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davide445

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Everything posted by davide445

  1. Returning on the topic, our customer and we are eager to try hand tracking in an upcoming solution, and integrated Vive is an obvious choice. Reading previous post a new release is supposed to being available end of October, but there is any ETA for the v1.0? There is already any experience of using this hand tracking in a commercial project? @zzy
  2. Ok returning on the topic. Just sent back an autonomous headset evaluated for 360 videos, since does have great visuals but lack in term of audio, didn't allow any real interaction and have some other minor problems. Was reading about the Cosmos Play to be positioned just for this kind of "enterprise demo experience" activities. My question remains still the same: suppose I have more than two Cosmos (Play or whatever, but not the Elite), and I need them to control 3DoF movements (i.e. into a 360 experience with pre-defined shifts into different positions into the simulated environment), will be possible to connect them to a single PC?
  3. Was used but in theory in good conditions. Was working without problems in last year. Tested the VRAM using GPUMemTest and seems ok, not sure if these programs can capture these kind of errors. Purchased before going for VR, but seemed good enough for my needs. Planning to upgrade to 2070S for next projects, but so far I need it working.
  4. Owning a Cosmos I'm happy how is behaving, for a commercial project I will probably anyway need an external tracked system. So want to ask if there is any specific reason to choose between the Cosmos Elite or the Vive Pro, apart the fact one is LCD and the other OLED so probably better for dark virtual environments.
  5. Sorry didn't understood there was questions 🙂 I have a KFA2 (Galax) GTX 1070 EX, no OC, no underclock, BIOS provided from the producer. But I purchased it on Ebay even if from a top seller, so maybe something is starting to go wrong....even if I didn't understood why only with a single application (the one I need now unfortunatelly!).
  6. @VibrantNebula @SanityGaming The GPU is working well in any other case, not sure why can start behaving in this way only in VR and only in this app, and only after a Vive update.
  7. Some weird behavior I'm investigating. After one of the beta releases I got this kind of corrupted data displayed on monitor Also suddenly in VR all became very slow and tracking was very bad. I switched back to a not-beta release and all was working fine. Since yesterday I have this problem running consistently both on standard and beta firmware. I tried multiple troubleshooting (beta/not beta, change USB port, reboot, restart Vive console, restart SteamVR, etc), nothing changed.
  8. I'm planning a setup where 20 people will view using a VR headset a 360 video. - inside out tracking will work in this case? - autonomous headset will be the best, but fear the trouble of them being discharged and out of service, will make sense to have them sitten with a wired one? - since will be for an event someway we need to secure people cannot unplug the HMD and ruin the setup, there is any system to secure the DP and USB so not being unpluggable? - from the hw point of view I suppose there is needed some splitter for the DP so to feed all with the same signal, but it's not clear to me how we can manage the USB multiple connections. - from the sw point of view the traditional Vive Console + SteamVR setup appear to me prone to problems, there is anything more streamlined for just 360 videos?
  9. @VibrantNebula I know from the beginning an iGPU it's not enough for interactive VR, but my goal it's just to play 360 videos with this laptop, something even a smartphone can do. USB-C supports DP 1.2 from the documentation.
  10. @VibrantNebula just tried again. My latptop didn't have a Nvidia GPU so I can't use it to check the USB-C. I will be keen in finding a solution since I have a demo coming with 360 video and need to understand if I just need to purchase another portable device (even if much cheaper) or not. So far Vive Console give me an error 201 (headset not detected), SteamVR always an error 208. Thunderbolt monitor didn't show me any attached device, but using HwMonitor show me a secondary display attached I'm not able to interpret the data for the Alpine Ridge controller trough HwInfo, so not sure if show something connected Finally Windows show this dubious configuration of the monitor, so two mirrored
  11. @C.T. This will be a perfect way https://www.roadtovr.com/ces-2019-htc-vive-cosmos-smartphone/ I know HTC also sells smartphones, but supporting any good smartphone with USB-C DisplayPort alternate mode will be up to the job for 360 videos. Of course even better having some way to make Cosmos work with a standard laptop for just 360 videos.
  12. @VibrantNebula I will check later. Of course I know it's not a VR ready GPU, but I if a smartphone is able to show 360 videos I was supposing my laptop was more than enough. SteamVR it's so an overhead for this things? Any other way to just look a 360 video using my Cosmos?
  13. For customer validation sessions using 360 images I was trying to setup my standard business laptop in this way Laptop: Lenovo X380 Yoga with i5-8350U CPU, UHD 620 iGPU, 8GB RAM, M2 SSD. Does have a Thunderbolt / DP compliant port. Club3D USB-C to DisplayPort adapter (as suggested in this forum giving the best compatibility for mobile usage) Vive Cosmos with link box connecting the DP on the adapter and USB3 on the laptop port. Latest Steam and SteamVR, latest Cosmos sw update, latest sw update for the laptop, receiving from Vive Console a 215 Error headset display cannot detected. SteamVR give me a 208 error, headset display disconnected, also notify your display appears to be set to duplicate content Thunderbolt monitor show a Tunderbolt controller attached to Port 1. - Tried to reboot - Tried to set display to don't duplicate content: switch back himself to this settings - Tried setting Direct Display mode, no changes I didn't expect this setup to demo real 3D interactive applications, but just to display 360 images/videos trough DeoVR Video Player or similar.
  14. For a small concept demo I was thinking to render some 360 images in various location of the 3D environment trough our used realtime 3d engine, and next connect them to create an interactive virtual tour. I have never done that (the nearest thing was a recorded 360 video so far), any suggestion about an easy to use tool that can allow me to set a hotspot in the 360 image to just relocate to another image, run the demo with just click, rotate and zoom command using a standard business laptop (just purchased the suggested USB-C to DisplayPort adapter) + our Vive Cosmos headset.
  15. Thanks all your feedback is very valuable. I suppose the ML performs some sort of feature extraction so to find not changing details in the environment, so that if the people are not too many so to occlude this fixed features the tracking can work.
  16. Wanted to ask if someone have had problems in the tracking (using the original inside-out system and not the Elite one) with one or more other person in the room. For an upcoming project we will train a person trough a simulator, but other person might be in the room to look at him during the training. Meaning the environment will be not static, but with others moving around. Will this create problems? More in general what are the tricks that come out in these months to optimize the tracking? On my side I'm using it in short burst for demos and testing so in fact never have had many problems, but also never need to optimize for hours of usage.
  17. As from title, for our demos want to purchase disposable face cover such as this one, all of them are "certified" for HTC Vive, none for Vive Cosmos. Will they fit?
  18. @VibrantNebula Using this kind of sanitizer gel (we are using it for hands) will create problems with the plastics? https://incibeauty.com/produit/8000036023242
  19. We are using our Cosmos for both internal development and testing and also demos. Will be possibly used also within customers projects. Due to Covid the sanification topic is become even more serious, but reading this answer I understand we can use specific cleaning liquids for our office, but I think will be too much asking the customer to provide an internal service for doing the same at every usage. There is in Europe any seller of disposable covers soecific for the headset and also for the controllers?
  20. I have already researched all of this. Have also tested Xtal and yes is heavy and does have chromatic aberration, BUT does have a way higher resolution that make the difference. Never tested Reverb will do it in a few week, know a company using it for professional sim and at 90hz weight 500g. Is compatible with SteamVR trough native loading of WMR app in Steam, but indeed square resolution it's not ideal. Varjo require 2xGPU for working but use feoveated rendering, does have 60ppd near the center and integrate many features for a steep price. "4k" using " since in VR market is used in a different way and even Pimax 4k and 8k didn't are the real 4k resolution, but still higher than Vive Pro. There is no ideal solution, even if for some usage such as professional simulation there are better one than Vive. I never game and like Cosmos for all professional usages except for sim, where I'm searching a better solution. So that's my idea, there is an opportunity for HTC, for a let's say €2000 headset more advanced than Pro. Even if if they fix the Reverb (seems HP is working with Ms and Valve) will be difficult to compete at 600eu.
  21. I'm seen this both in term of strategy and positioning more than technical limitations. Both HP Reverb and Vrgineers Xtal with roughly double resolution does use a single DP cable so no bandwidth problems. Refresh rate are also pretty good. They require a GTX 1080 nothing incredible, and with SteamVR you can always change the SS. Thinking about both professional and consumer market, seems the pro does offer many high priced but more resoluted options with also integrated hand tracking and other features, the consumer has increased competition from both other similar or perceived better offerings and stand alone headsets. My focus its on the Professional side, where lowering the price of the Vive Pro in my opinion shows is perceived as a weak proposal. Its a great headset, but there are better options out there, able to ask for beefier margins. Varjo raised $31Mil funding for a reason. A "4k" single eye display with some other attached features will bring HTC back on the Pro game, where it's roots belong. An RTX 2080S GPU performance requirement will not brake any Pro wallet, especially considering upcoming Nvidia Ampere and AMD RDNA2 architectures.
  22. For a new simulation application where 6DoF its not needed being sit, but resolution it's important, was looking for an upgrade from the Cosmos. Cosmos is fine for all, but I think as any HMD with this resolution I can see a lack of resolution vs a standard monitor, that will make the difference in a mostly still application where you need to act on many virtual controllers. As alternative to high end thousand $ headset I was looking at HP Reverb, that's anyway not fully convincing me since his SteamVR support seems to be only partial and no IPD adjustment. Want to ask if anyone ever read about a new higher resolution Vive coming out.
  23. Tested the Vive hand tracking SDK it's still in beta phase and need some improvements. But any hand tracking solution - being Oculus, Vive or Valve - will need to be integrated with the specific application, there is no out of the box support of hand tracking into any app. There are some unofficial drivers that enable to simulate SteamVR controllers interaction using hand tracking so that any app using SteamVR will be able to also benefit from hand tracking, but this is just a hack with dubious benefit (no real hand usage since in fact you can just use a couple of gestures mimicking the controllers button based interaction).
  24. @jvicente1971 not a gamer, but referring to your previous statement about HP Reverb I evaluated it too for professional usage, but does have a narrow FoV and Windows Mixed Reality tracking is renowed to be not so good, last time I looked at YouTube for usage examples was almost all on racing or flight sim, really not needing 6DoF. I personally find Cosmos good and using it with lenses, as other state need to adjust it regularly, trying to push it even during action to find best position, after that working fine.
  25. @VibrantNebula what about the Cosmos cameras specs?
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