Jump to content

HackPerception

Administrators
  • Content Count

    3,307
  • Joined

  • Last visited

Community Reputation

233 Excellent

About HackPerception

  • Rank
    Respected Contributor

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. @VRCenter - I would recommend dropping a note to support.enterprise@htc.com since that's a deployment side scenario. Beyond VP2, There are specific enterprise device management tools tools for VP1 including a tool to install SteamVR offline or over a network but it sounds like you aren't using them. I would definitely try to get access to the enterprise tools - the Device Management Software is very helpful. @C.T.
  2. @Tacomancer - What is working before this started? When this suddenly crops up on a previously working setup, these types of issues are unfortunately the most difficult to troubleshoot. It's a needle in a haystack situation - could be a ton of things. SteamVR's log system doesn't usually provide helpful info on where to look. Nvidia posted a driver update to fix stuttering earlier today. I don't think this is your problem, but would recommend to upgrade to Problems like this are usually specific to your PC/Operating system. When I have issues like this with SteamVR, I perso
  3. @DAN_di_WARhol you get it from within the Vive Console (which installs from the standard installer: https://www.vive.com/setup)
  4. @jboss I'm not positive about Android - I switched over to iOS for privacy. I could be totally wrong on this, but I think the community prefers Lighthouse Power Management on Android.
  5. @Thor777 - Options are far more limited on 1.0 basestations. They don't have to be diagonal per say, but that's highly recommended to maximize the playspace and tracking quality. They definitely have to be overhead for the most part unless you're doing specific things with the sync cable. Are both stations working properly and on on chans B/C? If both were working correctly - a device houldn't have any issue with pulling from just one of the two stations.
  6. @jboss The only thing in SteamVR that will partially adress what you're seeking is the "Exit SteamVR After" setting in Startup/Shutdown. This will automatically close SteamVR after it sits idle for a specified period, and when SteamVR is shutting down - it will power down the basestations if you have power management turned on. That said, SteamVR must shut down to send the signal to the basestations. If you close your laptop lid, SteamVR never gets a chance to send out the shutdown command. I personally use the app BS Companion because it's simply more reliable than SteamVR.
  7. @Thor777 - Depends on if you've squeezed the most of our your current 1.0 basestations needed to be mounted in opposite diagonal corners above head level. 2.0 basestations have none of those limitations. You can move the stations around in whatever way you find maximizes their 120 degree FOV covering as much of your space as possible. In fact, if you mount a 2.0 basestation in a right angle corner - you're actually wasting 40 degrees of it's FOV (see how the stations are inset in the last photo) Adding a third station would probably help if occlusion is right and truly your prob
  8. @hrheiberger - I'm not personally in the know about any projects which have combined the two SDKs. I think everyone who has licensed from Tobii goes all in on their SDK. SRAnipal is a wrapped version of Tobii's runtime with a white label API that provides access to a subset of the Tobii XR APIs. There might be a conflict at the runtime level if you have both runtimes going and API calls to each environment.
  9. @gran00 I'm not 100% sure on this use case, but there is a device called a "Headless Ghost" that you might be able to use to trick the PC into thinking you have another physical monitor plugged in when you don't. I've seen these used by arcades but never to add a second monitor to a virtual desktop application.
  10. @grano00 You can't power the headset directly like a windows monitor because a headset needs weird optics to work with your brain and eyes. One of the primary roles of SteamVR is distorting the image for display on the panels so that the image isn't distorted when you look through the lenses. You can only tools like Remote Desktop, SteamVR's built in Desktop Tool, Desktop + (free), OVRDrop, or Bigscreen. These take your monitor's signal and runs it though SteamVR and maps it in 6DoF with all of the distortion corrections. The limitation with these, is that they can usually only
  11. @dslnc - We officially recommend treating each HMD individually. When you do roomsetup for a specific HMD, only have the 4 basestations plugged in that you want to pull data from. At trade shows, we literally unplug every unnecessary basestation when we're running roomsetup and strictly have the 4 plugged in that we want used for that headset. This ensures things don't get messed up when you start getting into really complex setups. Sounds simple, but it's a lifesaver IRL
  12. @cees What's your frame timing and SS value. "Screen door effect" is baked into the headset and has to do with the distance between the pixel elements, and the overall density of the pixel elements. It's a fixed thing that's based on the physical hardware - it won't "change when you move your head" although it might be more noticeable. You're probably noticing some other type of artifacting or compression behavior.
  13. @dslnc That's official per Valve. In reality, the tracking behavior is much more complex IRL - but for all commercial and consumer usage, 4 base stations supporting 10x10m is the official support usage case.
  14. @A2597 Like - standby mode as in SteamVR is open and SteamVR's standby mode is specifically enabled; or standby mode as in SteamVR's process completely shutdown and the headset just being plugged into your PC.
×
×
  • Create New...