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new VR tech

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Everything posted by new VR tech

  1. I can not believe it: They have fixed the buzzing noise as well as the vertical scan lines! https://youtu.be/-Vo9iWQC3K8 They have changed a lot of parts. I will tell about it in another video.
  2. I didn't take the time to notice, but the next time I visit him I will have a look.
  3. @C.T. My unit has arrived today in your destination (Romania). I am excited how you will/can help me. Thanks in advance.
  4. I have tried his unit before the launch as well as his own unit. The static noise was always there. Another friend have tried his unit as well and he said that he can hear the noise as well. I can not say anything about the scanlines with his unit. In the future we'll make a video on his english channel about the Pro 2. Stay tuned.
  5. I like it that you keep posting about this issue. I don't think that there will be a solution.
  6. I've always used this adapter with all of my HMDs: https://smile.amazon.de/gp/product/B082L7VHYX/ref=ppx_yo_dt_b_asin_title_o01_s00?ie=UTF8&psc=1 Unfortunately, the Pro 2 does not work with it only on my Laptop. So I found out that this works: https://smile.amazon.de/gp/product/B076PK6548/ref=ppx_yo_dt_b_asin_title_o00_s00?ie=UTF8&psc=1 I hope this helps.
  7. Thanks. I have done it. My ticket contains the following: I am a German VR YouTuber and I would like to solve the following problems. Unfortunately HTC is not responding for months now so that is another chance to work on the problems I have and the community has. Multi-monitor support is limited: With every other HMD, I can use three monitors + an HMD. With the Vive Pro 2 I can only use 2 monitors + the Vive Pro 2. Binocular Overlap: Important Note: This problem differs from user to user. Beside the Pimax 8KX and the Pimax 5K Super this is the third vr headset where I have problems with it Binocular Overlap. It's nice to achieve a wide FOV, but please not while reducing the Binocular Overlap. I have zero problems with that and have a max. FOV with the Vive Cosmos, Rift S, Quest 1, Quest 2, PlayStation VR, Valve Index and HP Reverb G2. Update 2021-07-15: With my VR Optician Lens-Adapters the problem is gone. Even the bad clarity is better now. I have no problems with contact lenses/glasses in terms of binocular overlap/fov-match whatsoever with G2, Quest 1+2, Rift S, Valve Index, PSVR. So the VR Optician has done a very good job to improve the Pro 2's failed lenses. Resolutions in SteamVR: In my livestream (https://youtu.be/7G4E9CtsS1g?t=6804) I noticed that the resolution that is set in the HTC Vive console does not differ comprehensibly from the resolution in SteamVR. For me it was the case that the point at which the resolution "locks" in SteamVR was 150%. It doesn't make any sense, but at least a little frame buffer and barrel distortion correction is inclued "by default". But: The resolution that "arrives" in SteamVR differs not only from the settings that I set in the HTC Vive console, but also from the graphics card used! I describe this in a video where I evaluate the collected data for resolution. It is also noticeable that "Extreme" has a lower resolution in SteamVR than "Ultra". If I buy VR headsets that advertise 2448x2448 pixels and 120 Hz, then I expect that I will get the same resolution at 120 Hz as at 90 Hz. Regardless of whether my PC reaches these values. Video: https://www.youtube.com/watch?v=BpKT-8MlQLk Static Noise in the speakers: Is HTC aware of this issue? What fix can there be? Product recall or software fix? Jittering / stuttering: Whether in the game or in the SteamVR dashboard: Many users, including me, notice jittering / stuttering. If you move your head left and right, you can see the stutters. It almost looks like motion smoothing, but only almost. There are no sparkles or artifacts whatsoever, but there is stutter. Update 2021-07-15: Sometimes it's there, sometimes it's not. It's annoying anyway. Image brightness (is variable): Personally, I noticed that the image brightness adapts variably. For example, when I see bright elements on the screen, for example when I open the desktop in the SteamVR dashboard and go to www.google.de, the image is very bright. When I look down, however, but at the same time a piece of the Google website is still visible, I notice the entire screen goes dark. The best way to see it again is to quickly look up at the Google website. This is initially darker, then it becomes completely light again. I have already noticed the phenomenon in games. No wonder that HTC achieves good black levels when they darken the screen. Unfortunately, however, there are no dimming zones, so that lighter areas suffer and this is noticeable as a user. This "function" should be able to be switched off! Update 2021-07-15: With an edit of the config-file it can be disabled. And another news: With the current versions (or current beta versions) there was added a slider in SteamVR to change the brightness in general! Vertical Scan Lines: As many have described on reddit and the VIVE-Forums, the Vertical Scan Line-Issue is quite annoying. When moving the HMD, there are vertical scan lines which look like a vertical SDE. When the HMD is not moving, the lines are not visible. So it's definetely not SDE. HTC is aware of it and we hope, they will fix it (like the other issues, haha). Vive Console for SteamVR: It should be implemented like Windows Mixed Reality for SteamVR is to change settings on the fly within the SteamVR dashboard, like Motion Smoothing etc.
  8. Sad to hear that, but it is no surprise for me... Thanks for your feedback about my YouTube channel 🙂 I'll definetly do some more videos together with MRTV on his channel. So if you're interested in my opinion be excited for the next in-depth talk about the next HMD (Pro 2 inc.). 🙂
  9. Is there still no answer from HTC regarding the Buzzing Noise in the speaker?
  10. That's the HMD you have bought. The Pro 2 is not as "clear" and "sharp" as the G2. The correct resolution in Vive Console is fixed Ultra and in SteamVR fixed 3672x3672. You have to multiply the display resolution (2448) by 1.5. But further than that there is nothing. Send it back.
  11. You're right. Another issue I could add to the list. Damn, HTC! What's wrong with your business. I would never suggest anyone to buy HTC hardware anymore, because of their software. And there is still no information about the buzzing of the headphone, is it?
  12. Hey, I am a German YouTuber (youtube.newVR.tech) and I found during my testing some problems with my Vive Pro 2. I'd like to list them here as well: Multi-monitor support is limited With every other HMD, I can use three monitors + an HMD. With the Vive Pro 2 I can only use 2 monitors + the Vive Pro 2. Binocular Overlap Important Note: This problem differs from user to user. Beside the Pimax 8KX and the Pimax 5K Super this is the third vr headset where I have problems with it Binocular Overlap. It's nice to achieve a wide FOV, but please not while reducing the Binocular Overlap. I have zero problems with that and have a max. FOV with the Vive Cosmos, Rift S, Quest 1, Quest 2, PlayStation VR, Valve Index and HP Reverb G2. Resolutions in SteamVR In my livestream (https://youtu.be/7G4E9CtsS1g?t=6804) I noticed that the resolution that is set in the HTC Vive console does not differ comprehensibly from the resolution in SteamVR. For me it was the case that the point at which the resolution "locks" in SteamVR was 150%. It doesn't make any sense, but at least a little frame buffer and barrel distortion correction is inclued "by default". But: The resolution that "arrives" in SteamVR differs not only from the settings that I set in the HTC Vive console, but also from the graphics card used! I describe this in a video where I evaluate the collected data for resolution. It is also noticeable that "Extreme" has a lower resolution in SteamVR than "Ultra". If I buy VR headsets that advertise 2448x2448 pixels and 120 Hz, then I expect that I will get the same resolution at 120 Hz as at 90 Hz. Regardless of whether my PC reaches these values. Video: https://www.youtube.com/watch?v=BpKT-8MlQLk Static Noise in the speakers Is HTC aware of this issue? What fix can there be? Product recall or software fix? Frame rate is often limited to half As if motion smoothing was on! For example, if you play at "Extreme", but the computer only manages 98 fps, the frame rate is halved and limited to 60 fps (analogous to this, the same phenomenon at 90 Hz with 90/45 fps). If you reach between 100-120 fps, then these are also displayed. Another indication of this is the display in fpsVR: 100% reprojection ratio is sometimes displayed there. Even it's a feature like Oculus' ATW, it needs a toggle. Recently also for Vive Cosmos users who use the latest version of the Vive console. Jittering / stuttering Whether in the game or in the SteamVR dashboard: Many users, including me, notice jittering / stuttering. If you move your head left and right, you can see the stutters. It almost looks like motion smoothing, but only almost. There are no sparkles or artifacts whatsoever, but there is stutter. Disabling the GPU scheduling did not work for me as it was already off. Image brightness is variable Personally, I noticed that the image brightness adapts variably. For example, when I see bright elements on the screen, for example when I open the desktop in the SteamVR dashboard and go to www.google.de, the image is very bright. When I look down, however, but at the same time a piece of the Google website is still visible, I notice the entire screen goes dark. The best way to see it again is to quickly look up at the Google website. This is initially darker, then it becomes completely light again. I have already noticed the phenomenon in games. No wonder that HTC achieves good black levels when they darken the screen. Unfortunately, however, there are no dimming zones, so that lighter areas suffer and this is noticeable as a user. This "function" should be able to be switched off! // Tell me about your experience! Thanks Kind Regards, Marco new VR tech
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