Jump to content
 

VibrantNebula

Administrators
  • Content Count

    2,582
  • Joined

  • Last visited

  • Days Won

    25

VibrantNebula last won the day on January 23

VibrantNebula had the most liked content!

Community Reputation

91 Excellent

6 Followers

About VibrantNebula

  • Rank
    Respected Contributor

Recent Profile Visitors

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

  1. @imarin18, please refer to my post here explaining the different SDK options around Pro-Eye. This is a situation where we're licensing Tobii's technology and Tobii has determined the level of API access to their hardware that's available in the SRAnipal SDK. In order to gain deeper API access to the hardware, you need to license Tobii's first party SDK (the Tobii XR SDK) and you'll need to meet and agree to the terms and conditions specific to their XR SDK. Please bear in mind, that once your doing things like accessing retinal images, your legal obligation as a developer/studio to protect user's biometric data and privacy is dramatically increased under international regulatory frameworks, especially GDPR. It isn't a situation where you simply flip a switch in your project and viola - prior to your collection beginning, your organization also has to have the legal and technical framework to safely collect and protect protect bio-metric data and other PII. Your studio may face additional regulations and security audits around your use of biometrics, especially if you're capturing data on EU citizens due to GDPR. It all really depends on where your studio is located and where your users will be - with GDPR currently being the international gold standard. Even though SRAnipal doesn't allow access to retinal imagery, the data the SDK generates is definitely legally protected PII and our SRAnipal SDK requires developers to meet corresponding security requirements as laid out in the SDK's developer agreement. Bio-metrics are a pretty serious topic as you can't alter/change your own bio-metric data if it's leaked in a breach. As such - you're probably going to see a similar setup across all major hardware platforms that integrate eye tracking where the base SDK will be geared towards "feature data" rather than raw data. @yayumura
  2. VibrantNebula

    Rev 1?

    There currently exists only one primary production model/SKU of Cosmos that's been released as of this point. Any variation you may currently see are small things like the box color or are limited region specific things. "Rev1" isn't coming from us.
  3. @tonton, Cosmo's / Len's "Origin" home-space doesn't support custom models at this time. You could technically accomplish this in SteamVR's home but in order to do so, you'd have to publish it to Steamworkshop and then access it through there which could take some effort depending on what you're trying to bring in. Traduction automatisée: L'espace domestique "Origin" de Cosmo / Len ne prend pas en charge les modèles personnalisés pour le moment. Techniquement, vous pouvez accomplir cela dans la maison de SteamVR, mais pour ce faire, vous devez le publier sur Steamworkshop, puis y accéder par là, ce qui pourrait prendre un certain effort en fonction de ce que vous essayez d'apporter.
  4. @muella91, So ultimately there is some variation on the answer here - depending on how you're developing your project, there could be some variations on the answers: If you're developing in Unity, the SteamVR plugin automatically adjusts for the position so the developer doesn't have to retrieve the data. If you need to retrieve the data manually, you can do so via a camera object or via API. The Z-Axis direction depends on your pipeline. If using Unity, +Z is forward facing (away from the user) and is left handed coordinate system. In OpenVR's, the forward facing direction is (away from the user) is -Z because it's based on a right handed system. The X axis origin is direct between the center of the two lenses. The Y axis origin also passes through the center points of the two lenses. The Z axis is offset from a plane along the center axis' of the lenses. The offset is towards the the user and has a specific value for each HMD: The offset is 16mm towards the user for Vive The offset is 14mm towards the user for Vive Pro So overall, the image you posted turns out to actually be somewhat in the right location if you're querying via OpenVR.
  5. In most cases, it's best to restart the application after adjusting the render target multiplier. A handful of apps let you get away without restarting, but generally speaking - it's going to be far more stable to restart the target app and in some cases, it's mandatory to see a change. SteamVR's old UI used to have text recommending this but it's cleaner now.
  6. Here's where to find the room direction manual setting btw:
  7. @Nemmy1234 - We're testing a UI solution for this setting in the beta release of 1.0.10.2 beta of the Vive Cosmos software.
  8. @Diamond Vu - This is unfortunately a bit tricky as that specific UI/system is entirely a Valve managed system, it's not one of our products. I'd recommend also creating a support post or ticket with Valve as that's technically their layer of the tech stack. In the newer versions of SteamVR, the UI you're screen-shooting has been depreciated as a legacy binding UI - they have a new in HMD controller binding UI that's likely more stable. Is the issue reproducible with the newer in-HMD UI? That older UI had it's share of bugs.
  9. @TomCgcmfc, OP specifically asked for an mDP -> mDP cable so I linked one that's tested and known to work with Cosmos/Pro/Pro Eye.. I don't have firsthand experience with the dongles you've linked, I'll try to pick them up and validate them firsthand. The 3 foot version of this mDP - mDP from Cable Matters reliably works with current gen HMDs.
  10. @joellipenta Do you have any video captures of the issue? One thing I'd maybe recommend when this happens is to access the SteamVR dashboard which should allow you to see the SteamVR' compositors ordinate grid - you'll be able to see the center of the room and the floor plane and will be able to tell if SteamVR's coordinate system is getting shifted.
  11. @davide445 - We're technically agnostic on this one. One thing to keep in mind is that Steam userbase is ~ 80% Nvidia and that as a result, Nvida users generally enjoy greater VR support and more titles have Nvidia specific VR optimizations and integrated technologies like VRS. That said, AMD also has some desirable proprietary VR technologies like ReLive so it's all shades of grey.
  12. @Ninja Flame - The 3 foot version of this cable works reliably with current HMDs and is under $10. When looking for a cable, you want it to be on the short side (1-2 meters), and be rated for 4K@60fps. You want high-bandwidth cables, and ones rated for 20gbps+ are best.
  13. Warranty issues notwithstanding, removing the lenses in a VR HMD is an all around bad idea unless you happen to be doing so in a legit clean room. Dust management is super dooper hard and you'll introduce dust by opening up the optics chain unless you're operating under clean-room protocols.
  14. @Ara-Arex That one station in particularly is likely experiencing mechanical issues. If you can actually hear it making noises, it likely needs physical repair. You can confirm by powering off your second base-station and then putting the station in question into mode A via the button on the back (being careful not the disturb the station too much while it's spinning). Channel A will force it into single channel mode and you can test the tracking stability off that single station. That said, if you hear it, it's most likely a bad motor or a detected lens on one of the laser apertures. You'd likely have to create a support ticket and RMA the device via www.vive.com/support -> contact us -> contact us. If the device is within the warranty period for your country and specific device, the repair may be covered under warranty.
  15. @VARtex_0 @dagillespie Valve has not released any updates that would allow you to use more than 4 primary basestations per SteamVR instance. Valve manages and owns SteamVR tracking and the SteamVR compositor overall so these kinds of updates and features would come from them rather than Vive. The official maximum supported tracked volume remains 10x10m per Valve. Currently, you can have 4 "primary stations". Technically, SteamVR can accept additional data from additional "secondary stations" and use it for the pose estimation but all of this is highly proprietary and Valve has created no front end GUI or API access to actually manage or control the behavior.
×
×
  • Create New...