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Beta_Tester last won the day on January 21

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  1. Wow - that looks awesome. You should start selling them on eBay. I would buy one!!! ๐Ÿ™‚ After extensive use I have also found the temperature gets quite high and I get the grey screen and weird behaviour from time to time. I assumed it was my AMD processor to start with.
  2. Interesting. Infrared is obviously electromagnetic radiation, but invisible to the naked eye. Obviously there is little stray infrared around in VR play areas, which will help with Oculus' tracking. Having said that, the Cosmos Controller have LEDs which are visible to the naked eye, but I think the Cosmos is designed to pick up the specific frequency that the LEDs emit, so I would suggest that tracking issues will probably be more prevalent if you have bright lighting of the same frequency. The Cosmos cameras are also looking for the particular shape on the controller which improve the tracking further. In terms of occluded issues, I would have thought that the infrared tracking would have exactly the same issues as visible light tracking. If one controller is in front of another, then the infrared signals cannot pass through the front controller. I know Facebook has done a lot of work with occlusion mitigation though. I suspect that we just need to give HTC more time. One thing I don't quite understand is why HTC didn't use the ultrasonic tracking used in the Vive Focus Plus?
  3. Who has said this is a hardware issue? I can't see anything from HTC on this? I am pretty sure you're incorrect. Having said that, inside-out tracking is really complex and took Facebook 4 months to become stable. I'm happy to give HTC another couple of months before I start to get concerned.
  4. Echoing what @A-Jey has said. This beta seems to be a step back in many ways, but it is a beta. If you don't like testing unstable/buggy software, go back to the public version. As I have said previously, it took Facebook 4 months to get the Rift S/Quest tracking stable. Given that the Oculus dev team is enormous, we need to give the Vive devs a bit longer. If you are experiencing particular tracking issues, log an issue report in Viveport, or post the details on here (with videos preferably).
  5. Think this is slightly unfair. There have been loads of software/firmware updates since the headset was released in October. I think all but one of them improved the tracking in some way. The Oculus Rift S had lots of tracking issues when it was released in May last year. As far as I remember, the last tracking software update was August or September. So it took Facebook (with its vast development resources) 3/4 months to get tracking stable. HTC are well-aware of the tracking issues and I know it is the product team's number 1 priority. Hang in there!
  6. @VibrantNebulaThanks for all your help with this. I've had Guile Chao from Vive support pick this up, who has been liaising with the product team. Hopefully will be fixed shortly.
  7. @VibrantNebulaNot sure whether you've seen this post - it doesn't appear to have been picked up by anyone else.... ๐Ÿคจ @Cotta @Tony PH Lin @JustinVive
  8. Pretty sure HTC have got to the bottom of the issues with Wireless and AMD chipsets. I've not had any issues since the update early last year. Running a Ryzen 2700X here with no issues.
  9. Interesting point. As far as I am aware, the Cosmos tracking works best with contrasting colours/items in the room (i.e a room that is entirely white with no furniture would be a problem). If you are having trouble with your tracking, then putting contrasting objects at various locations around the room will certainly help. My play area is quite cluttered round the edge, with white walls and some artwork on the walls, and I've never had any issues with the Cosmos getting it's orientation back, even when the washing stands are up in front of me!
  10. @VibrantNebula or anyone else able to assist? I've logged a case with Vive support (for the issue with the RR server), but wanted to know whether I need to log the issue with support about the error displayed if SteamVR doesn't start in time?!?!?
  11. I ran with an overclocked 2600 to start with (on the Vive Pro with wireless) and managed to get it working relatively well. Suggest you make the following changes:- 1) Disable hyperthreading. Seems to be a must on AMD chips. 2) Ensure that VRcompositor and vrserver both have their priority set to at least AboveNormal. Having said this, I did end up upgrading to a 2700X which copes with wireless with no issues at all
  12. No noticeable loss in image quality - as long as your CPU and computer is up to the task. Wireless is far more dependant on CPU performance than a wired connection. I believe that 7 Gbps is more than ample - the video streams are compressed (and uncompressed?) in real-time (hence the CPU performance impact).
  13. It is reliant on the number of CPU cores and the speed. 4.8 ghz should be more than ample, but 4 physical cores is a possible issue. Obviously the 7700k is 3 years old now. Did you try disabling hyperthreading? This will give you a true representation of whether your CPU can cope with the demand. I'd also try cranking it up to 5ghz as well. VRcompositor.exe will use all available cores.
  14. I had exactly the same issue. I had absolutely no issues with my setup until I got the wireless adapter. It is so dependant on the CPU. The VRcompositor process is the key component - it takes the 2 video streams from the GPU and compresses them (in real-time) and then it gets sent down the PCI bus to the WiGIG card).
  15. Hmmm! Trying disabling hyper-threading in the BIOS. Are all your drivers up to date? Unfortunately there is sometimes a lot of trial and error with the wireless adapter.
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