Jump to content

HackPerception

Verified Members
  • Posts

    3,529
  • Joined

  • Last visited

Everything posted by HackPerception

  1. @Dominique - I think I follow you. There is a display plug emulator called a Headless Ghost that is really helpful for situations VR computers that won't have a real monitor connected to them. Maybe this might help if it's the lack of a monitor that's tripping up the setup? It's helped in similar situations in the past with SteamVR in general - but I can't verify it helps with this specific problem and Vive Wireless.
  2. @Anonymní SteamVR has a fairly unique binding system that's mostly designed around Valve Index controllers. Since you're working with an app that you didn't create - it creates some limitations. Adding native support is always best. Vive Trackers have something Pogo Pins on the bottom to simulate controller inputs based off simple binary circuits. By bridging the ground pins to one of the input pins, SteamVR will get an input signal. You can use anything conductive like a paperclip or bit of wire to complete the circuit for testing purposes. If you didn't write the target app - it be a mixed bag getting working input mapping working. There's also a USB-HID interface but that's much more complex to use. If this is just a DIY project, that person's solution is pretty clever - you can only get around some limits with firmware stuff.
  3. @Frankfurt For lighting conditions - I would recommend just using the pass through cameras and figuring out if there's any obvious places with over exposures or blowout. Use the passtrhough to ensure there's a decent array of high-contrast tracking points spread out throughout the environment. Yes, auCuo markers will help. You probably want them to be at least 12cm across. You can also use tape and other pretty much anything that's high contrast to create additional "textures" for the headset to track. Focus 3 actually has some more advance arUco support offered as part of a location customization service. It allows you to virtually align a virtual scene to the real world via arUCo.
  4. @RivenUK That's super weird - I can't recall a case I've seen like that. I might try to eliminate the converter if you can - the cards might be handling the converter differently.
  5. @Macgiver017 Is the view in the headset correct or is it also shifted? SteamVR's mirror lets you select which eye to render from. This might be one of those content specific things?
  6. Hello @ikarie, I've started a support ticket with the email address associated with your account. They'll hopefully The Vive Cosmos specifically requires a piece of software called "Vive Console" to work. You can also try getting this software off Steam an alternative source: https://store.steampowered.com/app/1635730/VIVE_Console_for_SteamVR/
  7. Hello @fluis, We're pretty open when it comes to developers - anyone can develop for our headsets. Porting mobile to PCVR is far easier than going the opposite direction. In broad strokes, there are two buckets: PCVR: You can use either Vive or Vive Pro as standard reference headsets If you implement SteamVR into your project correctly, the headset itself should automatically work across all PCVR headsets supported by SteamVR. With SteamVR, integrating controllers can tricky because with SteamVR tracked headsets, you can mix/match controllers. There are 3 main types of controller that work with Vive Products: Vive Wands, Valve Index Controllers (Knuckles), and Vive Cosmos Controllers. If you target Vive wands and Index controllers, you'll cover most Vive users out there. Vive Cosmos input mapping works the same as Quest/Oculus Touch. Mobile: For Focus 3, and other mobile Vive products - you must integrate our WaveSDK into the project for it to render to the HMD. OpenXR support for WaveSDK is currently in beta.
  8. @Atmuc I would differ to Tobii for a current answer since their SDK is technically a 3rd party product. I believe in the past, they did allow RAW images, but it's been some time. I think they required you to specifically have an "analytics" license.
  9. Hello Joe, Insta360 did release a Vive Focus app for their cameras, but it only appears that they've only made it available on Viveport in China.
  10. @Atmuc Access to RAW imagery is not available with the SRAnipal SDK. Access to RAW images are not permitted with the SRAnipal SDK/Runtime per the TOS and developer privacy guidelines. The Vive Pro is also directly compatible with Tobii's XR SDK which comes with lower level access to the hardware as well as a suite of their tools and analytics. They license/sell access to that directly. Tobii makes the eye tracker in the unit and SRAnipal is a subset of their SDK/Runtime that's been licensed for use and redistribution for Vive Pro Eye.
  11. @NewtoSteam, I'm not sure how you're trying to get the content on the headset that's leading to doubling up. SteamVR has a built in Desktop overlay for viewing Windows in VR. Here are a few other popular options: Desktop + Virtual Desktop OVRDrop
  12. @Caffeine I think that UX exists so you can specifically find the controller with a few predictable swipes rather than have to hunt for it
  13. @kiba89 https://www.vive.com/us/setup/wireless/ https://www.vive.com/us/support/wireless-adapter/category_howto/vive-wireless-setup-overview.html You plug the Headset side of the wireless adapter into a power source, and press the button on the battery and the status LED on the wireless adapter should show signs of life.
  14. @thedrone Thank you for taking the time to write thought out and structured feedback. On HW#3 - this is my favorite portable IR light I've been able to find. I agree - there aren't many small and friendly options out there. SW#3: Viveport is a consumer product - and Focus 3 is classified is enterprise product. There's a separation between those bubbles for content licensing reasons. Vive business store exists to help provide enterprise specific licensing options on Focus 3. That said, you can technically use Focus 3 with most Viveport PC content on via Vive Business Streaming. There isn't special UX for it, most stuff that works with Vive/Oculus should also work with F3 Streaming. SW4#: It's quite expensive to "integrate" a headset into an operating system and I doubt any party would invest the resources required to do so. There's probably a limit to what you can develop on your own without an NDA and cooperation.
  15. @Caffeine Plugging Flow into the PC via USB-C is the standard method to run ADB. I believe remote ADB is disabled for security. Perhaps your motherboard isn't providing the standard current amount over USB? I don't think I've seen this before on PC - it normally just works. When you plug it into the PC, you might see a security dialogue in the glasses about USB File transfer mode, but otherwise - it just charges off the USB cable. Halu's comments are pretty spot on. I'd try a different cable and try other ports. You could plug it into a different PC and see if you get the power error.
  16. @enuru99 Amazon 1-day is your best bet in general in USA.
  17. @GAMEDRIXThat sounds like some type of rendering or software side issue. Sometimes interpolation can get wonky when your framerate is really low. These tend to get PC-specific quickly. It could be a needle in a haystack to try and isolate it between SteamVR, drivers, and other potential causes. A clean install of Windows is sometimes the fastest way to try and approach more complex issues like this. Lets you start from scratch and removes alot of variables. I don't see a clear link between No Man's Sky, SteamVR, and Recroom. All 3 are different game engines. If you're overclocking your GPU, revert to stock speed. If you see weird rendering artifacts in other 2D games, it's possibly a bad GPU, but this sounds VR specific.
  18. @SanityGaming Aside from hardware limitations (patents, manufacturing, costs...), hand/finger tracking is still a bit of a mess when you go to implement it into a project, especially across multiple hardware platforms. Coding advanced input is fairly platform specific atm. The reason alot of controllers have adopted a similar button layout is because it makes it easier for developers to design, port, and maintain content between major platforms. OpenXR might soon be able to make it easier for developers and hardware manufactures alike to have a common way to accept input from advanced controller input from a range of vendors and make it so developers only have to code and implement their handtracking one time rather than for each device. Once that starts happening - finger tracking will become far more common in both hardware and software. For example, the new Vive Wrist Tracker is specifically built upon the the OpenXR Hand Tracking API & we were recently able to make Focus 3's optical hand tracking work with SteamVR. It's a product that would be really hard to do without OpenXR.
  19. The time-traveling hit Wanderer has just joined Viveport Infinity.
  20. @Berlanga Valve doesn't provide a ton of tools for the basestations. You can disable basestation power management on both PC's and manually power the stations on/off and see if that helps. Grey screen means loss of tracking. I would note the color of the status LEDs on the basestation of the affected headset when this is occurring. The stations use BT mostly for power management and updates. Basestations require a fairly steady supply of power. Something like an air conditioner or a refrigerator kicking on can cause the stations power supply to fluctuate and cause momentary tracking loss. Aside from BS power management, if the two pairs are truly isolated (e.g. closed door between the systems), they shouldn't be interfering with each other.
  21. @Berlanga - You're correct. As long as there is no line of sight between the two basestation pairs, there shouldn't be any conflicts. The sync array on first gen basestations has a range of 5-10m depending on the environment and the bright sync flash can "bounce" off walls and floors. Is this happening with doors closed between the units? Sometimes the basestation's bluetooth power management gets confused when there are multiple headsets within range. It could be BT power management interfering between the two headsets, but that doesn't correlate super well to what you're reporting. It's super weird that it takes a few minutes to kick in rather than immediately. Both stations are in B/C I assume?
  22. WiFi streaming solutions start to get complex over a standard home network above 100mps due to network conditions and the challenge of encoding/decoding the stream without introducing latency and artifacts. The encoding/decoding steps are a huge part of the current ceiling.
  23. @Bipul Yes the session is still hosted at the link in the original post. The platform they used allows replays but still requires you to register before you access the content. https://register.gotowebinar.com/register/3864979489729227788
  24. @cokashi232 - Vive console is required for Vive Cosmos, and Vive Pro 2. You can download Vive Console as an independent app from Steam: https://store.steampowered.com/app/1635730/VIVE_Console_for_SteamVR/
  25. @ATrain Are you running SteamVR content through Vive Business Streaming? Is that what you mean by "on the network"?
×
×
  • Create New...