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VibrantNebula

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  1. @VizionVR - A couple of notes: Bluetooth power management must be disabled on each and every single SteamVR instance. You can ensure it's disabled via SteamVR -> Settings -> Bluetooth as well as SteamVR -> Settings -> Developer -> Disable Power Management. If you do not disable this on each and every station, an idle command can be sent out from one SteamVR instance that can affect multiple stations used for tracking by another HMD/session. Based on your description, this is my primary suspect. Currently, a SteamVR instance can only accept signals from a maximum of 4 stations during a tracked session. You cannot track an HMD using more than 4 stations currently. SteamVR doesn't have the most robust UX/UI for multistation setups beyond the basic channel configuration tool and they haven't released any documentation on the topic. Here are some tips that can be used: When setting up advanced spaces like this, we'd generally recommend that you run roomsetup for each station with only the stations that will be used for that tracking session plugged in. For instance, if you plan to have an HMD tracked by 4 specific stations, ensure that those are the only ones that are plugged in when you run roomsetup and ensure all others in the space are unplugged. The basestation channel manager has an icon that denotes a station is "observed in a tracking session". This icon generally means that a roomsetup has been run with those stations used as the primary tracking stations. Use this to validate that roomsetup is being trained to the correct stations. "Reflective surfaces" in practice are extraordinarily hard to track down without specialized equipment because materials interact differently with IR light than optical light. A material may not be reflective in the visible spectrum but may be highly reflective in the IR spectrum; the same is true with opacity, some visibly opaque materials will be complete transparent in IR and vice versa. To detect reflections, generate a system report or open up the SteamVR web console and search for the term "back-facing". I'll post an example of what a reflection looks like in the logs below. Sun Jun 26 2016 23:02:09.676 - lighthouse: LHR-4E8EF209 H: Dropped 32312 back-facing hits, 2069 non-clustered hits during the previous tracking session I'll shoot you an email with some more information but I'd also generally recommend contacting support.enterprise@htc.com as this is an advanced use case.
  2. @The_Donkey, See our offical blog post on tracking updates here: https://blog.vive.com/us/2019/10/18/vive-cosmos-release-notes/ There should be another beta channel release before the end of October.
  3. @Doodle - Most likely the limitations would be cabling and heat dissipation/shielding followed by occlusion. The wireless adapter has unique output parameters - basically the output/signal is optimized for the short cable. You won't be able to use the stock ~5m long tether that ships with the HMD, you can only use the short cable with the wireless adapter. The kit ships with additional foam to help shield your skin from heat - any other mounting solution would need to have some sort of shielding. When mounted to your head, you have the least potential for occlusion - if it's mounted to one side of your body, you can fully occlude and block the signal from the PC side transceiver. The head-mounted design ensures 360 coverage.
  4. @jasper1234 - A couple of comments here: That SteamVR UI is generally a bit buggy when it comes to connection status and it isn't always accurate. I'd always differ to the main status UI or the tracker's LED indicator We used to have a tool called the "Vive Role Changer". It would modify the way the tracker's firmware reported to SteamVR and it would allow you to change between reporting a tracker or a controller. We maintained the tool for a while including updating it to support Tracker v2018 but changes to SteamVR's back-end ultimately led to the tool becoming too dangerous to use with Tracker 2018 - the procedure started bricking devices and we were forced to take the tool offline. We generally advise developers to correctly program their projects to work with the tracker in tracker configuration - it's not feasible or scalable to tell users to modify the firmware of their devices for a specific executable. If you have a first generation tracker, you can download v0.8 of the role change tool here. If you have a tracker 2018 (blue logo) - there unfortunately is no stable way to modify the device reporting status without a high risk of bricking it. These tools fall into the category of "use at your own risk" as it deals with firmware modification. Generally, SteamVR will not allow you to have more than 2 controllers connected without some custom back-end work.
  5. @pavolmoro If you purchased the station through Vive via a Vive Pro Full Kit - you'd want to get the serial number off of the back of the unit and request a repair RMA via www.vive.com/support -> contact us -> contact us. That will put you in touch with an agent specific to your region who can book a repair RMA.
  6. @sangyeop - SteamVR handles the location of the station's in a relative fashion. Borrowing from Steam's vr.chap documentation: Coordinates are specified in meters, where one of the base stations is usually used as the zero point of the coordinate system of a given universe (though ultimately all coordinates within a universe are relative to each other). Positive values on the Y axis are floorward, while negative values are ceiling/skyward. So there would only be a true origin for one unit (but it doesn't always center the universe around that point). I've asked our R&D team if they can provide a more specific location on how that coordinate system is being generated because I can't find anything from Valve on this matter. Hunting around, I've seen two answers from researchers: some say it's the center of the physical unit, whereas others say it's at the center of the window (facing the player - see here).
  7. @KhantCaThing - I've generated a Viveport support ticket tied to the email address associated with your forum account. The code is on the large insert that's the first thing you see when you open the box; I've highlighted it's location in the image below.
  8. @aa7696 - Is this this model? The spec page specifically says that USB-C port has DP support. I would generally recommend going into Nvida's Control Panel -> PhysX. It will show the port mapping on that laptop and allow you to confirm that the port is connected to the Nvida GPU and not just the integrated GPU. Some OEMs only wire their USB-C ports to the integrated graphics as a cost saving measure. Per the USB-C adapter you've linked - it meets the requirements on paper. I don't have any experience with that specific "brand" of USB-C -> DP adapter but it seems to be the same generic hardware that's sold under a few different brands. This is a similar generic brand which is sold/rebranded under the brand Nekteck on the US amazon store - it also meets the specs on paper.
  9. @dNazarik - No, the SRAnipal (and the underlying Tobii backend) do not allow for images of the eyes to be collected or transmitted. I've copied the SRAnipal SDK developer agreement below: SDK Developer Privacy Guidelines: This SDK contains software which collects facial images and processes those images into user facial feature data for VIVE Pro Eye or other HTC VR products. Facial feature data includes eye tracking data (such as gaze position, pupil size and eye openness), but not actual images or representations of the face, eyes or lips. Facial feature data but not actual facial images or representations are available to the SDK developer. Information about how this SDK collects and processes facial feature data that the SDK developer can collect and use can be found in the Vive Eye Tracking section of the HTC Learn More page. We recognize the importance and privacy of user data, and to create a platform that supports these values we require developers who use this SDK to conduct the following self-review privacy checklist: - You must post a conspicuous privacy statement to users in your application disclosing the use of facial tracking technology and collection of facial feature data. Such privacy statement shall describe your collection and use of facial feature data, including what data is collected, how data is being collected and used, purpose of data usage, whether any data is shared with third parties, data retention etc. - You must keep your privacy statement up-to-date as you make changes to your data processing practices such as what type of facial feature data you collect, and how you use it or if you add new features and functionality to your application that may affect user privacy. - You must get explicit opt-in consent before you collect facial feature data where required by applicable laws. - You must only collect or provide access to facial feature data which is required to accomplish the task or functionality in your application and as disclosed in your privacy statement. - While this SDK might allow you to access certain facial feature data, you must not, and must not attempt to, collect, store, distribute or transfer eye image data. - You must not use any facial feature data, on its own, as an identifier to identify or recognize an individual. - You must not share facial feature data with third parties without user consent or otherwise complying with data protection law. - If you share or make available facial feature data to any third party, you must ensure that third parties comply with the same requirements in these guidelines. - If you collect or use facial feature data for profiling or behavioral analysis, you must provide a mechanism for users to reject profiling and behavioral analysis. - If you process facial feature data about individuals in the European Union, you must comply with all terms of European Union’s General Data Protection Regulation (“GDPR”) and any corresponding or equivalent national laws or regulations. - If you collect facial feature data of a minor (subject to the definition of children age under applicable laws), you must comply with applicable data protection laws meant to protect children (such as the U.S. Children’s Online Privacy Protection Act (“COPPA”)). - If you use, collect or process facial feature date for healthcare or health research use, you must comply with applicable data protection laws and relevant healthcare or medical regulations and determine for yourself if our product meets your compliance needs (we note that we are not and do not desire to be a business associate, under HIPAA, with respect to your application). - You must implement appropriate security measures to protect the confidentiality and integrity of facial feature data and prevent unauthorized access, use or disclosure, such as using industry standard encryption methods when appropriate. - Don't sell or license any facial feature data received through this SDK. - Don't use a service provider to process facial feature data you received through SDK unless you make them sign a contract to: (a) protect any facial feature data you received through us (that is at least as protective as our terms and policies), and (b) limit their use of that facial feature data solely to using it on your behalf to provide services to your application (and not for their own purposes or any other purposes). You must ensure they comply with our terms and policies (and you are responsible for their non-compliance). - Don't use facial feature data obtained through this SDK to discriminate (including based on race or gender) or make decisions about eligibility to participate in plans or activities, including to approve or reject an application or charge different interest rates for a loan. Published May 2019
  10. We'd have to defer to Mozilla on this. They did make an offical blog post formally announcing Firefox Reality for SteamVR (desktop). It doesn't seam like it's been released yet based off their support page. Perhaps it's just slightly delayed? FFR is the default on Vive Focus - it does not appear to be available on desktop at all currently pending their previously announced desk release.
  11. @Dicehunter - Mirroring the cellphone market, alot of this stuff is best left to third party accessory manufacturers who specifically specialize in aftermarket accessories. I'd generally recommend buying a "bust" like this that is hardware agnostic and can serve whatever HMD you're sporting on a given day. Beyond being agnostic, a bust will prevent sunlight from reaching the lenses and damaging the screens which other common stand designs fail to address.
  12. Vive Community, We're seeing some reports from Windows 10 based systems that indicate that Windows 10's privacy settings can block communication between the Vive Cosmos' optical tracking cameras and the host PC. This has commonly been reported by the Vive Console under the following error code: "Cosmos camera is occupied by unknown application" In this scenario, we recommend updating Window 10's privacy settings to enable communication with the Cosmos' optical tracking system via the following steps: Within the Windows Start Menu or the Cortana Search Box, search for "Privacy Settings". Next, find and select the "Camera" tab and scroll down to "Allow desktop apps to access your camera". Please enable this option, power cycle the linkbox, and then restart the Vive Console.
  13. @Bannschlag I've flagged your email address to a member of a care team within your region who can look into this and reach out to you. If you PM me the URL of the form you used, I can try try and verify that system from my side as well.
  14. @Tarsuel, SteamVR is two components: the SDK/Runtime which is the software that drives communication between the game engine and the headset and SteamVR Tracking which is a hardware based tracking solution currently consisting of basestations and the sensors to detect their signals. The Cosmos is a SteamVR headset meaning it's natively compatible with SteamVR titles which are driven by the OpenVR/SteamVR SDK/Plugin. The Cosmos does not natively support SteamVR Tracking - neither the headset nor the controllers have the sensors required to detect signals from a base-station. We'll launch an external tracking mod in Q1 2020 to facilitate the headset being tracked by base-stations. The Cosmos is optically tracked - it's using the 6 cameras on the device to track the controllers as well as the HMD's position in 6DoF. You cannot hybridize a SteamVR Tracked device with the headset natively although there are ways to roughly accomplish this using existing SteamVR community-built tools but this falls outside of our current scope of support.
  15. @Flashfire2205, the Cosmos (and it's default controllers) do not have native basestation (SteamVR tracking) support - it does not have the sensors required to detect signals from base-stations and it is natively an optically tracked device . We've announced an "external tracking mod" add-on faceplate for Q1 2020 that will enable the headset to be natively tracked via SteamVR tracking.
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