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davide445

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Everything posted by davide445

  1. For next demos I was evaluating the wireless option, that will be probably more comfortable for less technical people. But considering this come with some doubt about the compatibility with our PC AMD processor, the current processor ability to deal with the data encoding, usage with the available PCIe port (have a double GPU system with little space available to access the PCIex1 port, if a x16 is needed I will need to sacrifice a GPU), ergonomics with another weight on the head, etc, want to know if there is any option to test it / rent it before actually purchasing it in Europe, since if using it will result in needing a complete overhaul of my working PC this will need a time more relevant than the involved components cost.
  2. To me this seems perfect. Last release was usable but tracking was sometimes unreliable, with controllers something not updating the position for a second, some other times just disappearing for a short second, other times just seems they was proceeding in some hard medium, difficult to move. Now all work perfectly smooth, reactive and accurate. Need to say I'm not a gamer, so working with controllers always in front of me no too fast movements in a well lit office. But anyway much better than previous beta release on my side.
  3. Currently there is in my opinion a bad mix, with the Pro proposed as enterprise but in fact not more evolved with all the effort for new tech pushed into the Cosmos line, with the notable exception of the Eye tracking, not available in the Cosmos line. The OLED by himself didint justify the "Pro" tag, being mostly a specialized tech benefiting some use cases and being outscored from LCD full RGB in some others.
  4. @TomCgcmfc yes not discussing about OLED pros that are unquestionable, simply about the business proposition. Pro and Cosmos line are just a bit wrongly aligned in my opinion in term of available features. Being only interested on enterprise products (never used my Cosmos for gaming) here my interest for the XR. Again didn't comprehend why the most advanced features supposely useful for enterprise development (reading the articles seems the XR is presented as dev kit more than as a product) are pushed in the cosmos line that is supposed to have consumer focus with no enterprise support.
  5. PS from the renderings the XR appear to be a Play with two more (probably) not tracking cameras, putting into question his tracking abilities. Also adding on the Eye topic to have eye tracking I need also to renounce to the XR offered features. So to sum up I appreciate the mix of technologies and services offered from the HTC Vive product line, not so much how they are bundled into actual products.
  6. Most of this seems to me a bit a marketing push. It theory you can achieve all of this just swapping the faceplate of the original Cosmos, so we can say they are just bundles of different options. Not considering price still unknown, curious about the XR. I'm doubtful for the effectivity of Play tracking considering the Cosmos is somethimes struggling with two more cameras. I'm doubtful about the superimposition with the Pro family. You can drop the Pro, offer a faceplate with OLED screen as option, and offer also drivers and enterprise support to the Cosmos for corporate usage. I'm also interested to the Eye tracking but I'm not so happy to downgrade to the Pro model family (no faceplate, no new controllers, lower resolution, only OLED so more SDE).
  7. Hi @stvnxu so far just wanted to clear the hardware port topic, otherwise no test (more an exploratory experiment) can even start. In the sw side probably some form of integration with steamvr/Vive console will be needed, but this is not the most risky part.
  8. Planning about this test want first to do it with the laptop connected on the same LAN of the PC. I will not install Vive Console and SteamVR on the laptop since need to be just the same as a monitor. My Lenovo X380 Yoga does have a USBC/TB3 with DisplayPort 1.2 support, using Alpine Ridge controller and Low Power variant. DP1.2 does not specify 90hz as a target refresh rate, just want to know if using the correct USB-C to DP adapter this might push to 90hz or will settle to a lower refresh rate, and if the Cosmos will accept this or will not work at all.
  9. Since still working on my Cloud VR idea, want to know if might be possible to have a test in this way - PC with my 3D application installed with remotization software such as NoMachine or Parsec, same software installed on laptop - Link box attached to my Lenovo X380 laptop, with a DP to MiniDP adapter (having a USB-C/TB3 port) + the USB3 connection. All the needed SteamVR and Vive Console software installed on the laptop. - PC connected on Internet with a 50Mbps fiber optic connection and laptop connected with an ADSL 12Mbps connection. Latency will be terrible and resolution horrible, but want to know if at least this setup will have any possibility to work. @Dario @Jad @VibrantNebula
  10. Not using the headset hours a time I didn't measure how much are lasting. Seems to me about the same the one was coming with the package, a couple if weeks. Will see how they behave, if I will need to change now I know what to purchase.
  11. Currently using this VARTA model https://www.varta-consumer.com/en/products/rechargeables/overview/recharge-accu-power/recharge-accu-power-aa-2100-mah Didn't know how compare with Panasonic, but at least it's not a no name brand.
  12. Interesting, the model you use seems to have a 1900 mAh capacity, vs the 2100 the model I'm using so in theory mine need to last more. More concerned about both are using a 1.2V tension vs the 1.5V the original one provided in the kit. Curious to know if this might be a problem.
  13. Ok testing with new and also charged batteries all is working. Noticed anyway that simply pressing the Y+triangle button it's not working, now I need to open the controller menu in the Vive Console press click here and only next activate the controller pairing. Since last week was working without this passage. So not sure if the solution was new batteries or this new procedure. Also noticed the provided batteries are 1.5V vs my rechargeable 1.2V, suppose this will make them drain faster.
  14. This morning was testing with both controllers in and out from VR, so that often the controllers was going to power off after some inactivity time. After some time the left controller simply stopped pairing. Now the right controller stopped also. They blink after pressing the pairing buttons but when they need to reach the stable color they simply returned offline. Before the right controller stopped pairing I checked the battery level and needed to be near maximum charging level. Since these are rechargeable batteries I'm now charging them to be sure enough power is available, but still supposedly this was the case. Asking if there is any other troubleshooting I can do, tomorrow I have a customers demo in our offices.
  15. Looking at your package discovered the getting started guide that need to contains the models its available in two locations Un the Developers section, but with just the pdf and not the models In the Developer FAQ section of the forum, where the full package is available for download Just to note that if need to be public will be better to index it on Google for searching. Any case, thanks for providing me with the official models!
  16. Wanting to substitute the standard Vive controller 3D model in out application with the correct Cosmos one, want to know if HTC does provide any official 3D model we can use. So far only find these paid unofficial options on Turbosquid, CGTrader and Sketchfab, can of course use these but just want to know if there was any "official" version. @stvnxu
  17. 5a. My question due to a comment on my very first thread in the Cosmos forum where was state (didn't remember if you or VibrantNebula) Cosmos does not have a commercial license attached, so that Pro was the right choice. As for previous reasons we will in fact prefer Cosmos and have chosen to test with it exactly for his specific features.
  18. Thanks for answering. 3. The goal is to become most possibly transparent to current application. So maybe needed to ask if will be possible to in fact operate such as using the current SteamVR driver, in a way we don't need at all to touch Unigine. I.e. writing a wrapper that intercept hand tracking signals and convert it into native SteamVR one, emulating a controller input. Sorry for not being detailed, not very deep into the tech topic so far. 5. Since so far we are satisfied with Cosmos, might have some glitches but we are not using it for gaming so mostly slow movements in well lit environments, and as supposed when I selected it does have a good ergonomic the possibility of wireless usage and easy setup, will make little sense to develop something we need to change if we need to shift to Pro working with our customers instead of only for internal testing and development. So want to know under what conditions we can use it in commercial settings. If i.e. we ask the customer to purchase it for his internal usage, and we will provide just our software and support?
  19. Having a Cosmos for demos and development, evaluating the options for hand tracking with these questions 1) read somewhere the APIs for Cosmos are different from the one for Pro, but didn't find any specific reference for Cosmos in the API documentation. It's true, or I'm wrong. 2) I'm interested to integrate this in applications developed on Unigine. Can I expect a engine level integration, or I will need to ask developers to re-integrate hand tracking support at every engine release or every new application. Let's say how complicated is to create a new engine specific plugin. 3) Related to previous question, if will be possible to just emulate the controllers behavior, since we didn't need complex interactions. 4) will be possible to integrate Leap Motion, if this will guarantee a more stable controller emulation experience
  20. Have you tried relaunching the app after setting the new resolution? This was the only thing that worked for me. Also you are setting a global resolution or custom for the specific app?
  21. Personally I just use the Room Setup menu option in the Vive console on my PC interface. Since I'm doing this at the beginning of a new VR session it's not a problem being outside VR. Also with the Cosmos ability to rotate up the front display to view outside without rigging out the whole headset is pretty easy to do it even during a VR session.
  22. Going by memory since curiously I didn't find an online manual and the headset lie in my office, first open the app you want to use, next in SteamVR > Settings > Video you can choose Manual for the resolution. This since 2018 Steam VR by default decide automatically the best resolution to maintain the target fps in the used headset. Selecting Manual does enable a button to define the specific resolution for different apps. Click on the button does open a new screen where you have a menu for the various apps (current one already selected), and the slider for changing the resolution. You change the resolution to let's say 130% or what you want (from the standard 100% that SteamVR set as automatic value). Close the app and next reopen it, the new resolution settings need to be applied. Some apps accept directly the change without restart.
  23. Tested today with new batteries and all seems working better. Didn't find myself in the wrong place. Received the too bright environment alert, but when I was in an office with sun coming directly in from windows. Still controllers tracking is worst than previous release in my opinion, less accurate and more difficult to interact with.
  24. @Glaucoma Predator how do you change the installed software release?
  25. Sorry to be more precise, not hand tracking but controllers tracking, that are controlling virtual hands. Seems they lost the tracking easily, but difficult to be sure since as written batteries was very low and I also got them tested with inexperienced users that was holding them in strange positions (i.e. very low or very near one to another). Seems the position was not very well tracked either since was also difficult to act on some object (i.e. activate a light switch). Again not sure if this was due to low batteries.
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