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joellipenta

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About joellipenta

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  1. I was able to resolve this! I had cleaned out the PC not long ago and when I plugged everything back in, I plugged the USB for the link box into a 3.1 Gen2 port. Apparently it doesn't play nice. I moved it to a USB 3.1 Gen1 port and it immediately reinstalled the driver for the mic so I'm back in business. Thanks for your help, @C.T.!
  2. Thanks for the suggestion! Just tried but could not get the Cosmos mic to appear. I also tried resetting the headset via the Vive Console and still, nothing. I am on the beta branch if that makes a difference and it did previously work. Out of curiosity, the mic isn't embedded in the original Vive's faceplate, is it? Just wondering where its physical placement is. Thanks!
  3. I was able to remove the Bigscreen Audio driver (never going to use that anyway). USB drivers are all up to date. Only thing that has changed was the swapping of the stock Cosmos faceplate with the External Tracking Faceplate. Attached the DxDiag report. Thanks! DxDiag.txt
  4. I purchased the External Tracking Faceplate and having the Cosmos coupled with the base stations, Index controllers, and this faceplate, everything is working great! However, my headset's mic is no longer recognized by my PC so I can no longer chat while playing The Forest making this a major problem. I was able to use my ear buds as a workaround but I cannot for the life of me figure out why the mic no longer shows in Windows. The only inputs showing (and I do not have any other mics physically connected to the PC) are: Microphone (Bigsreen Audio Stream 1.2) <-----no clue what that is or how it got there since I installed but never used Bigscreen Headset Microphone (Oculus Virtual Audio Device) I have tried different USB ports, restarting, refreshing device manager, but am not sure why it's not showing all of a sudden. Any thoughts?
  5. Cancel this. I tried copying the firmware from the working base station and could not get my PC to recognize it no matter what. Turns out it was the cable. New cable, copied firmware from "good" to "bad", and I'm back in business. Whew. Thanks!
  6. I have a Vive Cosmos and have been patiently waiting for the External Tracking Faceplate to arrive. Well, it finally did and I was ecstatic! I swapped the faceplates, plugged in my brand new 1.0 stations, paired the brand new Index controllers, and everything worked great! As I was getting ready to stop for the day, SteamVR said the controllers, base stations, and headset needed an update. I updated everything successfully and went to bed. I went to play today and now one of the base stations will not power on at all. I tried both power cables and nothing. Please tell me I'm not screwed after waiting all of this time for this external tracking solution! I can't get it powered on no matter what! Thanks!
  7. I actually dug out my old Xbox 360 one and planned on testing it in the next few days. I'll give it a shot and see how it goes!
  8. With the latest updates, I think it's safe to say I don't think you've made a mistake. The tracking is vastly improved from its initial state and while there can be a few random occurrences of the controller flying away due to occlusion, these instances are few and far between for me. Ultimately, it'll depend on what you play. I play Beat Saber (poorly) with no issues, Boneworks works great now with the latest update, Half-Life:Alyx was GOTY and played really well for me. In the end, I think it's worth it to give it a shot. If you're interested in the superior tracking, then you may want to invest in the Elite kit. However, the Cosmos as it stands now in my opinion is acceptable for use without the additions of the base stations.
  9. @stvnxu Confirmed in another thread but it does indeed work now with the latest update! I've played about two hours with no issues! Thanks!
  10. So I played about an hour this morning. I tested climbing, getting close to walls, etc. and IT WORKS. Not once did I get flung off "into the windy void". The tracking was much improved and rifles worked close to 100% (still had some jankyness when aiming down-sight with the rifle, but not nearly as much as previous beta versions). Thanks for this and I can finally get back into Boneworks!! Once I'm done with Half-Life:Alyx, that is....
  11. I have the new beta and can confirm it's the most stable build yet, but have not tested with Boneworks yet (HL:A has taken all of my time). I'm going to do some testing tomorrow and I'll report back. Thanks!
  12. Will do! I will give this a shot tomorrow and report back. Thanks!
  13. Ahhh I know what you mean. You're right. It can definitely be challenging pulling the slide back. I bump the controllers as well. I will say that holding the pistol with both hands does work pretty well now in the new beta as well. Definitely need to do that in dark areas with the flashlight!
  14. I agree 100% with you. The reloading can be tricky but I think that's amplified by how tense reloading during fights is supposed to be. It does work really well with the latest beta update though. I almost never have issues with the controller flying away anymore. What's weird is, I do get exhaustion with this game. I've had no issues with other games but I feel like the intensity of this game due to its near photorealism is messing with me a bit so I can only play for 45 minutes or so at a time. That being said, this is what VR was meant to be and I can't wait to see where VR goes from here.
  15. It can be frustratingly unplayable. Sometimes it won't load at all. Sometimes you'll play for a while, get close to a wall and then POOF you fly out of the map into the "windy deadzone". Back when the game first came out and there was no checkpoints, you can imagine the frustration of playing a level for an hour and then having all of that nullified because you flew out of the world. Sometimes it works, most times it doesn't. Your mileage may vary though.
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