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MariosBikos

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  1. @cte there is going to be an updated version of SRanipal in about a week from now with support for UE4.24 and UE4.25. However, the errors you are getting can be easily fixed if you create a c++ unreal project and then modify the SRanipal plugin code to replace RelativeLocation with GetRelativeLocation().
  2. @PJninja Please check the following post. As I mentioned due to an OpenVR change, you can get input from the POGO pins of up to 2 trackers. You currently won't be able to get input simultaneously from more than 2 trackers in 1 system.
  3. Hey @ZNMR, that can be easily dony by replacing all the input events with new events for Vive Pro. You can create new Bindings in the Project Settings-->Input and then connect those events to the actions in the Blueprints of the sample provided. It's not working by default because Unreal made some changes in UE4.24 so we will provide new SDK version soon with updated bindings.
  4. Ok can you share the full log that includes the errors? Also can you try a fresh download of the Unreal Sample project + a fresh install of SRworks runtime?
  5. Hey @ZNMR, is the SRWorks_E_GameInstance inside the sample project content folder? Or did you create that one?
  6. Hi there, you should be able to use 2 trackers in Unreal Engine simultaneously. You need to make sure each vive tracker has a different role in the SteamVR Menu (e.g Left hand, right hand) and also in Unreal Engine you need 2 Motion Controller Components. One Motion Controller Component should use Special 1 and the other one Special 2. So if you followed my video tutorial, make sure you assign Special 1 for left tracker for example and Special 2 for right tracker in SteamVR Menu. So to recap: Add 1x Motion Controller for right Tracker with Motion Source Special 1, and 1x Motion Controller for left tracker with Motion Source: Special 2 In SteamVR Menu make sure you assign different role to each tracker, e.g Tracker Held in Hand with Left Hand for the left one and Tracker Held in Hand with Right hand for the right one. In SteamVR Menu for each tracker make sure the pose is following Special 1(right) and Special 2(left).
  7. Hi there, sorry you are right it should be compatible with UE4.24 (I confused v0.9.3 with a different version). I think the error logs you are getting may have to do with the fact that the project in your PC is located in a long path file. Try to copy and paste the project on a different location with a shorter path e.g under C:// drive and try again. I get this error all the time when I am using Unreal Projects under an external SSD with a long path name.
  8. Hi @ZNMR, what version of Unreal Engine are you using? Can you try disabling all the Magic Leap plugins from the installed Unreal Engine Plugins? Also if you still get this error after that, hange the LoadSingleSubmesh function so that it takes as input a Mesh Info structure and not a Magic Leap Tracking Mesh Info structure. After doing that and disabling the Magic Leap plguins, you should be good to go (check attached screenshot). I believe the Magic Leap plugin interferes with the SRWorks's SDK Meshloader plugin that's why you are getting this error. A new version of SRWorks will be published soon to support Unreal Engine 4.24 so you won't get that error anymore.
  9. @KaffeeLeben You can define 2 Vector3D variables in a Material Parameter Collection and then get the values returned by the Get eye gaze directions normalized method and update the values in the Material Pameter Collection every frame. Then inside your Material instance (Editor) you can use the values from the Material Parameter Collection to drive the material final output: https://www.unrealengine.com/en-US/blog/material-parameter-collections Likewise for post-process settings, you can get the 2 vectors returned with the eye gaze direction and set the post process settings in Blueprint according to the values.
  10. Hi all, if you want to know what Unity version you should use with our latest Wave SDK versions, please make sure you are aware of the following: With our Wave SDK 3.2 release, we provide access to our new Wave XR Plugin according to the Unity XR Platform Updates to support all versions of Unity 2019.3.X and Unity 2019.4 LTS as well as Unity 2020.1. We recommend using Unity 2019.4 LTS version. We suggest using Unity 2019.4 LTS + Wave SDK 3.2 with the Wave Unity XR Plugin for best performance and stability. If you do need to use the Legacy Plugin of Wave then please make sure you don't use Unity versions newer than Unity 2019.3.6 as there is a memory leak issue.
  11. Hey @Lhannan, I tried UE 4.23 + v2 and everything worked fine. Are you using the EyeSample2 Level? Here is a capture showing the wide eyes blendshape animation
  12. Hey @PJninja, is this helpful? It contains instructions on how to use the vive tracker in Unreal Engine. You are using UE 4.23.2 so may also need the SteamVR Input Plugin: https://github.com/ValveSoftware/steamvr_unreal_plugin/tree/4.23
  13. Hi @Sara, do you refer to the front cameras of Vive Pro Eye or the integrated Eye Tracking IR cameras?
  14. If you have issues with the calibration process when using the Droolon F1 kits, please check this forum post and try the recommended steps to solve the issue. Also if you start the Calibration Process and can't move beyond the 1st stage(HMD adjustment), try the following: Try using a different USB slot for the cable that connects the Linkbox with your PC Try removing some devices connected via USB from your PC Make sure USB Devices in the Device Manager have Power Management-->Allow the computer to turn off this device to save power set to unticked.
  15. We realise how important it is for the development community to have easy-to-use tools that improve content performance. We recently released the new update of Wave SDK 3.1.94 [Early Access] with several Experimental Features for developers who create content for standalone VR headsets of the Wave Ecosystem such as the Vive Focus Plus and Vive Focus. In this update, we introduced changes to the Adaptive Quality feature, which can help to automatically adjust the rendering quality of your VR application according to the system workload in order to achieve better performance and improve battery life by up to 15%. This blog post will explain more about Adaptive Quality, why it is important and how to apply it to your own projects. We will provide an overview of the solution and its design/implementation and share a few tips on how developers can get started using it. We also describe how it works in synergy with other features of the Wave SDK such as Dynamic Fixed Foveated Rendering and Dynamic Resolution for better results. * Please note that Wave SDK 3.1.94 is an Early Access version that includes new features for developers to experiment with and provide feedback or suggest changes. These features are available only with a specific developer ROM update (and Adaptive Quality requires ROM v3.07.623.336 for Focus Plus) but content developed with this Developer ROM can't be published to Viveport until we release a public ROM update (coming soon!). Please refer to this article for more information on how to get access to the Developer ROM and test Wave SDK 3.1.94. Introduction Standalone VR headsets may have all the necessary components required to provide VR experiences, but unlike PC-based VR headsets, utilising the full power of their hardware requires an intricate balance for VR apps to run smoothly and with consistent performance. Heat generated from headsets working extra hard trying to render VR content can result in Throttling. The hardware will detect the high temperatures and when a predefined limit is crossed it will attempt to lower the clock speed of the CPU/GPU to prevent the system from overheating. When the temperature levels get back to normal, the system will increase the CPU/GPU clock speed and performance will bounce back again. Unfortunately, this process may be repeated and leads to poor battery life and inconsistent performance as the system is not able to quickly get rid of the generated heat. Although developers can mitigate this issue by trying to make sure games perform at their best at all times, this is not always possible. Adaptive Quality Adaptive Quality works by providing a way for developers to balance the performance of their VR applications and power consumption in real time, offering automatic adjustment of the CPU/GPU performance according to the workload of the system. Furthermore, it allows defining a set of strategies on how the application should respond to system changes to improve FPS when the rendering performance is insufficient. Adaptive Quality can be combined with the Dynamic Resolution feature to adjust the image quality of the application according to system changes and with Fixed Foveated Rendering to dynamically change the quality of the peripheral region when improving the performance is essential. This results in better battery consumption management and smooth frame rates, as developers have more control and can create and customise their own policies to dynamically handle hardware changes. Especially for GPU fragment-bound apps, this leads to less throttling and a better experience for the end users. Adaptive Quality v1.0 was first introduced in Wave SDK 3.1.1 supporting automatic CPU/GPU adjustment and system events according to workload. Starting from Wave SDK 3.1.94 we introduced new features and changes (v2.0) adding Dynamic Resolution and Fixed Foveated Rendering to the mix. Auto CPU/GPU Adjustment Standalone VR headsets are powered by a battery so making sure that power is not drained too quickly is important. With Adaptive Quality, we’ve made the management of CPU and GPU clock rates much simpler by making it almost entirely automatic. If Adaptive Quality is enabled, the system can dynamically change the CPU and GPU performance level to maintain performance based on the system load. So when the performance of your application is insufficient, CPU/GPU clock speeds will increase to improve the FPS. Likewise, if the application already runs at high FPS and the complexity of the scene is low, Adaptive quality can scale down the clock rates to save battery power for the headset and prolong its usage. Although we don’t provide direct access to the maximum/minimum-allowed clock speeds, Adaptive Quality can configure those properties based on its knowledge about the current system load and define if the levels should be lowered or raised. Of course, when Adaptive Quality is disabled, developers can still manually increase/decrease the CPU/GPU performance based on practical demands according to this API. System Events & Custom Policy Although we can change the clock rates to reduce power consumption or improve performance, that may not always be enough to achieve better results. Sometimes, more things need to change within the VR application software itself to get a stable performance. Adaptive Quality can be configured to broadcast events whenever there are changes to the system workload. This mechanism is really useful, since developers can create and customise their own policy to reduce GPU load and ensure constant frame rates over a longer period of time. Depending on the situation, the VR application can react differently according to those events and developers may create their own policies and choose whether and how to handle those changes and change scene complexity themselves. Developers can subscribe to receive performance events that recommend lowering or raising the rendering quality of the application and actively modify the rendering settings of the application in an equivalent way by enabling or disabling MSAA or other rendering settings that can help boost performance. Dynamic Resolution Dynamic Resolution is a feature that works together with Adaptive Quality and helps adjust the image quality of the application by changing the eye buffer size according to the events broadcasted (that we mentioned in the previous section). More specifically, the Resolution Scale will be increased automatically when the event received denotes that the quality can be higher and similarly, when the event type received recommends lowering the quality of the running application, the resolution scale will be decreased. In order to ensure that the Resolution Scale will not decrease to a point where the application is unusable, Dynamic Resolution comes with built-in functionality that helps determine the lower bound of Resolution Scale for different VR devices to maintain text readability. What’s great about this feature is that there is no extra latency introduced with the change in resolution scale. Dynamic Fixed Foveated Rendering Foveated Rendering is a technique that exploits the anatomy of the human eye and suggests that applications can drop the quality of graphics in the peripheral vision by lowering the resolution in that region while focusing all of the available processing power on a smaller area of the image(foveated region). The term “Foveated” derives from the word “Fovea”, the part of the eye retina that allows us to have a sharp central vision (Foveal Vision) which lets us focus on the visual details of what is important in a narrow region right in front of us. Anything outside the fovea region belongs to the peripheral vision and despite the fact that it is also useful, it can only detect fast-moving content changes and color, hence why it feels comparatively less detailed and blurry. It’s worth noting that there are 2 types of Foveated Rendering and the terms are sometimes confusing: Fixed Foveated Rendering assumes that the foveated region should always be at the center of the field of the view of the user and that lower resolution pixels should be rendered at the distortion region around the lens as things are already not clearly visible there. Eye-Tracked or Dynamic Foveated Rendering can be used with headsets that support eye tracking modules (Check Vive Pro Eye) to accurately define the foveated region based on gaze direction. It’s called dynamic because as the human eye moves, the foveated region keeps changing and the peripheral region keep changing dynamically. Adaptive Quality can be combined with Fixed Foveated Rendering to help increase the performance of VR applications according to system workload (dynamically). Fixed Foveated Rendering can be automatically enabled by Adaptive Quality to further reduce the GPU load and improve performance whenever it’s required. Results The benefits of Adaptive Quality can become more clearly articulated through some examples. The graph below illustrates how Adaptive Quality helps deliver smooth and high frame rates with a native fragment-bound application. In green, you can see the frame rate fluctuating when Adaptive Quality is disabled, with FPS going down as GPU workload increases. In pink, you can see the stable results after enabling Adaptive Quality running at 75 FPS. The x-axis indicates the time passed since the start of the application and the y-axis shows the FPS on the left and the GPU Level on the right. The yellow letters show the fragment loading values that increase every 5 seconds. Notice how the GPU clock rates go down when the FPS are high to save power(after 11 seconds and 61 seconds). Another graph below shows the results of a test using a Unity application and a GPU fragment-bound application. When Adaptive Quality and Dynamic Resolution are both enabled there is an increase of 13 FPS on average. In green you can see the case where Adaptive Quality is disabled, while in yellow you can notice how Dynamic Resolution tries to decrease the resolution scale to improve FPS and when FPS are high enough we increase the resolution scale back up again. We also tested Adaptive Quality with other applications such as Viveport’s Sureshot Game and SPGM. As you can see from the results, the energy consumption was improved by 10% and 15% respectively, indicating how useful it can be to use this feature in order to extend the battery life of the VR headset. How to use Adaptive Quality WaveVR SDK 3.1.0 to 3.1.6: Adaptive Quality is not enabled by default. The Wave SDK provides an API function called WVR_EnableAdaptiveQuailty that needs to be called manually so that the CPU/GPU performance levels can be adjusted automatically. The system events WVR_EventType_RecommendedQuality_Lower or WVR_EventType_RecommendedQuality_Higher will be broadcasted based on system workload and can be monitored to initiate actions according to them using the Wave System Event. Check System event to know how to listen these system events. WaveVR SDK 3.1.94 or later: Adaptive Quality is enabled by default and system events are broadcasted to change rendering quality when needed. One or multiple strategies can be used to adjust display quality and improve the FPS when performance is insufficient (WVR_QualityStrategy_Default, WVR_QualityStrategy_SendQualityEvent, WVR_QualityStrategy_AutoFoveation) Unity The WaveSDK package for Unity supports all the features of Adaptive Quality including the new features introduced with Adaptive Quality 2.0 (Dynamic Resolution and Dynamic Fixed Foveated Rendering) and it’s really easy to use. The WaveVR_AdaptiveQuality script can be used to enable the AdaptiveQuality feature. However, starting from WaveVR 3.1.94, this component will be pre-attached to the WaveVRAdaptiveQuality GameObject of the WaveVR Prefab. In this case, WaveVR_AdaptiveQuality is enabled by default. As you can see in the screenshot below, the WaveVRAdaptiveQuality game object is part of the WaveVR game object that is required to build VR applications that support the Wave ecosystem. There are 2 scripts attached to it: WaveVR_AdaptiveQuality: When this script is enabled, automatic CPU/GPU clock adjustment will take place and developers can tick the boxes under the Rendering Performance Improve Strategy section to define what strategies should be used (e.g I want system events to be broadcasted and Fixed Foveated Rendering to be enabled. In this case I need to tick both boxes). WaveVR_Dynamic_Resolution: This script is responsible for the Dynamic Resolution feature that adjusts the resolution scale of the VR application according to workload. An list of Resolution Scale values can be defined that will be used to adjust the resolution scale whenever there are events triggered by Adaptive Quality. Also the Text Size slider can be used to define the smallest size of text that will be used in the application to avoid having Dynamic Resolution making text unreadable. Unreal Engine Adaptive Quality can also be used with the Wave Plugin in Unreal Engine. Two functions are provided to enable the Adaptive Quality Feature and query whether Adaptive Quality is enabled or not. Although Auto CPU/GPU Adjustment is automatically supported when Adaptive Quality is enabled, Dynamic Resolution and Dynamic Fixed Foveated Rendering can’t be utilised at the moment with this plugin. There will be more updates on this soon. Wave 3.2 is expected to be released soon, adding support for system events in Unreal Engine. Summary Table Best Practices & Tips Now that you know more about Adaptive Quality here are some tips and advice: Rendering improvements by WaveVR AdaptiveQuality has limits. It is still highly recommended to optimise your app as much as possible first. Check our Mobile VR performance optimisation tips. Enabling WaveVR AdaptiveQuality can help lightweight VR apps, such as photo or video playing apps, be used longer. Enabling WaveVR AdaptiveQuality with WVR_QualityStrategy_SendQualityEvent and WVR_QualityStrategy_AutoFoveation can improve the rendering quality by up to 15% if the rendering bottleneck is GPU fragment processing bound. Always build optimized versions of the application for distribution. Even if a debug build performs well, it will draw more power and heat up the device more than a release build. Power management is a crucial consideration for Android VR development. Wave SDK force disables Adaptive Quality during map loading to increase performance and restores Adaptive Quality status after the map is loaded. Useful Links To implement Adaptive Quality in your own application, check the documentation pages below: Wave Native SDK Unity Integration Unreal Engine Integration Also see: System Event & how to listen to events Foveated Rendering Dynamic Resolution We gave a talk about Adaptive Quality and the new features introduced in the latest Wave SDK during the Virtual Vive Ecosystem Conference back in March 2020. You can watch the presentation below: What do you think? Feel free to try this feature and provide feedback from your tests in our forums. You can also find the complete list of new features for each Wave SDK update in our release notes.
  16. Hi @Withcat, glad that you managed to solve the issue. I don't think that there is a way at the moment to do this automatically because it depends on the mesh that you load.
  17. Hi @Withcat, what version of the SDK are you using and what version of Unreal Engine? Also can you share what is your version of SteamVR software? If you can share your custom mesh then we can try to reproduce the issue locally and see if we get the same issue as well in which case we will be able to fix it.
  18. The Wave SDK for Unreal Engine is now also available on Github: https://github.com/ViveSoftware/VIVE-Wave-SDK-Unreal INTRODUCTION So far, the Wave SDK for developers using Unreal Engine has been available only on the Vive Developer Website. We decided to release the WaveVR plugin for Unreal Engine as a public Github repository. This will allow developers to report bugs or suggest enhancements using Github Issues allowing us to get feedback from the developer community. Developers can also create Pull Requests to suggest bug fixes. The Vive team will review the pull requests and follow up with the developers that created them, but the actual merge will temporarily take place internally and not directly on GitHub. The repository will then be updated to include those bug fixes. STRUCTURE The Github repository contains a different branch for each version of Unreal Engine so developers don't need to pick a specific Wave version, only the version of Unreal Engine that they are using. This should make the process of integrating the WaveVR plugin to Unreal Engine more intuitive. The repository comes with a full Unreal Engine sample project (plugin.uproject) and the WaveVR plugin is already pre-installed in the Plugins folder. This means that if you want to use the WaveVR plugin in your own project you can simply copy the WaveVR folder from the Plugins folder to your own project's Plugins folder. Only official version releases are pushed to GitHub. Developers will still be able to access the older Wave versions using tags & releases.
  19. Hi @Liv Tech Company Ltd, can you share more information about what you have tried so far (e.g if you have Blueprint screenshots or share a sample project). Also what version of the Wave SDK are you using and what version of Unreal Engine?
  20. --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Submission Deadline Extended! Our engineers are working with 7invensun to ensure that the eye tracking firmware works smoothly and efficiently with the SRAnipal SDK. Once, this SDK and firmware are fully tested and ready, we will notify you again on where to find them. And provide the final submission deadline. --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- We're inviting you to participate to the "Droolon Cup" Eye-tracking VR content development competition where more than $80,000 worth of prizes await! It is a contest for VR developers sponsored by 7invensun, co-organized by HTC and with technical support from NVIDIA. In this contest you are expected to combine an HTC VR headset (Vive Cosmos, Vive Pro, Vive Focus Plus, etc) and the Vive Eye Tracking SDK(SRanipal) to develop VR eye-tracking applications. 7Invensun is the company behind the eye tracking modular kit Droolon F1 that is compatible with all HTC headsets and will loan Droolon F1 kits to selected teams. More details: https://www.7invensun.com/hd Resources to start using Droolon F1 (SRanipal SDK for Droolon F1 + Instructions): https://7invensun.com/dcdg Registration Deadline: 31 May 2020
  21. Hi @Nermeen, this developer jam was held in London in January 2020 so you can no longer contribute to it.
  22. Yes you can. This link has all the info you need https://www.vive.com/us/support/vive-pro-hmd/category_howto/activating-the-dual-camera.html Also the SRworks SDK can be used with Vive Pro to create XR apps: https://developer.vive.com/resources/knowledgebase/intro-vive-srworks-sdk/
  23. UPDATE: The issue has been addressed with Beta 1.0.12.2 released. Here is how to change to the the BETA stream. -------------- There is currently an issue where Cosmos Elite users will get a crash when running applications that were built using Unreal Engine 4.24 or 4.25. We are now tracking the issue and will report back whenever there is an official fix for it. However, you can apply a temporary workaround for the issue as reported here: https://answers.unrealengine.com/questions/953996/does-the-unreal-engine-support-the-cosmos-elite.html The workaround is quite simple but it can't be considered a final fix cause it may impact performances for low-end GPU users. For game/app end users: Just go to %USERPROFILE%\AppData\Local\{ApplicationName}\Saved\\Config\WindowsNoEditor\ and open (or create if not present) the file Engine.ini. Then add the following lines at the end of the file: [/Script/Engine.RendererSettings] vr.HiddenAreaMask=false For Developers: Do the same thing by editing the file DefaultEngine.ini (config folder) and restart Unreal Engine
  24. Hi @MDV Games, we are aware that UE4.24 has deprecated the MotionController Input and we are working on a different way of supporting Unreal Engine's Input. For now, you can follow the instructions about using the WaveVR Blueprint API for Input HERE and use the BP Nodes IsInputButtonPressed, IsInputButtonTouched and GetInputButtonAxis Also for your question on how to get access to Wave SDK 31.94(that does support hand tracking indeed) please check this post. It describes the process.
  25. Hi all, We recently released an Early Access version of Wave SDK 3.1.94. This version comes with several new Experimental Features for content developers and one of them is Direct Preview for Unreal Engine. While creating content for Vive Focus/ Focus Plus, developers need to test and tweak their project to make sure that everything works properly. However this process is often time-consuming as developers need to repeatedly build, deploy and install APKs spending time waiting during the development stage. That’s why we introduced the Direct Preview feature which enables you to skip the building process and directly preview your content on your AIO HMD via Wi-fi. You can rapidly preview and iterate on your scene using Unreal’s VR Preview Play mode while Direct Preview will stream the rendered frames to your Vive AIO device. Headpose, Control input, gestures, and similar input is sent from the device to the computer. You are able to effectively preview the app without needing to go through a time-consuming build and deploy process. Here is a video showing the steps: DirectPReview_UE4 Video.mp4 INSTRUCTIONS You can find detailed instructions HERE about Direct Preview. Here's what you need to do: Integrate the WaveVR plugin of the WaveSDK to your Unreal Engine Project according to the instructions here. Connect the HMD to your PC/laptop with a USB cable and turn on the HMD. Make sure that the proximity sensor of the HMD is always covered to keep the HMD awake(otherwise it will go to sleep). Find the IP of your HMD using the adb command "adb shell ifconfig" Copy and paste the IP to the Wave VR Project Settings. Also make sure that the Connect Type is set to Wi-fi. Install the Direct Preview APK to your HMD using the Wave VR Menu option "Install Device APK". This will install automatically the wvr_plugins_directpreview_agent_unreal.apk that lives in the {YourProjectName}\Plugins\WaveVR\Prebuilt\DirectPreview\deviceAPK folder. Verify that the apk was installed successfully by checking the Library of installed apps on your HMD. Start the DPServer using the WaveVR Tab Menu option "Start DPServer". You will notice a console window opening that will show you logs of setting up the server. Now your server is up and running we need to connect the HMD to it. To do that we need to start the apk we installed earlier. Go ahead and run the "Start Device APK" command from the Unreal Menu tab. This will automatically start the apk on your HMD(since the HMD is connected to your PC). Once you start the apk on your HMD you will notice a screen showing the message "Connecting...". You should also see the dpServer console window is updating with logs, showing that a client is connected to the server. You can now disconnect the headset from the PC as the streaming will take place via Wifi. Now start "Play in VR Preview" from the Unreal Engine menu. This will start a preview of your VR application and if you enabled "Enable Preview Image" in your WaveVR Project settings you should see the same result rendered/streamed on your HMD wirelessly. That's it! If you now try to move the headset, the VR Preview window will update accordingly. You can always stop the VR Preview, modify your scene layout or work on your project and then start the VR Preview again to see the updated results quickly on your HMD. This way you don't have to deploy an apk and wait for things to be compiled just to preview a simple change, saving you previous development time. ISSUES/NOTES Make sure that your PC/Laptop and your HMD are both connected to the same network domain. If what you see on your HMD during the Direct Preview looks blurry, you may need to adjust the image size sent to the HMD by changing the Unreal Engine window size in Editor Preferences > Level Editor - Play in Unreal Editor. So for example, if your Unreal Editor VR Preview window is too small, the image sent to the HMD will need to upscale and this will cause pixelation. At the moment, your Unreal Engine Project folder must be in your Window C Drive(and not an external hard drive), otherwise Direct Preview may not work at all (we are working on a fix for this issue). If you notice that only the left or right eye view is rendered on the HMD during the Direct Preview Mode or none of them are rendered at all, that's because Direct Preview needs high bandwidth for streaming, otherwise it is possible to lose frames. However, we provide an update frequency option in the WaveVR Project Settings so developers can adjust the FPS according to their bandwidth and reduce the FPS accordingly. Also restarting both the apk and the dpServer.exe application can help with the loss of rendering in the HMD during Direct Preview. Keep in mind that the FPS option here has to do with the number of frames sent from the dpServer(PC) to the APK(HMD). If you can't see the dpServer.exe window after trying to start it from the WaveVR Menu option button, you can always start it manually by running {YourProjectName}\WaveVR\Prebuilt\DirectPreview\dpServer.exe. Similarly if the Direct Preview apk is not installed automatically after clicking on the Install Device APK option, you can always install it manually using adb install command. The apk lives inside the plugin: {YourProjectName}\Plugins\WaveVR\Prebuilt\DirectPreview\deviceAPK\wvr_plugins_directpreview_agent_unreal.apk. If you start the DPServer and the window is opening and closing immediately there is probably an error. Try to run the .exe manually with cmd and if you notice that the log is complaining about nvidia drivers try to update to the latest nvidia drivers + restart your PC if you already have the latest drivers. Remember that you only need to start the dpServer and the Direct Preview apk once and it will keep running in the background. Of course feel free to restart it if you notice that something went wrong. Please give it a go and let us know about your thoughts in the comments.
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