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OlivierJT

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About OlivierJT

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  1. Great news! To get Serial Number: open a cmd and type: adb devices It will return your SN (With the Wave DK powered and USB connected of course)
  2. Good! DM sent! For the other you have to open a cmd and type: adb devices It will return your SN (With the Wave DK powered and USB connected of course)
  3. Hello Wave team, This has been reported and talked about here: https://community.viveport.com/t5/Vive-Wave-SDK/Distortion-Correction-Issue/td-p/19135 But what is happening? Why are you not fixing it? Is the issue that bad (design flaw) it can't be (software) fixed? The topic is constantly brought with other Dev. Since the SDK release in May! This is October! The device has now a super bad reputation among Dev. (I was at Oculus Connect 5 a few weeks ago) Please make this an ABSOLUTE priority!! (and give us a real ETA)
  4. Oh, I definitely want an official fix for this. I just couldn't bare it anymore. ^_^ The hack is professional :P You won't see if it has been modified if no one told you about it. The leather look a little distended, but nothing else is visible. I have 0 regret on doing this. Now we just need HTC to do something about it for sure. (I removed it as a solution, you are right)
  5. I did MOD it: Special tread here: http://community.viveport.com/t5/Vive-Wave-SDK/MODIFICATION-Lens-distortion-issue-A-thiner-foam-mod-I-did-it-so/gpm-p/22092
  6. Hello everyone, Following this thread: http://community.viveport.com/t5/Vive-Wave-SDK/A-fix-about-that-lens-distortion-issue-a-suggestion-for-HTC/gpm-p/21894#M942 I went ahead and modified the existing leather foam to have it much thiner. It's very doable, safe and reversible if you are somewhat careful, no need to surgeon skills there. The pic will speak for themselves: Enjoy! NB: -I am very satisfied with this "invisible" mod -I did it in a way so it was reversible, you could glue things instead of using velcro and mesh tape like I did. NB2: Things to care about: -if you use something too thin, the under eyes flaps will be perpendicular to you face skin: reducing compfort, so it needs at this area at least some thickness. -When removing the leather, it's quite tightly glued at the "glasses pass side area" so be gentle if you don't want to rip the original foam. -using a velcro tape like I did is enabling you to use existing VR cover like replacement, as i wanted to keep the original look, I did the mod with the foam inside the existing mask. You could use regular foam and not use a VR cover leftover like I have plenty of. Foam and sticky tape would work of course. NB3: Please do not use this thread to complain about the lenses and stuff, keep it to the MOD, use the other exsiting thread for that kind of remarks (thanks) If you attend this mod, please send the pics here! -Please do not post my picture anywhere else-
  7. Hello HTC team, Could you provide a detailed (enough) 3D model of the Focus? (to use, in my case in UE4) If it's a too much detailled "CAD" model it's fine too, I will make a lighter version myself using yours as base. There is a Controller and "link" model but not the HMD. Fbx or obj file, maybe with the textures too... (this I could do myself) Unreal "format" would work too. Thank you!
  8. Hello HTC team, hello Tony. So about the lens still ongoing distortion issue (there is another post about the details of it) I would like to offer a fix and suggestion for HTC: Provide us with a much thiner "Leather foam" Pressing your face toward the lense nearly make the issue goes away as the issue is about the lens borders and the eyes distance from them. It's not practical as you have to hyper tighten and you can break the mechanism AND especially make the device very uncomfortable You (HTC) doesn't seems to be able to fix this/find a solution, it's been way too long. Please design a new thiner foam (3 times thiner, or as thin as you can) and send it to us. Or an ETA for the fix. (firmware update) Thank you.
  9. I don't want to kill the excitement, but lagging 2 version behing is not good. I actually skipped 4.19 and went to 4.20.1 directly. Wishes for 4.20... (released July 16th!)
  10. Oh I am sure, I answered all this because i took it like a survey for dev. ("what feature you need/use in 4.19", so they can focus on these first)
  11. So many improvement, mostly for optimisations and performances. https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1442375-unreal-engine-4-19-released It would be interesting to see what you guys can do with: -Temporal Upsampling -Dynamic Resolution Proxy LOD system should give a performance boost also. As there is Vive Pro native support from 4.19 it's also a mendatory update for anything VR UE4 staff is doing such a great job at every update.
  12. Mmm.... Can you post a screen with the command: stat Unit (Blue print command and "stat Unit" inside, at event begin play) This is the default scene, you haven't done anything special? will be able to properly help you, as I don't do code. But this is indeed strange!
  13. Hello there, I have no idea of you level with UE4 , VR and mobile projects, so I may say thing redundant to you. Starting with mobile: You have to start a Mobile project and not convert an existing desktop one. Some optimisations have been made for this project at start, so if you can: start fresh. Don't use Anti Alias x8 but limit it to x2 first. Everything post process is very costly. (DOF, Bloom, etc...) So be careful with those. The main issue is always Draw calls on mobile... I do not know how you get 30-40fps with a single cube, I definitely don't, far from it. I can run all this: At 40-55 fps... with AA x2 and post process (bloom and DOF) I am actually amazed by the performance of the VF. On GearVR (on a S9+) just enabling HDR (For bloom) does tank my fps to 40 with "one sphere" Test this: Use their project as a base. (the plugin.uproject) That is in the Beta2 SDK file. And inport your content in there. It's easy: open your actual project and select your "maps" and "migrate" them to this project. You could also test their "sea of cube" project, you won't get 40fps. Or maybe your Focus is defective... Report back here!
  14. Thank you, I am doing 3 project at the same time... so I forgot about those steps. It would be cool to have this mentioned in the SDK page: https://developer.vive.com/resources/knowledgebase/wave-sdk/ As it's been a while I forgot to hunt inside for the documentation steps... A read me, or a "start here document" would help avoid non dev like me being confused ^_^
  15. Hello ! So: -Using Mint UE4 4.18.3 (from Epic launcher) -Running the SDK project itself (WaveSDK-UnrealPlugin-beta2) -Left clicking on "plugin.uproject" and "generate VS studio project file" This doesn't generate anything. Then Launching the project: Wave Plugin is enabled. No error on loading the project. Then: "launch on Vive" Compiling... LogPlayLevel: Completed Launch On Stage: Cooking in the editor, Time: 592.194326LogPlayLevel: Running AutomationTool...LogPlayLevel: Parsing command line: -ScriptsForProject=D:/UnrealEngine4/Project/WaveSDK-UnrealPlugin-beta2_Mint/plugin.uproject BuildCookRun -project=D:/UnrealEngine4/Project/WaveSDK-UnrealPlugin-beta2_Mint/plugin.uproject -noP4 -clientconfig=Development -serverconfig=Development -nocompile -nocompileeditor -installed -ue4exe=UE4Editor-Cmd.exe -utf8output -platform=Android_ASTC -targetplatform=Android -cookflavor=ASTC -ini:Game:[/script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=Disabled -build -map=/Game/SeaOfCube -skipcook -CookInEditor -iterativecooking -compressed -iterativedeploy -stage -deploy -cmdline="/Game/SeaOfCube -Messaging" -device=Android_ASTC@FA85AJJ00720 -addcmdline="-SessionId=CE064675474AA03F69EFD19E600B7B77 -SessionOwner='Z10-VR Admin' -SessionName='Launch On Device' " -runLogPlayLevel: Setting up ProjectParams for D:\UnrealEngine4\Project\WaveSDK-UnrealPlugin-beta2_Mint\plugin.uprojectLogPlayLevel: ********** BUILD COMMAND STARTED **********LogPlayLevel: Completed Launch On Stage: Build Task, Time: 1.766035LogPlayLevel: Running: D:\UnrealEngine4\UE_4.18\Engine\Binaries\DotNET\UnrealBuildTool.exe plugin Android Development -Project=D:\UnrealEngine4\Project\WaveSDK-UnrealPlugin-beta2_Mint\plugin.uproject D:\UnrealEngine4\Project\WaveSDK-UnrealPlugin-beta2_Mint\plugin.uproject -NoUBTMakefiles -remoteini="D:\UnrealEngine4\Project\WaveSDK-UnrealPlugin-beta2_Mint" -skipdeploy -ini:Game:[/script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=Disabled -noxge -generatemanifest -NoHotReloadLogPlayLevel: PLATFORM_ANDROID_NDK_VERSION = 120200LogPlayLevel: NDK toolchain: r12b, NDK version: 24, GccVersion: 4.9, ClangVersion: 3.8.256229LogPlayLevel: Build the WaveVR PluginLogPlayLevel: ERROR: Could not find definition for module 'WVR' (referenced via Target -> WaveVR.Build.cs)LogPlayLevel: Took 1.3377913s to run UnrealBuildTool.exe, ExitCode=5LogPlayLevel: ERROR: Command failed (Result:5): D:\UnrealEngine4\UE_4.18\Engine\Binaries\DotNET\UnrealBuildTool.exe plugin Android Development -Project=D:\UnrealEngine4\Project\WaveSDK-UnrealPlugin-beta2_Mint\plugin.uproject D:\UnrealEngine4\Project\WaveSDK-UnrealPlugin-beta2_Mint\plugin.uproject -NoUBTMakefiles -remoteini="D:\UnrealEngine4\Project\WaveSDK-UnrealPlugin-beta2_Mint" -skipdeploy -ini:Game:[/script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=Disabled -noxge -generatemanifest -NoHotReload. See logfile for details: 'UnrealBuildTool-2018.06.21-12.03.29.txt'LogPlayLevel: (see C:\Users\Z10-VR Admin\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+UnrealEngine4+UE_4.18\UAT_Log.txt for full exception trace)LogPlayLevel: AutomationTool exiting with ExitCode=5 (5)LogPlayLevel: Completed Launch On Stage: Build Task, Time: 1.000594LogPlayLevel: BUILD FAILEDPackagingResults: Error: Launch failed! Unknown ErrorLogDirectoryWatcher: A directory notification for '../../../Engine/Plugins/' was aborted.LogDirectoryWatcher: A directory notification for '../../../../Project/WaveSDK-UnrealPlugin-beta2_Mint/Plugins/' was aborted. And from the log file itself: CommandUtils.Run: Running: D:\UnrealEngine4\UE_4.18\Engine\Binaries\DotNET\UnrealBuildTool.exe plugin Android Development -Project=D:\UnrealEngine4\Project\WaveSDK-UnrealPlugin-beta2_Mint\plugin.uproject D:\UnrealEngine4\Project\WaveSDK-UnrealPlugin-beta2_Mint\plugin.uproject -NoUBTMakefiles -remoteini="D:\UnrealEngine4\Project\WaveSDK-UnrealPlugin-beta2_Mint" -skipdeploy -ini:Game:[/script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=Disabled -noxge -generatemanifest -NoHotReloadProcessResult.StdErr: PLATFORM_ANDROID_NDK_VERSION = 120200ProcessResult.StdErr: NDK toolchain: r12b, NDK version: 24, GccVersion: 4.9, ClangVersion: 3.8.256229ProcessResult.StdErr: Build the WaveVR PluginProcessResult.StdErr: ERROR: Could not find definition for module 'WVR' (referenced via Target -> WaveVR.Build.cs)CommandUtils.Run: Took 1.3377913s to run UnrealBuildTool.exe, ExitCode=5ExceptionUtils.PrintExceptionInfo: ==============================================================================ExceptionUtils.PrintExceptionInfo: ERROR: Command failed (Result:5): D:\UnrealEngine4\UE_4.18\Engine\Binaries\DotNET\UnrealBuildTool.exe plugin Android Development -Project=D:\UnrealEngine4\Project\WaveSDK-UnrealPlugin-beta2_Mint\plugin.uproject D:\UnrealEngine4\Project\WaveSDK-UnrealPlugin-beta2_Mint\plugin.uproject -NoUBTMakefiles -remoteini="D:\UnrealEngine4\Project\WaveSDK-UnrealPlugin-beta2_Mint" -skipdeploy -ini:Game:[/script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=Disabled -noxge -generatemanifest -NoHotReload. See logfile for details: 'UnrealBuildTool-2018.06.21-12.03.29.txt' ExceptionUtils.PrintExceptionInfo: (see C:\Users\Z10-VR Admin\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+UnrealEngine4+UE_4.18\UAT_Log.txt for full exception trace)ExceptionUtils.PrintExceptionInfo: ExceptionUtils.PrintExceptionInfo: CommandFailedException: Command failed (Result:5): D:\UnrealEngine4\UE_4.18\Engine\Binaries\DotNET\UnrealBuildTool.exe plugin Android Development -Project=D:\UnrealEngine4\Project\WaveSDK-UnrealPlugin-beta2_Mint\plugin.uproject D:\UnrealEngine4\Project\WaveSDK-UnrealPlugin-beta2_Mint\plugin.uproject -NoUBTMakefiles -remoteini="D:\UnrealEngine4\Project\WaveSDK-UnrealPlugin-beta2_Mint" -skipdeploy -ini:Game:[/script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=Disabled -noxge -generatemanifest -NoHotReload. See logfile for details: 'UnrealBuildTool-2018.06.21-12.03.29.txt' ExceptionUtils.PrintExceptionInfo: at AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars, SpewFilterCallbackType SpewFilterCallback)ExceptionUtils.PrintExceptionInfo: at AutomationTool.CommandUtils.RunAndLog(CommandEnvironment Env, String App, String CommandLine, String LogName, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars, SpewFilterCallbackType SpewFilterCallback)ExceptionUtils.PrintExceptionInfo: at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary`2 EnvVars)ExceptionUtils.PrintExceptionInfo: at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, FileReference Project, String Target, String Platform, String Config, String AdditionalArgs, String LogName, Dictionary`2 EnvVars)ExceptionUtils.PrintExceptionInfo: at AutomationTool.UE4Build.BuildWithUBT(String TargetName, UnrealTargetPlatform TargetPlatform, String Config, FileReference UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity, Dictionary`2 EnvVars)ExceptionUtils.PrintExceptionInfo: at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary`2 PlatformEnvVars, Nullable`1 InChangelistNumberOverride, Dictionary`2 InTargetToManifest)ExceptionUtils.PrintExceptionInfo: at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL, ProjectBuildTargets TargetMask)ExceptionUtils.PrintExceptionInfo: at BuildCookRun.DoBuildCookRun(ProjectParams Params)ExceptionUtils.PrintExceptionInfo: at BuildCookRun.ExecuteBuild()ExceptionUtils.PrintExceptionInfo: at AutomationTool.BuildCommand.Execute()ExceptionUtils.PrintExceptionInfo: at AutomationTool.Automation.Execute(List`1 CommandsToExecute, Dictionary`2 Commands)ExceptionUtils.PrintExceptionInfo: at AutomationTool.Automation.Process(String[] Arguments)ExceptionUtils.PrintExceptionInfo: at AutomationTool.Program.MainProc(Object Param)ExceptionUtils.PrintExceptionInfo: at AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param)ExceptionUtils.PrintExceptionInfo: at AutomationTool.Program.Main()ExceptionUtils.PrintExceptionInfo: ==============================================================================Program.Main: AutomationTool exiting with ExitCode=5 (5) I can't even run the default map, without anything new or changed from me. One thing to note is... when you say: ...\UE_4.18\Engine\Source\ThirdParty\WVR> I do not have a WVR folder. But a "WaveVR" folder. (directly from the SDK of course) So maybe the Beta2 plugin is no correcly packaged with the right files/folder name? ie: Could not find definition for module 'WVR' (referenced via Target -> WaveVR.Build.cs
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