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davide445

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Everything posted by davide445

  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
  16. As in the title we are developing a customer project based on Cosmos and wanted to have a try to motion compensation in case we will need it. The Vive Console told me cannot enabled due the fact our graphics card didn't support this feature. In the guide is written will be available for any Nvidia card better than GTX 1060, so that I'm wondering if there is anything else I need to consider to test it. Latest Nvidia driver is installed.
  17. @C.T. done, using a new account since testing a brand new Cosmos to be used for a project.
  18. All is working fine for my in and out VR testing sessions, but after a while the Vive console show there is an error (! icon) and controllers start having problems in pairing (sometimes is possible some others not). In the worst case I need to restart Vive console, not a problem for me but a problem doing demos with customers. Attached the logs, will be good being able to track down the problem. @C.T. viveVRHelper_20210115.txt vrcompositor_20210115.txt vrserver_20210115.txt
  19. Since about a month the left controller first refused to connect, after using the reconnect feature connect but after few min disconnect. The right controller work fine. Swapped the batteries with new just recharged, firmware the latest one not beta. Any suggested path to check what's going on.
  20. This is not what I have written, so didn't know why happens to be in my quotation. Someone else later deleted his post?
  21. @zzywas meaning hardware compatibility, with current headset generation.
  22. @zzy we will decide today with the customer, but after (again) reviewing current hand tracking status I think the orientation will be to stick with HTC Vive headset and just use the controllers, waiting the whole technology to mature as a following option. About future hardware, I hope v1.0 will back compatible? Our project is due to start this year and I didn't see any announcement for new upcoming headset from Vive.
  23. Quest 2 has a lower refresh rate so far, will see in the future when will reach 90hz. For corporate applications such as I'm interested about has as primarily target hardware this mobile chipset, something not all realtime engine focused on industrial applications are supporting (they need powerful hardware you can find only in a real PC). Also does have in my view the "Facebook little problem" about data. HP Reverb G2 is a Windows Mixed Reality solution with a compatibility layer with SteamVR applications. I didn't find nowhere someone disclosing how well this is working. I read a test with the previous Reverb also telling the square 1:1 format of the displays create problems in that settings. Ive seen it used primarily in sitten VR such as car or flight simulators. Cosmos tracking has been anyway improving doing these months. So in my view there is no one for all perfect solution, depends what you need and how well you know about the hardware and software limitations you are going to use.
  24. Ah ok something I know. Yes Oculus tracking is supposed to be better even if I'm satisfied of the Cosmos for my non-gaming needs, but the Rif S has less resolution and the Quest is an autonomous headset by design so really not comparable and so far with lower refresh rate, even if with the Link the thing start to blur. To be honest as corporate user I stay away from Facebook and his data hungry policy. Good to know what was you referring to, thanks.
  25. Out of curiosity, what are these headset? I'm supposed to know all the major and minor brands for my work, and didn't remember any cheaper more "powerful" one in the same category...so curios to know if I miss something. Powerful you mean in term of resolution or frequency rate?
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