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Found 14 results

  1. I get compile error with SRWorks 0.9.3 I use Visual Studio 2019 Community Edition on Windows 10 Pro Build 2004, Nvidia GTX 1070 and Vive Cosmos. All drivers are installed. I created an UE4.25 C++ project and move plugins folder to the project's root. After that, I opened .sln file and build solution with UnrealVS (just like Vive Hands SDK) but I got compile error. I can not even open project file. This error also shows up if I just try to open uproject file. I also tried sample project and result was same. But I can use Vive Hands without any problem. So I dont think there is a problem with my configuration. In another topic, I read that there will be a new SRWorks version in the of this month. Will UE 4.25 get support ? @MariosBikos_HTC
  2. Hi, I'm having problems with my Base Station 2.0. My base station is blinking red and i have tried to "Recover from incomplete update," but it says there is no base stations that needs recovery. When i try to "configure base station channels" it seems like it can connect but when i hover over the eye icon it says observed in prior session.
  3. I have had the vive cosmos for 2 days of use the first day the microphone was fine. the next day everyone says that it sounds like rain and no one can hear my voice on it. This was a brand new edition so i did not expect this problem this early vive team pls help or give me something to replace this mic. The rest of it is perfect it is just the mic
  4. I haven't used VR for over two weeks. And now, after I decided to connect them, I get the error "C102 BOOTUP ERROR (9)". Yesterday my USB was not detected today it was detected. Yesterday I also gave error 200 and 001, although all the wires are correctly connected. I don’t know what the problem is and the red indicator on the helmet is on, I hope you will help me.
  5. Hi, I'm using the SRWorks SDK – 0.9.0.3 Version and getting the following error in the demo scene of ViveSR_Experience in Unity 2019.2.5f1 when hitting play: Runtime Error! Program: This application has requested the Runtime to terminate it in an unusual way. Please contact the application's support team for more information. Unity quits when I hit the OK button. I tried following the Guide "VIVE Getting Started with SRWorks Experience in Unity" but the error occurs anyway. I'm using the Vive Pro Eye if that matters. The camera has been activated and successfully tested in SteamVR 1.11.13. The SRWorks Runtime has been installed as well. Any help is much appreciated.
  6. I have the Vive cosmos with the link box and all the original cable and I am getting error code 210. I'm not using ANY adapters, it is straight from the card to the link box. I reinstalled all of the vive software, updated my drivers, updated vbios, looked at the nvidia control panel. Nothing has worked. I also looked through the forums here and found people with similar problems but none of the solutions worked for me. I have a RTX 2080, Intel I-7, 16gb ram. @C.T. @stvnxu
  7. Good time of day. Faced the following problem: I have been working with the HTC Vive Cosmos headset for 3 months, and today there is a problem called "Error 108". Vive Console sees everything and determines everything. SteamVR enabled safe mode, then notified of this error, and the device detection panel was empty. The helmet screen has a grayish screen(probably a safe mode screen). If you disable the helmet by clicking on it, the image will be shown by the cameras. There is a sound in the headphones. All this happened after launching the program Whirligig (free version), which I have already used repeatedly, but it hung(everything in the VR helmet hung) when I chose where to play the video file and had to complete the process through task disspetcher. After that, the problem described above started. All the ways to fix this problem that the standard instruction advises, as well as the ways that the steam community advises-unfortunately, did not help. The situation worsened after I made a reset of the helmet settings via the vive console. The program began to require setting the parameters of the room, and then reports that the helmet was not found-restart it. I am sending statistics in the hope that you can help solve this problem. PC parameters: GeForce GTX 1070 Ryzen 2600x 5 AMD six-core 32 Gb Ram I write with the help of a translator, I apologize in advance for the syllable. I'm duplicating a similar message sent to Steam support in order to fully try to solve the problem. I also thank you in advance for your time =) Steam user, htc vive cosmos, Apxumekmop =) SteamVR-2020-03-14-PM_09_47_32.txt
  8. Just received my Vive pro yesterday and the setup was flawless and without problems. The controllers and the HMD was updated by STEAM VR to their latest firmware - so all looked fine. But while playing around with the Chaperone, i noticed that my Dual Front Cameras are not working or at least can not be enabled. I always get a "Camera Communication Error" in STEAM VR when testing the CAM So here is the setup and description for everything. All the info is also provided with the attached screenshots. I am using Win10 64 BIT ( win10_1909_build_18363.535) and STEAM VR Version 1.9.16 Windows Device Manager shows the Vive Pro Multimedia Camera (Driver Version 10.0.18362.1 dated 21.06.2006) and the device has the VID/PID 0BB4&PID_030E and it is connected to a USB 3 SuperSpeed Port. I also disabled the power management for this port (as instructed in the VIVE online documentation) The Windows USB Drivers for the SS USB Hubs are up-to-date (Version 10.0.18362.1 dated 18.03.2019) Also attached is the LOG File from the STEAM VR Developer module. I also checked the Windows 10 Privacy Settings for Cameras (everything enabled but no special entry for Vive or Steam can be found there) but to make sure, i tested if the cam is visible/available to other windows applications. And yes, the cam gets detected as a device in e.g. Corel Video Studio but i could not capture something - but that could be normal/OK. So, what can be done or are there any tools or progs where i can test/see if the cam is just "dead" or if that is only a Software issue, or any things i could try in addition? Best regards and TY for all help - much appreciated. Steam_VR_LOG.txt
  9. Hello folks, I am running into a problem interfacing with the OpenVR SDK when using two trackers with one controller. Specifically, the IVRCompositor::WaitGetPoses( ) function will sometimes return incorrectly transformed matrices to my C++ application. I was wondering if anyone has experienced a problem like this before, or if there is a known solution. The scenario: I place two VIVE trackers about 1 foot apart from one another, facing the same direction. I would expected that the matrices of each tracker (stored in TrackedDevicePose_t -> mDeviceToAbsoluteTracking) will be very similar. If I power up in this order - Tracker 1 On, Tracker 2 On, Controller On - the matrices of both trackers are indeed almost identical. However, if I power on in a different order - Controller On, Tracker 1 On, Tracker 2 On - The matrices of one of the trackers will be rotated exactly 90 degrees from what I would expect. The other tracker still retains the correct values/orientation as before. So now, even though both physical trackers are sitting in similar positions and orientations in the real world, their matrices returned by the VIVE SDK's WaitGetPoses( ) are different. In the same session, I can power on/off the controllers in different orders to change whether I get the correct or incorrect matrix values from the tracker. I am certain this is not a problem with my tracked device indices, nor a problem with overflowing array bounds, because the XYZ Position of the "Bad" Tracker is always correct - it is only the rotation of the tracker about that position in space that changes. So at least one value in every row in the matrix is what I expect. The correct Tracker[index == 3] 4x4 matrix (left) vs. the incorrect Tracker[index == 3] matrix (right) [ -0.99, 0.00, -0.17, -0.20 ] [ 0.99, -0.05, -0.12, -0.20 ] [ 0.00, 1.00, 0.00, 0.72 ] [ -0.01, 0.00, -0.99, 0.72 ] [ 0.01, 0.00, -0.99, 1.38 ] [ 0.05, 0.99, 0.00, 1.38 ] [ 0.00, 0.00, 0.00, 0.00 ] [ 0.00, 0.00, 0.00, 0.00 ] To specify the configuration I am using, my OpenVR SDK is version 1.0.10, my VIVE trackers are the newer model with the blue triangle, and my base stations are the older model. If anyone knows of a fix, workaround, or simply something to try, I would be very grateful for the help! Right now I am thoroughly stumped! Thanks! @chengnay
  10. Hello, We're having issues with our older Vive Trackers where they pair with SteamVR but aren't tracking despite being in clear view of the lighthouses, and also near Vive Controllers that are being tracked. Things we've tried to fix the issue: Restarting the machine Restarting SteamVR Rebooting every connected device Unplugging/Replugging the Tracker dongle Changing SteamVR to Beta Plugging in the tracker via USB did allow the Vive Tracker to be tracked. We are using a Vive Pro Headset. Any thing we can do to fix this? @VibrantNebula
  11. Hello! I'm following the start guide: https://vr.tobii.com/sdk/develop/unity/getting-started/vive-pro-eye/ I'm stuck on step 5. I set standalone provider to "Tobii or HTC" and get these errors: Assets\TobiiXR\External\Providers\TobiiHTC\TobiiHTCProvider.cs(20,44): error CS0117: 'SRanipal_Eye' does not contain a definition for 'IsViveProEye' Assets\TobiiXR\External\Providers\HTC\HTCProvider.cs(56,54): error CS0117: 'Convergence' does not contain a definition for 'CalculateDistance' I use Unity 2019.1.14f1. Any suggestions?
  12. I got my Vive when it first came out in 2016. This issue first appeared when they pushed the update to show a red light on the base stations to signify errors. Only one of my base stations have this error. It wasn't too much of a problem when it first started out but now it can't track anywhere near as well as before. Since only one of the base stations is having this issue from the beginning even though I have treated both with much care I don't believe this is a problem caused by negligence. I would like to find a fix for this if possible. I have included the most recent photo of the error produced. @Synthesis
  13. I am having this repetitive issue as of late with one of my base stations in particular where it keeps switching from the standard green light to blue and will flash back and forth eventually causing the other base station to have a purple light. I will then get a message stating that I have a base station error and then the light will go out for the specific base station then both. I haven’t touched or moved my base stations it all and it was working fine last week yet now all of a sudden they aren’t working properly. I have tried switching their locations, turning them off and on again, moving them in the room, and switching the letter inside of them yet nothing seems to work. It seems like perhaps the base stations aren’t able to see each other as I’ve seen to be only issue yet I thought they were supposed to be facing downwards towards you and, yet again they’ve been in the same positions for over a year now but now all of a sudden can’t see each other… Sometimes they will occasionally both turn back on but they won’t both be working for more than 5 minutes. I haven’t looked to much into this with the actual headset on as I noticed it going out on my desktop but I do see flashes of grey and then the screen will go pure black.
  14. Hi. I recently purchased a Vive Wireless adapter and I'm experiencing performances issues with some (most) games that are not even playable anymore. Have no problems with the wired connection. Here my PC configuration (but doubt it's the bottleneck): Asus Maximus X Hero motherboard (Z370), i7-8700k (stock 4.3ghz, 6c/12t), 32GB DDR4-3000Mhz, Asus Strix GTX 1080ti and SSD Samsung 970 Evo 1To. Problems include blurry image (like too much compressed video) and stutter / blocky image. I take theses screenshots, in case some magic technician can figure it out :-) Also recently noticed, If I disable async reprojection, the image gets better but still have the stutter/blocky thing in most demanding games. For instance, Beat Saber works ok, but SteamVR Home and more demanding games like Moss aren't "playable" yet. Any help would be greatly appreciated ! :-) Thanks
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