatically switch to th
  4. wrote: , we've actually been working with Nvidia on this to approach problems people have had on a driver level. The more recent Nvidia drivers contain tweaks that should result in improved audio performance when using the Nvidia driver (as opposed to the Vive multimedia audio usb driver). Most people report having better audio fidelity when using the Nvidia DP driver. It's important to remember that the hardware and software that's driving the HMD can have a tremendous effect on what is actually outputted to the drivers and that not all of what's reported has been reproducible, especial
  5. wrote: ... I don't have distorted or tinny audio. The volume is just way too low and there's no bass. Any ETA or update? This is sound quality is totally awful. ... Same here. Exactly. No update. No fix. No help from support. There are some Windows sound equalizers and effects software you can get, at least one is even open source. I had kind of high hopes for a couple days but I wasn't willing to buy the full version. Don't get me wrong - I certainly have enough invested that if another $50 or $100 would fix the sound I would pay it without hesitation, but it wasn't that easy
  6. wrote: Can confirm that putting tape over a specific sensor works. It just baffles me that this still hasn't been fixed yet. Thanks to this thread we've bascially solved the issue for HTC and pin pointed the defect down to a specific sensor that causes issues with tracking when the HMD gets to a certain tempeture. Couldn't they just release a firmware patch that disables that sensor when the HMD gets to hot? Do they really just not care at all? I orignally went with Vive over Oculus since I was under the assumption I'd get a more "premium expereince" due to the higher price point.
  7. wrote: I had mine a total of two weeks and this isue started occuring, the only fix was the tape over the sensor trick (lame). Luckily for my everyone here confirmed to me this is a real issue and HTC confirmed to me they are not really going to do anything about excpet ask you to update drivers, then ask you to pay to send them the headset to "repair" it. It only take 4-5 weeks though *pffft. Anyways i had 30days to return it to the vendor, so again i was lucky. Ironically im looking into to just getting a Pro. So now im off to research if the Pro has any known or unofficially
  8. wrote: I've had this issue for a while and realized today covering that sensor with my hand fixes it. Seems most predominant in the corners...seems like a very bizarre issue, did they ever fix it? Mine was manufactured in October 2016 so its out of warranty, would need to pay for repair but don't want to waste $300 if it won't address it. I have consumer protection on my credit card and can file a claim with them. They never fixed it. I ran with the taped-over sensor for like a year (you can go back in this thread and figure out exactly when I taped it) and just got used to it. It's r
  9. ... I'm sort of amazed a DIY product was able to make such a significant improvemet over an $800 HMD. No offense to HTC but you guys should look into this. Thanks. That was kind of the point of my post. I don't know if I made my point. I would appreciate a response from HTC/Vive regarding what it is that all these happy modders are not understanding. Why is it that I should not tear my Vive Pro apart tomorrow and do this mod? What would I be losing? I mean no offense also. I am very curious if this was so easy why they didn't build it this way. Thank you.
  10. I keep reading about people swapping the (non-fresnel) lenses from Gear VR into their Vives and Vive Pros and raving about how clear everything is and how it eliminates God rays and reduces screen door effect. But certainly if it was that simple, HTC would have used that type of lenses. Some people admit to some "barrel distortion" which they correct by tweaking some parameter file(s) and sometimes something called pupil swim. I am not at all expert in these subjects. I must admit I am tempted. I would hate to mess up my HMD but truthfully I could probably do the swap successfully.
  11. You've put that powered USB hub between the Vive Pro's link box and your computer? I'll try anything.
  12. Thanks, . That gives you a newer version of watchman than I have. Steam does not want to update my headset, so it must not be important. I tried update Steam Client also, but nothing.
  13. The best fix I ever found was the piece of tape. After a while I even stopped thinking about it. I am now on the Vive Pro and praying the grey-out problem does not occur on that unit as soon as the Summer heats up, especially since the Pro also came equipped with disappointing sound and Support is already 100% busy not helping with that problem. At least back when we had this problem, they really did try to help. Enjoy your Vive. Try not to sweat the minor hurdles. I guess that's the price we pay for being at the back of the leading-edge of a technology. I keep buying Vive products in
  14. wrote: Hi Everyone, Apologies if this has already been said, but have you tried: Go into "Playback Devices" in windows audio settings Select the Vive's audio device (usually there are two - the HDMI device and the USB device - this works for either) Go into the device's properties, then navigate to the "Advanced" tab Change the sample rate from 48000 to 44100 and hit "Apply" Click the test button and it should sound normal Thanks for the suggestion. I tried it this morning and for me it did not improve anything beyond what all the other fixes/tricks have done. I have also
  15. Just to clarify, I don't recall ever getting a FW update "notification". The only times I've updated have been in response to specific instruction which caused me to go manually check for an update. If the only thing you're missing is bass, are you aware of the bass boost control in the Windows device properties? It lets you choose frequency and amount of boost.
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