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Everything posted by HackPerception

  1. @Shawkh Try using an external application to control your power state and keep it simple. When it comes to using SteamVR devices with non SteamVR tracked devices - it's a janky setup at best and always liable to break. Native support is always best. If the basestations themselves are having an "optical" sync problem - that's a much bigger issue. iOS: BS Companion Play Store: Lighthouse Power Management
  2. @incredible With laptops it's always best to check directly with the OEM. The spec sheet for the GS66s say that it supports displayport but it's kind of an afterthought and not something they go into detail about. The Club 3D CAC-1507 is one of the most reliable and widely available USB-C to DP adapters we've found for HMDs. https://www.msi.com/Laptop/GS66-Stealth-10SX/Specification
  3. @ManxJason Applications currently need to integrate the WaveSDK to render to the runtime and firmware on the device. There is no unknown sources directory. You simply ADB Install the APK to the device and it becomes visible in the library. Use sidequest if you don't know how to ADB. It sounds like you're attempting a highly unsupported use-case.
  4. @andyvirt You can record natively on the device - there are UI elements for screenshots and videos. Casting while Streaming isn't really supported right now - it will cause a huge dip in your streaming performance.
  5. @Lane - SteamVR itself is the only requirement for OG Vive. Just download SteamVR, plug in the headset, and boot SteamVR. Some of the other applications have installers because they use a runtime called "Vive Console". That is not applicable to OG Vive.
  6. @jefmes - Full OpenXR support for Focus 3 is anticipated later this year in Q3/Q4. We're working with Khronos to achieve this. Until then, support for Focus 3 comes from integration of the WaveSDK. -F3 does ship with Firefox Reality, however - the Firefox VR team has been greatly affected by layoffs and the industry will need to shift away from Firefox until their VR team recovers.
  7. @nzjason I couldn't get that to work with any headset - it just crashes.
  8. @Abnascher - All gear with SteamVR 2.0 sensors is a little more reflective to reflections than 1.0 sensors. I always recommend in these situations checking for a reflection within SteamVR. See below.
  9. What installer in installing it? Please link? Vive Pro Eye & Facial Tracker are the two products that use SRAnipal.
  10. @AmazingTechVR, The linkbox contains the SteamVR specific Bluetooth adapter that communicates with the base stations and other peripherals. The headset only has two radios, and each is dedicated towards one of the controllers which is why controllers work with Vive Wireless out of the box, but power management takes specific setup. Try plugging in your link-box with just the USB and power connected, no display cable. You actually need to keep the linkbox plugged in if you want to use SteamVR's integrated bluetooth power management system since those radios are in the linkbox. When us
  11. @nzjason -Twimotion is SteamVR enabled so it should theoretically work with Vive Business App Streaming. The limitation right now is that microphone isn't supported on the current version of the streaming client, but that will hopefully be resolved ASAP Do you have a sample scene I can test for you?
  12. @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.
  13. @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
  14. @DAN_di_WARhol you get it from within the Vive Console (which installs from the standard installer: https://www.vive.com/setup)
  15. @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.
  16. @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.
  17. @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.
  18. @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
  19. @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.
  20. @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.
  21. @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
  22. @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
  23. @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.
  24. @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.
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