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VibrantNebula last won the day on November 8

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  1. @Lewis , It's a bit confusing: OpenVR is an SDK (aka SteamVR SDK) that allows you to drive images to the SteamVR Runtime (aka the SteamVR compositor). Your project needs the OpenVR SDK integrated either by downloading a Unity plugin, enabling the plugin in UE4, or by integrating the SDK's C++ native libs You need to have the SteamVR runtime running on the computer your Vive desktop headsets will not work unless you have the SteamVR runtime installed and running (via Steam). It's a hard requirement to drive images to the HMD on the end-user side.
  2. @PetterJhon - I'm confused. I'm seeing these listed as in-stock on our Australian/APAC store for $169 aud. Perhaps your browser is geo-locating to the wrong store? Try via this page: https://www.vive.com/au/vive-tracker/
  3. @monodefuego Can you please PM me (or attach in this thread) a SteamVR system report? You can generate it via SteamVR -> Generate System Report & save it as a .txt. I can check it to see if there's anything that stands out
  4. @SenltonGomes - WiGig is a pretty new technology - this is one of the first products on the market that utilize 60Ghz transmissions. The issue with adding extensions is that the extra cabling essentially acts as an antenna for background electromagnetic interference and it quickly gets to the point where the signal to noise ratio gets too low to be usuable which gets compounded by the extra latency and impudence that gets added to the system by the extra wiring. We've engineered the wireless adapter's PC side transceiver to have the maximum distance that can stably be supported given the technologies' current capabilities. The Trendnet 2M extension is the only aftermarket solution that will sort of work reliably but by no means does it have stability parity with the stock solution. It doesn't work for everyone (depending on their setup and RF environment) and it introduces some initialization issues which can only be solved by a reboot. I don't know of any other aftermarket option that comes close in stability to this cable but from a Vive prospective, it's an unsupported solution that introduces a bunch of room for error - we don't know of a truly stable "extension" and our official stance is that it can't be extended reliably. If you pick it up and have initialization issues - try rebooting the PC.
  5. @Krogenit - It seems like you're on the beta branch of 1.8.20 - this is now the main stable branch of as Friday the 8th and it contains updates that specifically modify how base-station power management works and the distro contains firmware updates for the stations (release notes). The issue could be wrapped up in this update. I might suggest getting the public version of 1.8.20 and checking to see if all of the firmware is updated across the devices as a first step.
  6. @hugh I've generated a Viveport support ticket under the email address associated with your forum account - that will be the best way to directly connect you to someone who can provide assistance. Please be on the lookout for updates to that email thread.
  7. @outtorun - I'd recommend collecting the serial number from the back of the unit and emailing support.enterprise@htc.com to set up a repair RMA.
  8. @iMMERGENCE - Our enterprise team has seen this post and will contact you directly to dig into this
  9. @A-Jey They're super popular in the photography world where they've been regarded as one of the highest quality brands available for over a decade. The quick charger they're bundling with nowadays (Panasonic BQ-CC55) is also best in class for it's price point.
  10. @jawlingomes - There is no specific SKU for developers - any Vive headset can be used for development and playback.
  11. @A-Jey - We use Eneloops internally, they're a very reliable and trusted battery.
  12. @SandeepDaftor - What was your solution? This is consistent with an environmental reflection issue - you can confirm environmental reflections by producing a SteamVR System Report via SteamVR -> Generate System Report (save it to a .txt). You can then open it via a text editor (notepad, sublime, notepad ++) or via SteamVR -> Developer -> System report viewer. Search the file (ctrl-F in notepad) for the following string: back-facing. Here's what an output with a reflection problem looks like - a few reflections are okay, when you start getting into the thousands to tens of thousands of back-facing hits you know you have a problem that needs to be mitigated Sun Jun 26 2016 23:02:09.676 - lighthouse: LHR-4E5QF209 H: Dropped 32312 back-facing hits, 2069 non-clustered hits during the previous tracking session
  13. @vierrr Depends on your development environment and what your end-use case is. I would recommend looking at this Unity blog post which covers how to target OpenVR to accomplish this at runtime within the Unity editor - it refers back to the OpenVR API that you need to target. You could theoretically create a custom Overlay to facilitate the trigger if you wanted to - all depends on your end-use case. I'd also note that there are several different pass through modes not covered within that Unity blog post.
  14. @SonilGomes - Extensions are super hit and miss so we don't offer official advice as we wouldn't want to recommend that you go and spend $$$ something only to not have it work. There is a fairly comprehensive community-sourced list of cables here - this is the best resource there is for this kind of stuff. As you can see, some passive cables do work but mostly for shorter distances. Note that Pro/Cosmos (or any other DP1.2+ HMD) don't lend themselves to extensions due to the specifications and limitations of the Displayport standard.
  15. @Annabell What's your development environment (Unity/Unreal)? On the OpenVR SDK side - you can query the pose via the tracking functions within IVRSystem: https://github.com/ValveSoftware/openvr/wiki/IVRSystem_Overview
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