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davide445

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  1. In the end we have purchased it like new on Ebay
  2. Having created a custom application using Vive Cosmos, I need to transfer the custom controller bindings I have created to an abroad developer. Looking on SteamVR forum, documentation, UI seems I'm not able to find a way to save the bindings configuration, send it to the developer, and him loading it. Asking if someone has already done this and can post his guide, or there is any hint about how proceed.
  3. For a developer in Ireland was looking a way to have his Asus ROG Zephyrus GX701GXR.310 (having a USB-C port with DP Alternate Mode) connect to a VIVE Cosmos VR headset. Vive suggest Club3D CAC-1507 USB 3.2 Gen1 Type C to DisplayPort 1.2 adapter as the most proven working with their headset, and in fact I have one of that working well on my business laptop (trough an USB-C Thunderbolt 3 port). But I have purchased that adapter in 2020 and seems is not available anymore if not with long delivery time, so wanted to ask what’s the most similar substitute, available for purchase in Ireland/UK. Was looking as example at this one from Amazon UK https://www.amazon.co.uk/DisplayPort-Adapter-Maxonar-Thunderbolt-Certified-USB-C-DP-Female/dp/B08LGM4B3S/ There is any reason will not work with the Cosmos.
  4. @Tony PH Lin I'm interested in experimenting with passtrough for physical rehab applications with the same requirements as previous posters, might be possible to get in contact on the topic, or to know more about the future usage policies.
  5. For a project wanted to have in my budget a Vive Cosmos (the inside-out one, not the Elite) due I was using it successfully so far for my needs, but have seen is our of stock on Vive website. Wanted to ask if someone know if was retired, or will be available again.
  6. For a demo to avoid the waiting time needed for the headset cleaning, was thinking to connect two Vive Cosmos headset to the same PC, using them in alternate mode (one used, the other cleaned). Apart the needed physical ports, there is any setting that will prevent me doing so, or any configuration I need to care about to enable one or the other.
  7. Using my Cosmos for demos I normally use the app capabilities (so no SteamVR mirror) to display on a screen to the external spectators what I'm viewing in VR. Problem is consistently across any app and engine (being Unreal or Unity as example) the screen view is pointed upward respect my VR view, so they are seeing often only the upper part of the object I'm looking at. I will need to use an unnatural position - pointing my head upward and looking downward - to enable them looking at the full scene. Wanted to ask if might be related to any SteamVR or Vive setup I'm not aware of.
  8. My question due the OP seems to have solved most of the problems, I know there is no official support. At this stage I will probably need to go trough Valve Index path as the only one supporting officially Linux. Not my preferred choice for a corporate project in the medical sector.
  9. @towc might I ask if you ever solved this issues and was finally able to use your Pro 2 on Linux.
  10. Using a custom application we developed for safety training, we are experiencing low fps (max 22 min 15) only using Comos and not using Oculus. The hw is Ryzen 7 3800XT/RTX 3070 for Cosmos testing, i9 10850k/GTX 1080 Ti for Oculus. Cosmos will be the hw provided to our customer, Oculus was used as a comparison since our senior developer is used to this also. PC using Oculus is dedicated for the customer and the project, so no bloated with other things. Using latest Nvidia drivers on both side (Cosmos and Oculus), no reprojection or anything. Interacting with support so far didn't bring any specific useful hint, since time is running out wanted to ask also for public advice to speedup troubleshooting if possible.
  11. I have a behavior I can't understand: since some weeks (I can't track down exactly when started) opening the VIVE Console I'm asked if I want to enable OpenXR on my Cosmos (se attached picture, don't consider the error just opened the console without the headset attached to show the OpenXR popup). I never opt for the specific beta release, se attached second image about my Console release. Wanted to ask where this message is coming from and if there is any way to uninstall any OpenXR related stuff (the app we have developed is using SteamVR and the engine we are using didn't support OpenXR so far).
  12. I have a behavior I can't understand: since some weeks (I can't track down exactly when started) opening the VIVE Console I'm asked if I want to enable OpenXR on my Cosmos (se attached picture, don't consider the error just opened the console without the headset attached to show the OpenXR topic). I never opt for the specific beta release, se attached second image about my Console release. Since I'm troubleshooting a performance problem with a custom application that might be related to VIVE usage I wanted to ask where this message is coming from and if there is any way to uninstall any OpenXR related stuff (the app we have developed is using SteamVR).
  13. @HackPerception thanks for this. To better understand, the controllers are tracked only using the headset cameras, so that only optical features are usable? Was thinking that if they are using also some kind of other tracking system that can be influenced from magnetic field this can be also a problem with a big metal mass nearby. If it's only feature extraction tracking I will attach to the wall bigger A4 sized printings of some codes (better kind of QR code or big simple geometric shape are better?) . Curtains are in fact black window shutters so that need not to be a problem. Also to avoid reflections from the metallic structure I can maybe strap all of it with opaque scotch tape if you agree.
  14. For a project we are using a treadmill as in the image and Vive Cosmos. To improve headset tracking I closed widows curtains and attached stickers to the wall, set up the room staying on the treadmill so that the headset can setup his reference points. Seems to work well. What I have problems are the controllers that often loose tracking, even if they are just in front of me and not occluded from the treadmill structure. Wondering if this does have something to do with the treadmill or we can improve this in some way.
  15. Yes with beta release motion compensation it's available
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