Jump to content


Verified Members
  • Posts

  • Joined

  • Last visited

Everything posted by Djangi

  1. I originally send the following message to @Corvus who has yet to reply. I've gathered usernames with admin/employee status from the latests topics on this forum and will tag them here. It's a bit nasty (my apologies) but I really need some answers. Feel free to add your own questions(if you have any) The original message: @Corvus @Daniel_Y @Hank_Li @JustinVive @Marios Bikos @Tony PH Lin @VibrantNebula @zzy
  2. No response whatsoever. I'm really disappointed with HTC's lack of support. The main reason I choose the HTC Vive Pro Eye over the Pupil Labs Vive addon was the active community/support which seems to have dissipated. I'm going to keep a close eye on the HP Reverb G2 Omniconcept Edition.
  3. Hi @fvfrfr, Did you manage to get runtime version working. In my experience the new firmware seems to break the core functionality(calibration, pupil size). I reverted to runtime which solves my problems for now. Does work for you? My topic on this issue: EyeCalibration.exe broken in ?
  4. Having to wait for over two weeks is a very long as a developer. I just send a pm to @Corvus I really hope he answers and can provide some clarification. Are there any other HTC employed users on this forum that can shed some light on this matter?
  5. I just reinstalled VIVE_SRanipalInstaller_1.1.2.0 and everything seems to be in working order again. Do note that everytime SR_Runtime is run it will prompt to update. Just cancel and everything should be fine I would love to have an status update on the issues with @Corvus
  6. I wasn't able to reply earlier due to the limited number of daily posts on this community which is obnoxious. I started my weekend early and didn't have a chance to try it out yet. Going to try to revert to on monday. I'll posts my findings when I'm ready.
  7. I was presenting my project today but accidentally accepted the update before I started. It's a good way to ruin your day.
  8. In addition to my previous question, does anyone know the names/revision number of the previous SDK and installer. I found SRanipal_SDK_1.1.0.1.zip and VIVE_SRanipalInstaller_1.1.2.0 in my downloads folder. but there might have been working releases after these. A download archive page would be even better. Thanks @Corvus
  9. I'm experiencing similar issues ever since I installed I just made a new topic:
  10. Hi @jogi1800, I usually only visit this forum when I experience technical issues and didn't see your post until now. If It doesn't take too much time to setup I can give it a try Github or Bitbucket. You might need to invest in large file support if your project is on the large side. I'm curious about this myself, did you find any answers?
  11. Hi, I just (auto)updated to SRanipal and it seems that EyeCalibration.exe is not working properly anymore. The application does launch but does not continue once the loading message had disappeared. I tried to launch EyeCalibration from within the Unity( EyeSample scene from the latest SRanipal Unity Plugin Package) and directly(as administrator). I tried this on 2 systems without any results. I did notice that SRanipal has moved from C:\Program Files (x86)\VIVE\SRanipal\ to C:\Program Files\VIVE\SRanipal\ which suggest that the contents have been rebuild for x64. Has anyone else experienced this or know if this a known bug. A solution/workaround would be greatly appreciated. @Corvus Thanks!
  12. Thanks @corvus for your input. Maybe this is because of lack of experience but I actually had a pretty hard time to access the wanted parameters since you can't access the wanted directly. It would be nice to have some code examples in the documentation. I did the following: private void Update() { SRanipal_Eye_API.GetEyeData(ref data); Debug.Log("left eye pupil: " + data.verbose_data.left.pupil_diameter_mm); Debug.Log("right eye pupil: " + data.verbose_data.right.pupil_diameter_mm); } I'll also try to get this running at 120hz with the example code from the thread that you shared with me previously. Btw, is there also an online reference to the documentation?
  13. It's been a while. I decided to go with the Vive Pro Eye. I'm currently trying to setup a prototype and I'm figuring out how to get pupil diameter. I might occasionally check in with remarks/question during the following weeks.
  14. Thanks for your feedback. Might have additional questions in the future since there should be Vive Pro Eye on it's way. Thanks again.
  15. @Corvus Thank you for your answers I do have a few additional questions, some are specifically aimed at the Tobii XR SDK: It seems that TobiiXR_EyeTrackingData contains a combined gaze ray for both eyes, I would also like to know the gaze/eye position for each individual eye, is this possible? According to the Vive Pro Eye product page the pupil position and size should be available in the data output, yet they are not described in the Tobii XR SDK api reference page. How do I access pupil output and is this part of the Tobii XR SDK or SRanipal? What is the latency of the eyetracker and how is this effected when used with the wireless add-on. I need to know the specifics on this one. What are the costs for a Tobii Analytical License. Does a Tobii Analytical License. come with any benefits (analysis software, addition data options, tools)? Thanks in advance, I know I'm asking a lot. I'ts very hard to get past the available marketing info and get some deeper information. I really appreciate it. Also note that I also reached out to Tobii but have yet to receive a reply.
  16. Hi @Corvus, Since you answer a lot of the questions here, any change that you can help me out? Thanks.
  17. Hi, I'm a game developer at the Utrecht University in the Netherlands where I build VR applications/prototypes for research. The Vive Pro Eye and the Pupil Labs Binocular Add-on for the Vive are currently on my radar. I'm a especially interested in the Vive Pro Eye since the software/sdk seems to be more mature but that is merely based on assumption and bias, I need to info to back this up. While I've read the documentation on the Vive Developer and tobii xr sdk pages, I still have many unanswered questions. I tried to contact HTC(support and sales) and Tobii (xr development and sales) but have yet to receive a reply. For context, I'm building a environment in Unity that is experienced from a seated position. I want to tracks pupil size and gaze(both timestamped) , I also want to measure saccadic eye movement.I'm currently researching VR eye tracking solutions for an upcoming project. My questions: What is the difference between Vive Eye Tracking SDK (SRanipal) and the tobii xr sdk. While tobii published a clear api reference, I can't find something similar about SRanipal Are there events that indicate the start and end of saccadic eye movement or are is the prefabricated code available to measure this? How does does the data flow work from the integrated eye tracker into unity, is all raw data available in Unity or do I get data that is filtered for in game performance. Also, is the data directly fed into the unity plugin or does it run through external software like with other professional tobii products. If I want to record data from offline analysis, or do I have build some sort of logger or is there a function in the sdk. Also, is the eye tracking data only available in the plugin or can I also access it externally in windows. I've recently read an article on slippage: https://link.springer.com/article/10.3758/s13428-019-01307-0 The Tobii glasses seem to perform better than the competition in this matter, I'm wondering how far this issue is effecting the HTC Vive Pro Eye. This question might seem a bit naive. Is there an active HTC Vive Pro Eye and/or VR Eye tracking community. So far I've only encountered the Pupil labs discord(which is not very active), the tobii xr support forum and this forum. I hope there are more sources out there. I hope someone here is able to answer my questions. Thanks in advance, I'm looking forward to our input. @Corvus
  • Create New...