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HackPerception

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  1. @AirMouse I tried resetting it from my console. You're account goes back to the old forums and the new forums must be pulling from an old database for this to be happening.
  2. To confirm - this is a status LED misreporting issue. The controllers have hardware-level overcharge protection that protects the battery from overcharging. Leaving them plugged in after charging sessions is okay, regardless of what charge state the LED is reporting.
  3. @black dothole - There's a bit of a language barrier here. The little black dots on the headset aren't IR filters - they're actually IR windows specifically designed to allow IR to pass through to the sensor that's embedded underneath them. So three things could be happening: Your occluding too many sensors The motor and wiring isn't well shielded is and is emitting eletromagentic interference (EMI) which is interfering with the headsets circuitry. The motor is generating vibration which is interfering with the IMUs. It's probably the second one if you're using
  4. The "it worked fine then suddenly lagged" types of problems are statistically the hardest to solve remotely because whatever is causing the problem is mostly likely specific to your hardware or software environment. When this happens, I usually do the following: Preform a clean install Nvida driver to a previous known good version Reinstall SteamVR Doublecheck my startup programs to ensure that no new/suspicious tasks are suddenly eating up resources. Eventually I've found it can be cleaner to reinstall windows then trying to needle in the haystack some compos
  5. @Asish Depends on your setup, your engine, etc... Most Unity devs would take their VR camera rig and then script against it to create variables they can then apply conversions on to get an output of an quaternon, a euler angle, or a rotation matrix. It really depends on what your project looks like and how much error is allowable since quaternon or Euler angles will introduce conversion error, especially Euler conversions. Note that it's particularly a rabbit hole in Unity that can be headache inducing. Here are some posts which may help lead you down a working approaching.
  6. @larix007 - I generated a support ticket for you. If you encounter this issue - the only way to get it resolved is by generating a support ticket using this page. What can commonly happen here is that your account gets tied to the country that your IP address resolves to during registration. We can only change your country setting in the backend because it affects alot of financial stuff like how taxation works.
  7. @zra123 You can if you're using the optically tracked Cosmos and the optically tracked controllers. Pass through unfortunately isn't currently supported on the Cosmos Elite/External Tracking Faceplate due to a deep and hard to resolve conflict with SteamVR (it's complicated...)
  8. @Frank_D You're only able to query the pose through OpenVR/SteamVR. There is a C++ native SteamVR lib that you can use to integrate SteamVR devices into custom projects https://github.com/ValveSoftware/openvr/wiki/API-Documentation. 95%+ of VR development is concentrated into Unity and Unreal so there's not a ton of public documentation on custom implementations of the C++ libraries but it's a fairly common setup in the enterprise VR space. In the future, you will likely be able to query the pose from OpenXR directly in a number of ways but for now, you need to use OpenVR/SteamVR.
  9. @adamcboyd It's in stock in most regions again
  10. @Backlogbrujo - I created a support ticket for you. Viveport support is separate from Vive Hardware support Live Chat. If you encounter this problem - you can create a ticket at the following page: https://service.viveport.com/hc/en-us/requests/new?v_to_v&
  11. @steenblikrs I would recommend getting the exact model number off of your laptop and contacting Asus to see what the port mapping is for your specific model of laptop. It may have a USB-C port that you can use to drive a Displayport headset. You'd want to call and verify that one of the USB-C ports supports Displayport 1.2+ signaling and is connected directly to your dedicated GPU (usually an Nvidia card). If they say that you have a port that works, you can try the following adapter which is fairly reliable: Club 3D CAC-1507. @Captain Obvious @comcomer99 - You're both right. I ac
  12. @Rust There's a number of versions of the Vive Pro installer floating around out and the one linked on that specific page is likely just linking to an outdated version. I'll flag it to someone for repair. Just use the standard generic Vive installer - it all installs the same stuff https://www.vive.com/eu/setup/
  13. @TU VR Here's examples for 4 stations. You'd just scale this up bearing in mind that each headset can only have a max of 4 primary base stations.
  14. @TU VR - it totally depends on your physical space, what size VR bays you're trying to create, etc... You can have upto 16 base stations in a single shared arena space as long as each basestation has been configured to occupy 1 of the 16 available unique channels. Generally, you'd line the walls of your space with stations spaced out every ~5m or so specifically trying to create overlapping sections. Depending on the shape/geometry of your room you'd try to find a configuration that maximizes the coverage for each individual headset as long as you keep in mind the range for the
  15. @nunu1800 Are you sure that: Each Vive Tracker has a dongle That if you're using the newer 2.0 Basestations, that you're also using one of the updated Vive Tracker 2018 models (easily ID'ed by their Blue logo) Trackers with grey logos won't work with 2.0 stations since their sensors are too old to detect the updated basestations. To test it at the SteamVR layer: Load up a blank SteamVR compositor, and then press the system button on the tracker or any controller. When in the system menu, all connected devices become visible. You should see a Tracker mo
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