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davide445

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Everything posted by davide445

  1. Reading other posts another problem I was not sure depend from the tracking: launching the VR world I started finding myself in the wrong starting place in the virtual environment, instead of outside a building slightly inside, maybe inside a wall. I suppose there is some tracking or alignment problem. Also hand tracking seems to be a bit worse, but not sure since the batteries of the controllers was really low so maybe that might influence the tracking I suppose. To be objective the previous release was working fine for me. I have a demo on Monday, any way to roll back at previous release.
  2. I'm doing this trough the lens. Starting inside the VR environment I open the Vive software control in the lens, and try to set the room orientation in the same direction of the VR environment I use. But the result is never aligned, and using trial and error I wan't able to make that happen, seems to be rotated but never in the direction I want. Using latest beta software.
  3. Didn't want to open another thread for exactly the same topic. Just tested the forward direction feature and didn't find myself. My goal is to orient my play area so that fit with the orientation of the virtual environment I'm testing on Trying to set different forward directions I didn't find my virtual world oriented in a way that match the play area I traced in my room. The orientation seems to change but didn't fit the direction I set. I'm using this feature in the wrong way? The 3d engine need to support this re-orientation? How is supposed to work?
  4. Just to give a feedback, using this release I received some alerts about too high environmental light for good tracking I didn't received in the same situation before. Difficult to be objective since I'm testing it in and out from VR continuously for business purpose and not for gaming, but this is the feeling.
  5. Tested now and it works, confirmed you need to restart the application after setting the new resolution.
  6. Resolution need to work in this way in VR Reading in SteamVR forum some advice to restart the VR application/game you are using to load the new settings after you changed the resolution in SteamVR, didn't have the opportunity to test till tomorrow, maybe you can.
  7. Not sure if can be a HTC Console related issue or a SteamVR one, but trying to define a custom resolution for my own applications I didn't notice any difference neither as details nor as GPU load. I was trying to push the resolution from 100% to 130% (reading various posts seems to be a sweet point) but the average fps didn't change and also the graphics is really the same. Trying up to 200% give me the same results. Also looking at the SteamVR in-VR console I didn't noticed any difference. Asked our realtime 3d engine provider and they are not bypassing this setting so need to act really in changing the resolution.
  8. Hi @Keyon just a user as you here, so will be better also if you follow Shen Ye instructions. On my side the problem was due to having two GPU installed on my PC. Removing one all resulted working fine, with the new 1.0.10.2 beta release is now working also with both the GPU installed. You can check my previous posts since I have done most of the troubleshooting steps needed to clear most of the trouble origins.
  9. @Shen Ye have had time to test it only now, confirmed is working fine with also the second GPU in place. Thanks!
  10. Returning on the CloudVR topic, understood for video streaming to the headset is needed at least a 7Gbps bandwidth from the workstation to the headset. But what about the link on the other direction, between the headset and the workstation? I suppose need to transmit only the 6DOF data, so need a much small bandwidth. What's the minimum needed? @VibrantNebula
  11. Having the same problem with a custom 3D application I use for work, there is any way to make the Cosmos controllers to present themself as Vive Pro controllers?
  12. Tested removing the AMD card on the second PCIe slot and now all is working. I use the second card only on Linux (the Nvidia card used for compute while using the second card for driving the display so to free max compute resources), so will be better to have both installed.
  13. I'm not using any adapter, just what available in the HTC Cosmos box. Will try tomorrow with just one GPU.
  14. Uninstalled ASUS AI Suite that seems to create problems with SteamVR Fixed SteamVR installation path using vrpathreg (since not installed on drive C) Updated to latest mobo bios 2008 release Performed a settings reset from console No difference. After the bios update the console briefly flash a 003 error (no DP link) before settling to the same 215 error. After settings reset didn't show the message again.
  15. After multiple attempts (btw about my hw setup using a Corsair TXM 750 W 80+ Gold PSU, using only one GPU at time is more than enough): Tied rebooting multiple times the console, changing USB to many other different ports on the back and front of the PC, power cycling the Link box, enabling Direct Mode, restarting the PC, restarting SteamVR. Tried using latest beta 1.0.9.6 and updating headset and controllers firmware. Tried reinstalling all HTC software, uninstall and reinstall Steam and SteamVR. Tried switching to the second AMD GPU instead of using the Nvidia The SteamVR app state always no headset detected, error 108. Switching GPU there is a difference: on Nvidia the power light on the headset is red and the Console give me an 215 error, on AMD the led is green and the Console give me an 210 error. Both GPU use the latest drivers 441.87 for Nvidia and Adrenalin 19.12.2 for the AMD. Submitted an issue report Trace No 20200113132906 @C.T.
  16. Got the Cosmos today and arrived at the same error. My setup: Ryzen 5 2600X, mobo ASUS Prime B450-PLUS, KFA2 GTX 1070 EX (on first PICe), Sapphire HD7950 Boost (on second PCIe). I'm using an HDMI switch to use one or another GPU, using the 1070 for this VR setup. SteamVR installed on F drive, HTC software on E drive. Drivers and BIOS are the latest available. Tried to follow all this SteamVR instructions, no luck.
  17. Will receive the Cosmos Monday, and I already know my GTX 1070 will not allow me to get 100% resolution from SteamVR (probably around 60-70%). Thinking about future upgrade the best cost efficient choice are the RX 5700 XT or GTX 1080 Ti. No doubt about the 1080Ti, but there is any experience on the 5700XT?
  18. Reading about DisplayLink I suppose they sell only to OEM, something we are not. Will be possible to know if the compression used is H264 or AVC based? @stvnxu
  19. @VibrantNebula the Ryzen 2600X need to be a bit better than the i5-9600 so will see how will behave, but at first we will test the tethered solution to know if the Cosmos is enough for our needs. In any case I can easily upgrade up to a Ryzen 9 3950X that is past any Intel CPU, not sure if the wireless adapter require some Intel specific hw encoding feature.
  20. PS @VibrantNebula is possible to know what kind of encoder / compression format is used for the wireless adapter? We are thinking about a kind of cloud VR and interested on the topic, might be useful to know if can be adapted also for that kind of usage (trough a fiber optic low latency network) Btw the partner was using the beta software, will be probably not a problem for our kind of usage but want to test it by myself.
  21. We have a Ryzen 5 2600X 6c/12t so I hope will be not a problem. The German business partner that rented for us the headset did already have a first go, and reported all fine except with handhelds fast movements where the tracking is lost. Not sure what software release he was using, we will anyway receive it next days and use the beta release.
  22. Possibly we will be finally able to test a Cosmos renting it for some months. A topic I didn't find an answer is if using the wireless adapter there is any perceived loss of image quality. This since the wired DisplayPort does have a bandwidth up to 17 Gbps, vs a WiGig 7 Gbps, so was wondering if someone does have had an idea about this topic.
  23. Hi @VibrantNebula thanks for your answer. Having seen the Vive Pro sold in the shops and now phased out to favor the Cosmos I was thinking the Cosmos is simply the future model and the Pro the past one. We will also not using it for offering services but internal testing, development and eventually demos in our office. Looking at the current Pro offer this lie in the same price range of the Index, and without being able to actually test it I can only judge reading the reviews, that are actually favoring the Index. So I didn't find a strong reason to purchase a Pro. So just want to know if someone actually used the Cosmos in the previous industrial settings, to know first hand how it will behave in that specific conditions.
  24. We have created 3D simulations of some construction sites, and want to extend this in VR, also providing immersive interaction for design, remote control and training for power stations. Looking for headset the Cosmos it's an obvious candidate, but I'm reading many complaints about the tracking system. After weeks of attempts I was still unable to have one to test with our project, so wanted to ask if someone does have experience with the Cosmos on industry / engineering / construction / real estate / simulation settings and not only gaming, to understand if might be a good choice. Other options we are evaluating are quite obviously the Valve Index and the HP Reverb. Still I think the Cosmos is right now (might change if the Index will add more accessories) the most flexible option, with a long pedigree in professional usage.
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