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SmallStudio

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  1. Hi! We use WaveXR Plugin so far, I've looked into the OpenXR plugin, and in the samples I was able to recover the face models with the blendshapes.
  2. Hi! We're still looking for the "reference" face mesh with all the blendshapes! Do you know where we could our hands on it?
  3. Furthermore, when I play in the editor I get the following error : DllNotFoundException: waveopenxr assembly:<unknown assembly> type:<unknown type> member:(null) Wave.OpenXR.ViveFoveation.ApplyFoveationHTC (Wave.OpenXR.XrFoveationModeHTC mode, System.UInt32 configCount, Wave.OpenXR.XrFoveationConfigurationHTC[] configs, System.UInt64 flags) (at Library/PackageCache/com.htc.upm.wave.openxr@1.0.5/Runtime/Features/Foveation/Scripts/ViveFoveation.cs:71) SetFoveation.Start () (at Assets/02_Scripts/SetFoveation.cs:28) DllNotFoundException: waveopenxr assembly:<unknown assembly> type:<unknown type> member:(null) Wave.OpenXR.ViveFoveation.ApplyFoveationHTC (Wave.OpenXR.XrFoveationModeHTC mode, System.UInt32 configCount, Wave.OpenXR.XrFoveationConfigurationHTC[] configs, System.UInt64 flags) (at Library/PackageCache/com.htc.upm.wave.openxr@1.0.5/Runtime/Features/Foveation/Scripts/ViveFoveation.cs:71) SetFoveation.Start () (at Assets/02_Scripts/SetFoveation.cs:28) I guess it is because there's just the Android so and no corresponding Windows dll?
  4. @Shirly Hsiao Despite following the document I still don't have foveation active in my Android app (I checked visually and also with the performance HUD). Is there something specific I should be looking for? Also, since we switched to OpenXR we don't have access to adaptative quality, is this normal? it doesn't popup in the API reference documentation too. Thanks!
  5. Hi! We recently switched from Wave SDK to the OpenXR SDK and we were able to run the project with Vulkan on the Focus 3 (with Unity 2021 LTS). Is it supported for production?
  6. Thanks! I did try but with no success with a differrent network. I did succeed in the end by installing it with another account on the computer (both have administrative priviledge)!
  7. Hi! I have exactly the same issue and the same error message when I try to install Vive Business Streaming. I have disabled both the anti-virus and firewall but I still get the error. Do you have any clues?
  8. Hi, any news on the topic? Do you know if there's another way to reach the development team beside this forum for this sort of questions?
  9. Hi! I'm reviving this post as Vulkan support in Unity is something that would be super useful on some projects. For instance we can't use the ECS Hybrid Renderer or the VFX Graph properly without it. Is it on the roadmap?
  10. Up! Nobody from the HTC team has an answer? Thanks!
  11. Hi! We've been working with the eye and lip trackers for the Vive Focus 3, we got it working at the API level, with Unity. I was wondering if there was a way to get the demo head file so we can debug and prepare our blendshapes better? We can see the model in the documentation, here in the blendshapes for the eye and the mouth/lip pages. Or may be I missed a sample package somehwhere with the exemplae model in it? Thanks!
  12. Hello, I'm looking for a way to manage controllers when the hmd can't track them anymore, for example when the player's hands are in is back. For now I'm considering a field of view starting from the hmd to determine if hands can be seen by the player. It's working so far but it's not perfect, I was wondering if there was some kind of more precise event that I can register to ?
  13. Up! Is this something that is on the roadmap?
  14. Hello! I'm trying to give the proper budget (draw calls, triangles, shader complexity) to my team so they can build level and character assets accordingly. We are building our experience on Unity 2021 using the Wave XR Plugin. So far the only official figure I found are from the Wave SDK documention and describe budget for what I guess is the Focus Plus : 50,000-100,000 triangles or vertices 50-100 Draw Calls However, It doesn't come close to the figures given by Meta for the Quest 2 (or even the Quest 1) despite rocking the same chip. I'm also seeing some messages on the forum of users experiencing performances issues on the Focus 3. Does HTC have some official guidelines or figures regarding those GFX budget? Do you guys have any feedback based on you're experiences? Best!
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