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VibrantNebula

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Everything posted by VibrantNebula

  1. @going2kilzu I suspect you have an environmental reflection problem. In the logs, there are steady reports of "back-facing hits". In 25 seconds of sample logs below, I see 4 different callouts about reflections. It's not counting a particularly high number of back-facing hits but definitely enough to cause a device's pose estimate to wonk out hardcore. The low but steady count leads me to guess that you have 1 specific trouble surface in your room. Two of the callouts also list a decently high velocity - might be correlated; could be that you're not getting enough good optical samples and the high velocity is greater than what the IMU can make up for. IR light is a real PITA to try and troubleshoot reflections with because humans can't see in IR and materials reflect IR differently than optical light so it's non-intuitive. Using a flashing cellphone light or headlamp remains one of the more reliable ways to try and track it down. Any shiny surface can be a problem.
  2. Developers are the most important pillar of the Viveport Ecosystem, so we’re helping you kickstart 2021 with an extra special boost. Throughout 2021, Viveport developers will receive more payouts. From January 1st to December 31st we are increasing net revenue share from 70/30 to 80/20 (developers receive 80%, Viveport receives 20%). That’s right! Developers will receive 80% revenue share for all titles that are opted-in to any of the following Viveport Programs: – Viveport Store: one-time purchase – Viveport Arcade Program – Viveport In-App Purchase service And of course, the revenue share of titles opted-in to the Viveport Infinity program will remain at the 80% split. We hope this extra boost will make way for a fresh and bright new year. Already Published on Viveport? The new revenue share will be automatically applied to titles currently published under the eligible distribution programs.1. Login to the Developer Console 2. Select your VR title 3. On the default ‘Program Opt-ins’ tab, make sure your titles are opted into at least one of the eligible Viveport Distribution Programs. New to Viveport? Three easy steps to start making more from your VR titles!1. Sign up as a Viveport developer via the Developer Console 2. On the default My Titles page, select “Add New Title” and craft a new store listing. 3. When you see the ‘Program Opt-ins’ step, make sure you have opted in at least one of the eligible Viveport Distribution Programs
  3. @Ashish, it's in the SDK download. Under each version of the SDK (unity or unreal), there is a "document" folder with interactive HTML documentation. For example, Unity is at: .../SDK/02_Unity/Document/Eye/html/index.html Unreal is at: .../SDK_v1.3.1.1/SDK/03_Unreal/Document/Eye/html/index.html
  4. Since writing my previous response, I've become a little more bullish about taking frequent breaks when using VR. I now strongly think that it's wise every hour or so, you should take the headset off and spend a few minutes focusing at objects in your environment at various distances. This is a play on the "20-20-20 rule." Current VR headsets only have one focal plane and focusing on that single plane for too long can definitely contribute to eye strain.
  5. @alforno - It's technically possible but the technology is not fully there yet. There is a sidequest app called VRtous that demos the idea but at the end of the day handtracking technology isn't fully baked right now and there's a limit on how much precision you can get. In another generation or two - pass through and hand tracking will be good enough for this to work really well.
  6. @DragonSai I'd recommend contacting our hardware support before posting here https://forum.vive.com/announcement/3-need-to-reach-the-vive-support-team-click-here/ If you updated your basestation and now it's reporting error 02, that may be due to the newer firmware's diagnostics detecting a problem that earlier firmware versions couldn't' report.
  7. @TheSmokingHertog - Unfortunately this can vary from version and build of Windows - it's a Microsoft thing. This is the mostly accurate, but what you actually see is really version dependent. https://answers.microsoft.com/en-us/windows/forum/windows_10-hardware-winpc/how-to-change-default-webcam-in-windows-10/1e8377c8-4fd5-4e9c-8ab6-67913c5c8e0c
  8. @andyvirt, The official number of supported channels is 3 in most countries. The number of channels and thus the HMD limit in a room is based on government regulations on WiGig technology. In many places, there are 3 govt approved channels. In China, only 2 channels of the ~60Ghz spectrum are approved by the Chinese regulators and thus it's hardware locked to 2 channels/HMDs there. 60ghz is a weak line of sight signal that travels ~6-10m or so in a 150x150fov. You can use something like curtains or dividers to subsection out a room to attempt to double up on a channel. You can also attempt to try and mount two of the receivers on the same channel but mounted directly back to back. This is definitely a more advanced professional setup and quality will be really dependent on what type of materials and surfaces are in your environment as 60ghz is a "bouncy signal" and reflects off walls and floors. Hard to describe. See below. 3 is def the max supported officially, but with some trial and error you may be able to get additional stable units depending on your environmental constraints. We can't help you troubleshoot - when in doubt put a physical barrier like a curtain or a pop up wall or stick to 3.
  9. @HeK Basel - Please see my response below. With two stations at 6x4.5m you can probably get by using 1 pair of stations in opposite corners but you'd probably have to use the sync cable (and have stations in channels A+B). You're on the out range of 1.0 stations so it may be helpful to inset both stations ~1/3 of M or so inward towards each other to try to bring down the diagonal length between the stations a little bit. You basically already have them offset away from the opposite wall in the diagram I described, just eliminate two of the stations, point the remaining two towards each other, and use the sync cable in wired sync mode (A+B)
  10. @Patrik - Like this? https://forums.flightsimulator.com/t/vr-reset-dont-work-in-new-patch/349979 I'd definitely also recommend posting on FlightSim's forums.
  11. @ronvive - I'm sad to hear that. It's really a cost cutting measure on behalf of the laptop manufacturer. Surprised a 2070 laptop wouldn't have a Minidisplayport or dGPU wired USB-C port tbh. Note that if you don't have that miniDisplayport or compatible USB-C port, that laptop won't work with any current gen desktop headset (Rift S, Index, Pixmax, etc). You can use first gen headsets like Vive 1and Rift CV1 if you have an HDMI port. You will probably be able to use Quest Link with that laptop but Quest Link isn't quite the same experience as a dedicated desktop headset. We've had lots of internal debate about how to handle comms about laptops but ultimately it gets really complex because lots of laptop manufactures started marketing their products as "VR ready" to the point where the term became meaningless. At the end of the day, there are thousands of laptop models which come out each year and each is wired uniquely and there's no solid answers at this point. Hopefully
  12. @Patrik, Can you please elaborate on what you mean by "reset VR mode"?. I personally have had issues entering and exiting VR mode across multiple computers and headsets. I've found that the most helpful thing for me personally is to figure out an order of operations that works specifically for you setup and then try to follow that order of operations the same way each time. I pretend it's like a pre-flight checklist. Fortunately Asobo is a pretty active development studio. It's definitely helpful to x-post to their forums so they have direct visibility to your experience as many bug fixes will need to come from them.
  13. @CDG, I spent sometime today trying to reproduce the issue and I noticed that if you go below 30FPS, you can get a similar effect to what you described where the VR stops being full frame and instead and becomes a weird crescent shaped fish eye in the corner of the lens. I couldn't get a clean recording of it because it didn't show up in the VR mirrors. I was able to make it semi reproducible by doing maneuvers which forced the FPS below 30 but that may just be specific to my setup. Turning Vive Console's motion compensation on/off seemed to have some effect on the types of artifacts I saw but nothing super reproducible on that front. Having the frame timing monitor pinned to your SteamVR window my be helpful for tying bad behavior to performance. MSF2020 is this generation's "Crysis" and it's just a technical beast on so many levels. It can be a real PITA to boot and each headset has it's own peculiarities and the intense performance demands make troubleshooting extra tricky. Well worth it once you figure out what works for your setup but it can definitely be a project at times. I'm sure with future updates, everything will smooth out nicely. Happy flying 🙂
  14. @Rottex I believe what's happening is a combination of the controllers defaulting into wireless mode and also them going into storage mode. This is a firmware level thing. You're not going to be able to modify this behavior without extensive firmware modding. If you're using VR for long enough periods that the 4-8 hour battery life is an impediment - your sessions are probably accumulating a fair amount of strain and wear and tear on your body, specifically your eyes. I highly recommend that you follow some variation of the 20-20-20 rule and at least spend a few minutes of each hour outside of the headset focusing on objects at various distances in your environment beyond 20 feet. Modern VR headsets only have the technology to produce a single focal plane and thus it's not great to stare at a headset for hour after hour on end without focusing to different focal planes in real world distances to make up for it. I'd actually recommend leveraging controller charge breaks as a form of self-care. You could also just have external batteries in your pockets that connect to the controllers when required. Please don't binge without taking breaks - that is really going to accumulate on you.
  15. @going2kilzu, Can you upload a SteamVR log via, SteamVR -> Generate System Report. Save it as a .txt. My guess based off of the video alone is that you have a reflection issue or that specific basestation that you're pointing towards has an internal fault or is seeing power fluctuations. Try replicating the issue without the headset on and see if that basestation's LED stats lights change. You might not have the stations mounted securely enough and the vibration is too great. The speed at which the station picks back up supports that theory.
  16. @DeanGZB - We've ID'ed a sever bug with that installer and are currently working on the fix. Please see this FAQ for an alternative download link https://service.viveport.com/hc/en-us/articles/360054317612-Enterprise-VIVE-Pro-Setup-download-failed-issue You can basically use the standard Vive installer. Technically speaking, you can also just install SteamVR through Steam. You'll miss some of the companion software but the core functionality won't be impacted.
  17. @ronvive We have no firsthand experience with that specific USB-C adapter cable. We've recommend this USB-C adapter in the past that we know works: Club 3D CAC-1507 The UBS-C port on the laptop must be physically wired to the dedicated GPU and not just the integrated graphics. The port must specifically support Displayport 1.2+ signaling. Support for this varies widely and is highly model specific. Some laptop models don't wire the USB-C port to the GPU as a cost savings measure. You may need to contact your manufacturer to get confirmation of how your laptop is wired up You can get a rough check of your port mapping via the PhysX page of the Nvidia. If your port is supported, it should show up as a full sized Displayport Icon under your GPu I can't speak to your specific adapter without more info. Not all adapters/cables work. The key requirements are that it must support 4K @ 60Hz, must support Display 1.2+, and must be able to transmit ~20Gbps of bandwidth. If you have a Minidisplay port, this is our recommended mDP -> mDP cable: https://www.amazon.com/dp/B0777RKTJB/ref=twister_B077GCMQXJ. This is our recommended cable since it's known to work and is under $10.
  18. @cusa123 Steam has official models that get stored locally at SteamApps/common/OpenVR/resources/rendermodels/ I've attached our official controller integration package which contains more advanced models VIVE Cosmos Get Started Guide 2.4.zip
  19. @jboss I am referring you to enterprise support specifically because Pro Eye is an enterprise SKU and not a consumer SKU. It has a different support pipeline and that team may have helpful input. If the SRRuntime is UAC approved and running in the tray, then I'm not sure what's prompting the second UAC prompt. I unfortunately don't think a more permanent solution is on the near-term horizon because of how how the tech stack works. Fixing this would apparently require fairly substantial rework.
  20. @RLShum - The F+ does not support wired tethering. We did develop a wireless streaming methodology that's in beta that you can use to get a SteamVR enabled application into the headset. The solution is tied to the Viveport client - the technology itself is built into Viveport so you can only enable it by launching a title from Viveport, but once the streaming session between the PC and the headset is established, there's nothing stopping you from opening applications from other sources. You need 5Ghz WiFi and the quality and latency can be very dependent on your router and overall setup. It's currently only available for accounts with an active Infinity subscription but you can probably test it using a free trial. https://service.viveport.com/hc/en-us/sections/360007162591-VIVEPORT-Streaming
  21. @jboss - It generally helps to follow a specific order of operations. From a clean reboot/login, right click the shortcut/app for SR_Works and click "run as administrator" and accept the UAC prompt before you boot SteamVR, the calibration app, or anything else. Just start SR_Runtime first and bypass that UAC. You can also just boot everything with full admin access but that may not be compatible with your operation environment. The UAC situation is a result of how the underlying Tobii runtime works and as a result, Vive doesn't have a ton of options down the line in the SR_Runtime. I might recommend copying this message and contacting support.enterprise@htc.com as this is an enterprise oriented problem.
  22. @Robbert It's still a limited access devkit. We should have an update on our plans soon.
  23. @Vytek - That device uses SteamVR tracking (i.e. base stations). My understanding is that for those types of devices you'd still need the SteamVR compositor running but that SteamVR would connect to the application via OpenXR APIs rather than OpenVR (aka SteamVR SDK) APIs. In some cases with Cosmos, since the device is using Vive's internal tracking and compositing runtime, the Vive console can talk directly to an OpenXR application without SteamVR in some use-cases. That's the beauty of OpenXR - multiple runtime and compositors can utilize a common API set at runtime.
  24. @BernieceAustin What does your "levels" tab look like under the microphone properties for the recording device "Vive Cosmos". Sometimes Windows defaults this value low.
  25. @Kim C - You can't drive Displayport headsets via HDMI. No combination of HDMI adapter or cable will allow an HDMI port to drive a DP headset (Index, Rift S, Pimax, ETC) - the port is fundamentally incompatible. Your laptop may have a MiniDisplayport or a USB-C port that may be Displayport compatible. This is usually hyper model specific as some laptops may have USB-C or MiniDisplayports but they may or may not actually connect to your dedicated GPU. It gets very confusing very quickly. If you post your specific model number here I can give you a high level estimate but verifying your situation usually requires contacting your laptop manufacturer for confirmation, testing, estimating with your PhysX settings page, or simply testing IRL. This is an affordable Minidisplay port cable that's confirmed to work with Vive Cosmos/Pro.
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