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Posts posted by Daniel_Y
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Not sure what video means. Would you describe your use scenario?
Have you tried Focus sample enclosed in SRanipal Unity plugin?
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Probably this link answer your headset movement question.
Not really understand you question regarding eye tracking data using other SDK. What your intention?
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Which SRWorks version are you using?
If you use SRWorks v0.8.0.2, you need to use SteamVR unity plugins 1.2.3 package (https://github.com/ValveSoftware/steamvr_unity_plugin/releases/tag/1.2.3 ).
Or you could try SRWorks v0.8.5.0 beta program.
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The front camera resolution is VGA fisheye. You may feel demo video better because it is seen on a monitor whose resolution usually lower than HMD's panel and it is much near to eyes in HMD.
Recommend to apply a Filter like these.
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On 12/6/2019 at 10:51 PM, Monster Joe said:
Oh yeah, and running on a Valve Index, if that matters.
SRWorks does not support Valve Index.
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On 11/14/2019 at 12:53 AM, imarin18 said:
Dear Sir or Madam,
I measured my eye movements at the sampling frequency of 120Hz on Unity platform. I recorded the data of time stamp, frame, and other eye parameters such as pupil diameter. The following is a part of my measurement data.
time_stamp(us) frame pupil_diameter_L(mm) pupil_diameter_R(mm)
2515185 46129 4.857666 4.549805
2515185 46129 4.847290 4.549103As you can see, while the time stamp and frame have the same values in two lines, the pupil diameter have different values. I guess that the eye data are properly measured at 120Hz samping frequency, whereas the data of time stamp and frame are probably read by another way (e.g. reading time and frame information from laptop or Unity time function). Could anyone please comment on if my understanding is correct?
Best regards,
Thanks for your feedback. We noticed this issue and will be addressed in the next release.
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13 hours ago, MacBread said:
@Daniel_Y May I ask you when next version of SDK will be released?...
Next public release would be v0.9.x, maybe in following a couple of weeks, One of major changes is re-architectured to client-sever based just like another Vive SDK SRanipal. In between, could try v0.8.5.0
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On 11/14/2019 at 3:37 PM, もりぞぅ said:
Hello, thanks for your email.
I tried SRWorks 0.8.5.0 with RTX2070, but the following error appeared and the Experience Demo did not work.
Vive_SRWorks_Demo.exe and Vive_SRWorks.exe in the Build file could be executed.
Unity version is 2019.2.12f1.
Which version of SteamVR Plugin should I use, 1.0 or 2.0?
Please let me know if there is a solution.
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Assets\SteamVR_Input\ActionSetClasses\SteamVR_Input_ActionSet_srinput.cs(17,61): error CS0234: The type or namespace name 'SteamVR_ActionSet' does not exist in the namespace 'Valve.VR' (are you missing an assembly reference?)
Assets\SteamVR_Input\ActionSetClasses\SteamVR_Input_ActionSet_default.cs(17,61): error CS0234: The type or namespace name 'SteamVR_ActionSet' does not exist in the namespace 'Valve.VR' (are you missing an assembly reference?)
Assets\SteamVR_Input\ActionSetClasses\SteamVR_Input_ActionSet_buggy.cs(17,59): error CS0234: The type or namespace name 'SteamVR_ActionSet' does not exist in the namespace 'Valve.VR' (are you missing an assembly reference?)
Assets\SteamVR_Input\ActionSetClasses\SteamVR_Input_ActionSet_platformer.cs(17,64): error CS0234: The type or namespace name 'SteamVR_ActionSet' does not exist in the namespace 'Valve.VR' (are you missing an assembly reference?)
Assets\SteamVR_Input\SteamVR_Input_Actions.cs(62,23): error CS0246: The type or namespace name 'SteamVR_Action_Boolean' could not be found (are you missing a using directive or an assembly reference?)
Assets\SteamVR_Input\ActionSetClasses\SteamVR_Input_ActionSet_srinput.cs(20,24): error CS0246: The type or namespace name 'SteamVR_Action_Boolean' could not be found (are you missing a using directive or an assembly reference?)
Assets\SteamVR_Input\SteamVR_Input_Actions.cs(70,23): error CS0246: The type or namespace name 'SteamVR_Action_Boolean' could not be found (are you missing a using directive or an assembly reference?)
Assets\SteamVR_Input\ActionSetClasses\SteamVR_Input_ActionSet_srinput.cs(28,24): error CS0246: The type or namespace name 'SteamVR_Action_Boolean' could not be found (are you missing a using directive or an assembly reference?)
Assets\SteamVR_Input\ActionSetClasses\SteamVR_Input_ActionSet_srinput.cs(36,24): error CS0246: The type or namespace name 'SteamVR_Action_Boolean' could not be found (are you missing a using directive or an assembly reference?)
~~~
Assets\SteamVR_Input\SteamVR_Input_Actions.cs(54,24): error CS0246: The type or namespace name 'SteamVR_Action_Boolean' could not be found (are you missing a using directive or an assembly reference?)
Assets\SteamVR_Input\SteamVR_Input_Actions.cs(56,24): error CS0246: The type or namespace name 'SteamVR_Action_Boolean' could not be found (are you missing a using directive or an assembly reference?)
Assets\SteamVR_Input\SteamVR_Input_Actions.cs(58,24): error CS0246: The type or namespace name 'SteamVR_Action_Vector2' could not be found (are you missing a using directive or an assembly reference?)
Assets\SteamVR_Input\SteamVR_Input_Actions.cs(60,24): error CS0246: The type or namespace name 'SteamVR_Action_Pose' could not be found (are you missing a using directive or an assembly reference?)
--------------------------------------------------------------------@もりぞぅ
To use SteamVR 2.0 Unity Plugin with SRWorks v0.8.5.0 Experience.
If you try sample scene included in SRWorks Unity plugin, you do not need SteamVR Unity plugin.
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On 11/16/2019 at 6:06 PM, cheeseJelly said:
Does everyone work well on beta version?
When I tried to import ViveSR_Experience, there are some error message.
Assembly has reference to non-existent assembly 'SteamVR'
I use Unity 2017.4.26f1 with SteamVR 1.0 version.
How can I fix it?
If anyone know how to fix this error, please comment me.
Which SRWorks version you using?
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20 hours ago, JayKay said:
Hi,
I'm currently having trouble getting SRWorks Demos to launch.
Using Unity 2019.x.x and expierenced crashes at launch while using 2017.4.34f1.
Which Version of Unity would you recommend?
I'm also running on RTX 2080, could you provide me with access to the beta of your SDK?
Currently using SDK Version 0.8.0.2.
Thanks in advance!you need SRWorks 0.8.5.0 above to run on RTX 2080,
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Expecting that the function LoadDeviceParameter in \Assets\ViveSR\Scripts\ViveSR_DualCameraCalibrationTool.cs would be called to load saved values.
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Using GetCameraIntrinsics() to get each camera intrinsics from OpenVR
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If you intend to build standalone executable for your project incorporating AI.Vision module, you need to manually copy the deep learning models under /Assets/ViveSR/Plugins/model to $(YOUR_STANDADLONE_EXE)/Plugins/model.
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Why not changing the scale of your game object smaller?
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Is SR runtime 1.1.2.0?
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17 hours ago, Benjamin201928 said:
Do you mean Millimeter?
Yes. Thanks for correction.
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It is a typo. It should be Millimeter.
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It is under quality assurance process.
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Apply filter to VR camera as below.
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Which SR_runtime version are you using?
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It would be similar to original usage. For post processing the real image scene, attach the processing to the DualCamera (left) and DualCamera (right ) under ViveSR as below instead of VR camera.
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Guessing you are asking how to do a visual effect like this video?
If so, here is a sample code provided in Experience_Unity > Assets > ViveSR_Experience > Scenes>Sample1_Effects_SwitchMode.unity
Does Vive SRWorks SDK work with VIVE Focus?
in VIVE SRWorks SDK
Posted
@mkn, No - at this time SRWorks is a desktop only SDK that supports Vive Pro/Eye and Cosmos as of this point.