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Showing results for tags 'pass through'.
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Wave SDK 3.1.94 Early Access and Experimental ROM 3.07.623.336 - How to Request Access Find Wave SDK 3.1.94 Early Access here - https://developer.vive.com/resources/2020/04/01/vive-wave-sdk-early-access-updated-3-1-94/ To receive ROM access, read on..... This SDK has a medley of new features, including: Pass Through Passthrough cameras triggered when exiting virtual safety wall Use HelloVR to test this effect Also press twice power button to enable Pass Through, and you should see the launch time is very quick. Hand Gesture & Tracking A Gesture sample Gesture_Test is provided in the wvr_unity_samples.unitypackage. You can find the sample under Assets/Samples/Gesture_Test. https://hub.vive.com/storage/docs/en-us/TheGestureUsage.html Direct Preview for Unreal https://hub.vive.com/storage/docs/en-us/UnrealPlugin/Unreal_wavevr_DirectPreview.html Adaptive Quality (now working in ROM update 3.07.623.336) Adjusts CPU/GPU rendering performance levels to improve FPS https://hub.vive.com/storage/docs/en-us/WaveVR_AdaptiveQuality.html REQUEST ROM ACCESS In order to use the new features found in Wave SDK 3.1.94 you’ll need to upgrade to the latest ROM (go to Settings > System Update). Please write to @Tony PH Lin and provide your name, company, device type (Focus or Focus Plus), HMD serial number, and your current ROM Version. These are the ROMs required to receive the special ROM: Focus Plus: 3.07.623.3 Focus (dev kit): 2.04.1400.2 Expect 2 business days turn-around time. Once your request is processed, then you will receive the FOTA for ROM version 3.07.623.316 for Focus Plus or ROM version 2.11.1400.216 for Focus. You will then need to make another system update to ROM version 3.07.623.336. If you have any feedback please share with us in the comments. Cheers, The Vive Wave Team
Hi there, I am working on an application that uses the SRWorks pass-through mode with a Vive Pro in UE4. Until yesterday everything worked fine, however the cameras suddenly stopped sending out images. I can't even run the Experience_Unreal sample or create a blank project - all I see are the default textures. I've attached a screenshot of the VR preview, which mirrors the right eye. On the left eye, I am seeing the default brick wall texture. Also, when I turn my head, I can see, that those textures are simply put on a plane, which is not following my head (as expected). I already tried a number of possible solutions, none of which worked. The things I have tried include: Repairing SRworks Uninstalling and reinstalling SRWorks Reinstalling SteamVR Unplugging the HMD and plugging it into another USB port Rebooting Creating a blank UE project in UE 4.18 Creating a blank UE project in UE 4.25 Reinstalling Unreal Engine Creating a fresh copy of the Experience_Unreal sample in UE 4.18 Unplugging the base stations and re-running the samples (to disable head tracking) ... I am now running out of ideas. Using SteamVR to test the cameras never worked for me and allways shows a "Communication Error". This, however, also has been the case when it worked before. I also can't tell what should have changed to cause this problem in the first place. I have also attached my SR_logs directory. Hope you can help, searching for a solution. Thanks in advance, Carsten. SR_logs.zip @Daniel_Y, @Marios Bikos
Hello, Trying to integrate a "passthrough" feature that will emulate the passthrough feature accessed by the double tap on power button on the Vive Focus Plus, so I can use the image to setup the virtual environment for my users. However, we're running into a problem : when the application is launched, if the headset enters power saving mode and the application is paused, the camera doesn't work and update anymore. Unity version is 2018.3.0f2, WaveSDK version is 3.1.94. If anyone has a bit more stability with their camera usage in their application, I would love to know how you made it.