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About HackPerception

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  1. @adamcboyd - I'll get the attention for someone on that team - Seattle team has changed alot due to COVID. They can discuss future lip tracking opportunities with you in private. @Sahar @ContactVIRT Updates soon. I promise.
  2. @brucef This is an unfortunate legacy behavior of SteamVR's roomsetup app. If you click "next" and actually get into the headset, you'll notice that your chaperone walls should be in the correct place. In short, the SteamVR compositor can handle larger spaces upto ~10m if you have the right base station configuration but the room setup app itself will subdivide out a 4x4m area within your larger space. The center and boundaries of this 4x4m playspace is what gets reported to the video game engines (Unity/Unreal) in order to help those apps properly be able to "center". The reason that it's
  3. @Psycher1 - I am 98% sure this is solar damage sadly. The lenses can concentrate sunshine or other bright light onto the screen and cause it to burn the display and create patterns like this. Here's why I think this is solar damage: It's on both displays. If it were something else, it would be limited to one display. You're reporting that it appears to be on the Display layer and not the lenses. The streak pattern is extremely distinctive. This pattern is formed by the path of the sun as it travels through the sky - the angle that the light is focused on changes slightly unti
  4. @cte Is there a specific API or other tool which is requiring the access? Are the APIs just not doing what you need? On a broader note, I'd defer to Hank for a more legit answer but I highly suspect that Tobii has constructed their eye tracking platform in a way that will require you to use their drivers and runtime in order to get I/O out of the device without going through one of their APIs. It's all pretty heavily proprietary to Tobii and our SRAnipal SDK is just a simplified version of their SDK and runtime that's been licensed alongside your HMD purchase. The feature set and APis cover
  5. @EsTehKah - Unfortunately Cosmos only supports 1 room set up profile at this time. Partially why this is like this works this way is because we don't want to store any data more data about your environment than is absolutely necessary for tracking to work for privacy reasons. Storing room profiles or previous room scans could lead to a privacy concern if that data became compromised. The slam map we generate is kept entirely on the host PC - no room data is transmitted to HTC.
  6. @alexaben Yes - that's what the Tilt Brush Toolkit is - it's a Unity SDK to specifically allow you to work with Tilt Brush files in Unity. There are short movies and experiences that have been made entirely using Tilt Brush and this toolkit. Unity SDK Scripts, shaders and tools for importing and manipulating Tilt Brush .fbx exports in Unity. Unless you specifically need to use .fbx -- for instance, because Maya is part of your workflow -- try Poly Toolkit first. Easily import sketches into Unity Brush shaders and materials Audio reactive features Examples
  7. The USB-C port works with wireless adapter but there's a limit to how much current you can draw with that port since the device because the battery can only supply so many amps overall. It may be getting overdrawn.
  8. @Cracatoa - The installer doesn't care what the internet source is, as long as it's reliable enough to pull data from the servers without connectivity issues. If you can't install on WiFi but can on Ethernet that may indicate a local problem with your network or your PC. I've installed Viveport on some pretty basic connections and have only had problems with WiFi when my latency is super bad.
  9. @davide445 The reflective chrome surfaces are generally bad for tracking because they reflect tracking and sensor data. Your walls seem to be solid white. The controllers emit white light. That means that in some cases, the headset cameras can't tell the difference foreground and background. I would recommend going into pass through mode and simply "seeing" what the Cosmos' cameras see. This is only a tiny portion of your environment but there still aren't a ton of tracking points in your environment. If the headset starts loosing tracking - add more visual textur
  10. @akaya0331 - I think Pro has an unfortunate design that requires a tear down to fully replace that piece using the native fastening system. If you do attempt to DIY repair this, avoid using liquid glue like super glue because it's easy to damage the lenses with the fumes. Sometimes you can find aftermarket replacements with pre-applied strips of glue. Otherwise using a tape like Tom suggested can be a good idea.
  11. @spacecat What Crazybird linked is a soft mod to get the Index controllers to work with Cosmo's when using optical tracking. The instructions for that are on the main page for that project. You'll need basestations, and the index controllers in order to attempt it and it's temperamental and can break when SteamVR updates. When you attempt to calibrate it, place the two controllers together and rotate them around together during the calibration step - focusing on rotation. Alternatively, we made the "External Tracking" faceplate which modifies the Cosmos headset native to SteamVR tracking
  12. @Volesprit Those look like mild examples of sun damage. A VR headset's lenses act like magnifying glasses and will focus any bright light onto the display like a magnifying glass physically burning the pixels like ants. Eventually the pixels starts to turn purple and black as they melt completely. In this case, it's likely the sun since some of those are streaks (caused by the sun's path through the sky). The streaks go in at least 2-3 directions and so IMO the headset was exposed to strong light on more than once occasion.
  13. @apellisscot - It might be a PC hardware bottleneck. What system specs are you testing on? On decently spec'ed PC's we'd expect that project to run at/near a steady 8ms.
  14. @Bappo - It looks like you can experiment with UWB these days as a DIYer to an extent. If you have budget and engineering skills - that might yield interesting results. The spatial resolution is still a little bit too low though
  15. @Bappo - Not many people are experimenting with NFC in VR right now - the industry is waiting for Ultra Wide Band. UWB specifically supports spatial "ranging" between devices which helps enable native positional tracking via something called RTLS - Real Time Location System. Once there is a good UWB sticker - it will be very easy to spatialize any object for mixed reality. This is something you could probably DIY together with NFC but you might have to hunt around to find the example resources on how to implement it. Alot of the talk around Unity and NFC seems to be pre-2017. For a p
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