Jump to content

Fink

Verified Members
  • Posts

    113
  • Joined

  • Last visited

Everything posted by Fink

  1. Hi all. I swapped out my USB 3.0 A to A cable and now I am not getting the grey screen of death, at least for now. Temperature is about the same as before, hot but not too hot,around 90c. It was odd though because I first landed in the Steam Home (Vive beach home) and the fps was under 40 and wouldn't change. I then went into Origin and it jumped back up to around 89 fps average and the same with Viveport. I went back to steam home and it sat at around 88 fps. I haven't changed the super sampling or multiplier in steam so it is set at stock standard. As for apps, well they are all optimised for VR differently, some better some worse so i thought I'd keep it simple for now just to get a baseline. In any case there didn't seem to be anything CPU or GPU intensive other than VR occurring at the time so maybe since this device hasn't changed since the original Vive HMD is the Cosmos pushing too much data because of it's higher resolution or it might be a communications protocol thing? It would be nice to get a comment from a Vive engineer to see what their thoughts on the issue is. Thanks Fink.
  2. I posted this elsewhere but I'll re-post here FYI. Hi guys I just saw a old post on Reddit and the guy was having the same over heating and grey screen issues after 20 minutes or so reported here so he bought one of these Rankie USB 3.0 Cable, Type A to Type A, 1-Pack 6 Feet and said that the problem went away. I'm going to go out and get one of these or similar and give it a try and see if it works. He was using a old Vive HMD though and it may just be that the Cosmos hasn't been properly tested (surprise) with this unit and is basically incompatible on a component level. Fink.
  3. Hi guys I just saw a old post on Reddit and the guy was having the same over heating and grey screen issues after 20 minutes or so reported here so he bought one of these Rankie USB 3.0 Cable, Type A to Type A, 1-Pack 6 Feet and said that the problem went away. I'm going to go out and get one of these or similar and give it a try and see if it works. He was using a old Vive HMD though and it may just be that the Cosmos hasn't been properly tested (surprise) with this unit and is basically incompatible on a component level. Fink.
  4. Ha ha I thought the same thing using a old helmet. Just add Elon Musk's Neuralink sensors and you've got a Nija 900 wireless brain bucket! Great for use in isolation tanks because that's the only way to keep them cool enough to work 🙂
  5. Hi All. @HoZy @joellipenta @stvnxu @C.T. Same experience here: Starts at 09:09: M_Temperature=32, R_Temperature=31 (ControlCenter)Link Condition Change : peerSignalQuality = 3, performanceQuality = 3 Terminates at 09:20: M_Temperature=90, R_Temperature=71 (ControlCenter)Link Condition Change : peerSignalQuality = 255, performanceQuality = 3 (ControlCenter)CallbackDeviceStatus : SDK_WIGIGFSM_STATE_STOPPED(3), reason = SDK_CURRENT_STATE_REASON_LINK_LOSS(1) (ControlCenter)CallbackDeviceStatus : SDK_WIGIGFSM_STATE_SCANNING(4), reason = SDK_CURRENT_STATE_REASON_REQUESTED_BY_APPLICATION(9) That took 20 minutes though the temp is rising fast here in Sydney today, is was at 24 C in the room at the time I tested it. I would like someone from HTC\Vive to comment on this topic to know if this is some sort anomaly, a known issue, a fault or something else. Clarity is always appreciated As someone said they did the fan mod and it still is having issues so what is the require operating temperature for this device. After all when purchasing the wireless device there is no mention of any temperature limitations or that you have to also go out and buy a small fan to plonk on top of it and hack into the battery to get it working for more that 15 minutes 🙂 I think a comment from one of the engineers or employees and some guidance on the issue is in order so can we please have a comment? Thanks Fink
  6. I'm in Australia but should it matter where on the Earth you live for your devices to not overheat? I mean, my PC with super hot graphics card works, my TV, Blu-ray, xbox stereo, fridge (just kidding about that last one 😎) all have no issues even on really hot days it's just this one device that people are having the issue with so yeah in my view it could probably have done with a fan or another heat sink. I just saw a review where they measured 52 C sitting on top of the head which anyway you look at it is not good. Unfortunately I didn't see it until after I bought it just the ones that said how good it was when it works lol. I guess I can just build myself a specially refrigerated room with a few nice pics on the walls and really bright lights, everything should work great 🤔 just sayin'. Fink.
  7. Same problem over heats every 10 to 20 minutes depending what I'm running. Having something that hot strapped to your head can't be so good for your health. Hopefully Vive have done safety testing on this device for extended periods. In any case it isn't of much use if you can only use it for 20 minutes max before it drops out no matter how good the working connection is. Fink. @Synthesis @jagibson @C.T.
  8. Good question, the description doesn't tell you anything about it's use?
  9. You can user YouTube VR (Steam Store), Big-picture app (Steam Store), the Steam Desktop viewer (double press the Vive button on the left controller to select) with your browser of choice and a number of other utility apps on Steam that provide access to your desktop apps.
  10. Hi @A-Jey I'm working at the moment (supposed to be) but i did manage to just jump into "Prose" which still looks pretty dark but it is a outside night scene under the stars so it maybe intentional to look like that, I won't know until I can try a indoor scene maybe later tonight, that is why i asked the question about the scope of the "fix". I'm just happy Lone Echo works as I paid full price for it 🙂 Fink
  11. Hi @C.T. I just tried it and it works beautifully 🙂 well done and thanks for the fix. Is this fix just for revive games or is it across the board? Cheers! Fink.
  12. I've just tried the update and for me it's a great improvement. Just a little bit of drift at the side of my head but otherwise very well done. To the team who did this update a big thank you for persevering, it was a nice way to finish off the year and wishing a happy new year to you all. Cheers! Fink.
  13. Any updates on the "progress" for fixing the Vive Cosmos controller issues? Thanks Fink @stvnxu
  14. I've had tracking not turn on when the lights are too dim. Also I would do the obvious and update to the latest firmware version via the console. Maybe get on chat support to run you through the basic troubleshooting as you might have missed something? Let us know how you go Fink
  15. Hi again. I have another question. I am curious as to how the engineers are approaching this issue with the controller instability? Are they approaching the problem by integrating the acceleration and Gyro sensor data from the controllers or are they just relying on the visual sensors? Due to the design a integrated approach would seem to be the best approach. Even after the last update they still fly around when close to the HMD visual sensors so clearly that path is not working and has obvious limitations. Also not everyone is in a position to setup external sensors in their environment nor are they probably willing to go to the extra expense until these issues are resolved as we need to be confident in the product going forward. I look forward to your response. Thanks Fink.
  16. Hi I had the same issue where did you end up putting the files to get it working? @zzy
  17. Well I didn't think it would be "objectionable" to post it here in any sense as the recommendation was to modify the Steam hosted game DLL and not the Cosmos software in any way. In my view Bethesda should be the ones to provide the update to their software so that it can work with a new HMD on the market but of course the chances of that happening are very remote and if it helps anyone enjoy their Cosmos even more then why not? 😉
  18. Hi there. A person called CABAListic on Steam has modified a DLL for the index that gets the Index controllers working in Fallout 4 VR it also works for the Cosmos. If you want to try it follow the simple instructions below and then use my community bindings "(Fink) for the controllers . It works really well and the controls fell native to the game. Potentially it can be used for any game that uses this DLL. There are two parts to get it working:1. I created a modified openvr_api.dll that tricks the game into thinking you have an Oculus system. Download it from here: https://github.com/fholger/openvr/releases then copy the DLL to your FO4VR installation directory, overwriting the DLL already there.2. Modified controller bindings, because the default legacy bindings don't work for Touch emulation. I uploaded my bindings to the workshop, but if you can't find them, this is what you need to do:In the VR dashboard, go to Settings -> Controller settings. Select Fallout 4 VR from the list, then edit the default legacy bindings. Fink Merry Xmas
  19. Hi there. Will the Vive Cosmos get hand and finger tracking or is that out of scope for that particular piece of hardware? Also is there anything experimental that we can use at this time? Thanks Fink.
  20. Try running the room setup and see what happens. I think that is when things go bananas with the tracking it was okay until I did that.
  21. I rolled back to the stable version after that last beta update made my controllers unusable. I played some fallout 4 and the scopes were all over the place and aiming was impossible. I made the change you recommended and now I can actually aim properly. It's still a little unsteady when really close to the HDM but much better so either it works or there is some other variable that changes from day to day. So for me until proven otherwise this is a keeper. Thanks they should pay you for troubleshooting 😉 Fink @stvnxu @C.T.
  22. Tried this out for a hour or so and it was sort of okay until I ran the room setup then the tracking is all over the place. It's like the very first release of the firmware as if someone maybe mixed up their configs and released the wrong version. It makes nearly everything i tried unplayable and I haven't had many issues for previous releases probably because until now I haven't re-run the room setup. Also I have a very well lit room. This Statement is not factual from my experience: [Tracking] Controller Optimized tracking trajectory for boxing style movements and archery games. Support simultaneous movement of occluded and non-occluded controller within the headset's field of view. Going back to the none beta version to see if that will at least make the Unit usable. I hope this feed back helps
  23. @A-Jey nope I tried that and it didn't work for me so I did it using the virtual Cosmos HMD on the shelf in the origin. I think there is a Pro there as well.
  24. I forgot to add The pass through is semi transparent again so I used the Cosmos HMD in Origin Easter egg to reset it to opaque. Seems to happen after each update. Thanks Fink
  25. Some improvements thanks. SteamVR console activates with the left Vive button but refuses to go away when you click it again leaving you stuck on the Steam console. Also out of the HMD if it is still active I can't open the steam application window unless I close the Vive console. Still lose tracking or it jitters around unless I turn up the light in the room to full. I hope this feedback helps you to improve the product. Thanks Fink.
×
×
  • Create New...