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Hi Carsten, We will try to reproduce the issue in more diverse environments. The information is critical. Thank you.
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Hi MacBread, Yes, We intended. The positions of "Dual Camera" and "Render Camera" are at different time steps for making the experience more real. Thank you.
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SRWorks SDK Release 0.9.3.0 Crash on Unreal Engine 4.25
wenjiec_shen replied to Eyad's topic in Vive SRWorks SDK
Hi Eyad, I am sorry for the inconvenience. In the version 0.9.3.0, the project SRWorks (XR) SDK UE4 Samples doesn't support Unreal Engine 4.24 but the project SRWorks (XR) SDK UE4 Plugin have supported it. Are your project based on SRWorks (XR) SDK UE4 Samples? Thank you. -
Hi cru89, Would you please attach your log again after running the C sample? I cannot fetch a piece of information from the log you attached because everything seems fine. Thank you
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Hi Jawani, We are forbidden to use any cloud drive in the office. Would you please attach your log file via the forum? Thank you
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About GazeRayParameter sensitive_factor
wenjiec_shen replied to nbhatia's topic in VIVE Eye and Facial Tracking SDK
Hi Nitesh, Yes, you are right. It is just a filter and you can adjust the variable to effect the cutoff slope in the filter. The default value is 0.007 and you can multiply or divide the variable by 10 until you notice the effect on the gaze data. Thank you, WenJie -
SDK C Samples (9.0.3) not displaying any images from cameras
wenjiec_shen replied to Alexis_G's topic in Vive SRWorks SDK
Hi Alexis, I am sorry for omitting in sample code. It should add an instruction for copy data from GPU. You can resolve this problem by calling ViveSR_SetParameterBool( ID_PASSTHROUGH, ViveSR::PassThrough::Param::DISTORT_GPU_TO_CPU_ENABLE, true); after ViveSR_InitialModule(ID_PASSTHROUGH); We are going to fix this issue in next version. Thank you for reporting the issue. -
Hi André @AKCH, Gaze origin and Gaze direction are processed if the GazeRayParameter: sensitive_factor has been adjusted. Pupil position is the raw data. BR. WenJie
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Does SRanipal_Eye.SetEyeParameter work?
wenjiec_shen replied to ScottHerz's topic in VIVE Eye and Facial Tracking SDK
Hi Scott, I recommend you can start with values like 0.001 or 0.0001 and multiply and divide this parameter by 10. -
A couple of questions about Focus() and Accuracy
wenjiec_shen replied to iuilab's topic in VIVE Eye and Facial Tracking SDK
This satiation might be that you've put too many colliders into the sense. There is a method to resolve it. Actually, you can found out that the method Focus() wraps the unity API Physic.Raycast(). Acording to documant of unity 3d user manual, you can ignore colliders with layer mask when casting a ray. Hence, you can manually create a layer and cast a ray only against the layer and ignore all other colliders. https://docs.unity3d.com/ScriptReference/Physics.Raycast.html https://docs.unity3d.com/Manual/Layers.html Thank you.