Jump to content
 

razoredge

Verified Members
  • Content Count

    22
  • Joined

  • Last visited

Community Reputation

1 Neutral

About razoredge

  • Rank
    Explorer

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Back in release 2.1.8 we were told to make sure to handle BOTH the new Alias1_Trigger and Alias1_Digital_Trigger in our code. In Wave SDK 3.1.6 the new WaveVR_Button List was introduced but for some reason the DigitalTrigger is commented out. Our app needs to run on BOTH focus and focus plus. Can someone help us figure out what buttons map to which enum values as of 3.1.6 See the Assets\WaveVR\Scripts\WaveVR_ButtonList from the latest unitypackage for Wave SDK 3.1.16: @Cotta @Tony PH Lin
  2. @VibrantNebula @JustinVive @Dario and team. It would be really great if your could publish a Best Practices Guide on Player/Build/Preferences settings in Unity. It would be VERY helpful understanding how WAVE SDK changes might be impacted by the version of unity you might be running. For instance, having a better understanding of how Unity 2019.x player settings impact the performance of our Wave VR 3.1.6 SDK based app on a Vive Focus/Plus would be EXTREMELY helpful...THoughts? Here's ours if its helpful. We are running Unity 2019.3.6f1 + Wave SDK 3.1.6 and we develop for BOTH Vive focus and vive focus using latest build of Visual Studio 2019 Enterprise as our editor. @Tony PH Lin @Cotta
  3. @JustinVive, is it recommended that we import upgrades one at a time or can we upgrade our app from 2.0.37 to 3.0.2? What is the recommendation?
  4. razoredge

    SN of HMD

    but assuming we do migrate our client apps to use Vive Input Utility, what about IVRModuleDeviceState.serialNumber as mentioned in the reply above this?
  5. We can confirm 's findings as well! FPS jumped by 50-100% by changing only this quality setting...
  6. razoredge

    SN of HMD

    Is there a way to get the serial number for Vive Focus devices not yet running VIU? Possibly from WVR_GetParameters? Something like this? char pchString[256] = "SerialNumber";char retString[256] = { 0 };uint32_t size;//Get the result from device servicesize = WVR_GetParameters(WVR_DeviceType_HMD, pchString, retString, 256); https://hub.vive.com/storage/app/doc/en-us/WVR_GetParameters.html
  7. We create apps based on Wave SDK for the Vive Focus/Focus Plus and we are working with Enterprise clients. These apps CANNOT show up on a public store. VivePort Enterprise was teased back in 2017 but since then we have not been able to find any guidance for Enterprise Customers wanting to deploy to a private app store (like Google Play Private Apps). Please provide guidance. We are also wondering if the device management system will eventually provide the ability to remotely push apps to a given device. At present it only allows you to push the SteamVR runtime. Thoughts?
  8. My understanding from the Leap Motion team is that their new Mobile Android SDK is not complete and has taken a backstep to other projects (north star and others). If anyone has heard differently let me know we would love to leverage leap motion on the original Vive Focus as we wait on the Focus Plus. According to an engineer at Leap motion back in July 2018, "Unfortunately, the Vive Focus is a mobile based headset so our current drivers will not work for it. I apologize for the inconvenience this causes. If you have any remaining questions or concerns, please don't hesitate to ask." Their website says their Android Mobile SDK it still under development. https://developer.leapmotion.com/android#107
  9. My understanding from the Leap Motion team is that their new Mobile Android SDK is not complete and has taken a backstep to other projects (north star and others). If anyone has heard differently let me know we would love to leverage leap motion on the original Vive Focus as we wait on the Focus Plus. According to an engineer at Leap motion back in July 2018, "Unfortunately, the Vive Focus is a mobile based headset so our current drivers will not work for it. I apologize for the inconvenience this causes. If you have any remaining questions or concerns, please don't hesitate to ask." https://developer.leapmotion.com/android#107
  10. ,Can you provide a use case. This intrigues me as we have an existing HTC Vive Focus application that we want to add multiplayer capability to and I'm interested in this hybrid example you discussed...
  11. Has anyone authored a pros/cons of leveraging this approach? Performance issues? Every abstraction layer always comes with a price, I'm just curious of what the considerations are? For instance, will VIU continue to be updated to support Vive Cosmos as well?
  12. Are there plans to create a more portable solution that does not require PCIE slots? Also, is there a best practices guide on configuring a wireless network for maximum performance with the adapter?
  13. Sergio, perhaps you might be interested in collaborating on a B2B solution to this that is capable of cross platform deployment? A lot of people wanting to go to both oculus go and vive focus in our network.
  14. We are developing private applications for an enterprise customer and do not want to place the app out on the public viveport store. Since January 2017 there has been talk of an Enterprise Dedicated App Store for scenarios like this. We need to deploy to ~30 Vive Focus headsets and I would like to know what the prescriptive guidance is for this scenario. Looking for capabilities akin to Google Play Private Apps. We looked into device management thinking that would allow us the ability to deploy from a central host to 1-N clients on the same network (as would be the case with a corporate intranet) but that appears to only allow you to deploy STEAMVR and not custom applications. THoughts?
×
×
  • Create New...