Jump to content

Search the Community

Showing results for tags 'error'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • VIVE
    • Vive Community Forums
    • Vive Technical Support
    • Developer Forums

Blogs

  • Viveport Blog
  • Viveport Reviews
  • Viveport SDKs and Downloads
  • Developer Blog
  • Vive Blog

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


About Me

Found 21 results

  1. 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.
  2. SteamVR : 1.16.8 SRwork: 0.9.7.1 SRwork Runtime : 0.9.3.0 VivePro When i play Unity ,the error is [SRWorkModule] Initial PASSTHROUGH : 1001
  3. 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.
  4. So I wanted to use my headset to play but It had an gotten error 201, I then tried to see what was causing said error, so I went into the re-setup area and found out that in said area once I had gotten to the 4th step with setting up the headset it would tell me that the DisplayPort was not having a proper connection towards my computer, I have an msi graphics card so I haven't got a clue how to solve it since everyone else has Nvidia (will show a picture of said graphics card due to me not knowing the model of the thing due to me not being able to find in on their website and me not writing it down when I built the computer) ( think it might have just came with the B450 gaming plus max mother board) but it would be most helpful if anyone could help me figure out this issue, thank you and sorry for needing help in advance and again, Thank you for your help
  5. Hello, I am trying to install the Vive Pro Setup software but I have a problem when I reach the step where I have to sign in. The problem is that this step redirect me to a website that does not exists so I can't sign in and I can't continue. website where I am redirected
  6. I've recently picked up my Vive again after a few months of not using it (last used in early October with no issues), although I've come across strange issues that render every game unplayable, where they weren't before. Every VR piece of software has an unusually high latency even with Legacy reprojection on, and constant display errors where there weren't any before. My system didn't struggle prior, except in Vivecraft - although even then that wasn't wholly unplayable, as with every game regardless of how graphically intensive it is - even Superhot/The Lab/SteamVR home struggle. I've attached some screenshots of the frame timings, where all I am doing is looking "outside" in SteamVR home, causing massive spikes in display errors. The blank space of green in the first image is the default loading screen of SteamVR. The issue persists even if the only running processes are Steam and SteamVR. I am running an i5-4690K with no overclock, an R9 380X with no overclock and 12GB of RAM. I've tried: updating my GPU drivers, rolling back to both a May (20.5.1) and September (20.9.1) version, disabling motion smoothing running Windows Defender for antiviruses, to find none reinstalling bluetooth drivers, disabling bluetooth connection of the lightboxes, reinstalling SteamVR, reinstalling my VR games, reinstalling GPU drivers with a clean post-DDU install, changing from optical sync to cable sync on the lighthouses, changing my link box port from USB 2.0 to 3.0, reinstalling the USB drivers for the VR headset rolling back my CPU overclock from 4Ghz to the default 3.5Ghz and updating my Windows 10 to the latest version. Frankly I have no idea what's going on here. Any help would be appreciated, and let me know if I'm missing any information that could be useful 🙂
  7. Hi there! Im developing the port of a desktop VR application from Vive Cosmos to Focus plus, it was working, but in one day the app started to give me this error when i launch it in the Focus, some idea? Im ussing Unity 2019.2.21f1,Wave VR, Open VR and Steam Vr are in the project
  8. 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
  9. 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
  10. 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.
  11. 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
  12. 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
  13. 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
  14. 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
  15. 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
  16. 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?
  17. 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
  18. 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.
  19. 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
  20. hi i wanted to know if anybody knew how to fix this problem. https://youtu.be/Np4cks62jxI https://www.youtube.com/watch?v=9PgP0UCnXt0&feature=youtu.be https://youtu.be/XHCPZ4FF5iI its really wierd...
  21. To sideload apps onto your Focus device, we suggest using Android Debug Bridge (adb) or your favorite command line tool. For more information refer to the Android Debug Bridge User Guide. You can use Terminal from your desktop or from within Android Studio to navigate to and utilize the debug bridge. (NOTE: On a Mac in order to use adb, you must type “./adb” and then the command each time). Before you begin, ensure that your Focus device is in Developer Mode. To put Focus in Developer Mode: 1.) Tap the Vive Button to pull up the Home Menu. 2.) Click Settings > More Settings 3.) Scroll Down to About Device > Scroll down to Build Number > Click on this 7 Times. 4.) You will see a message that reads, "Congratulations You Are Now a Developer!" This step adds a Developer Options field in your More Settings menu. In the More Settings Menu: 1.) On your Focus go to security - enable unknown sources. Click go back 2.) Go to developer options - enable usb debugging. Click go back.3.) Plug the Focus into the computer. Put the headset back on. Focus your gaze or use controllers to click on ‘transfer files’ Click allow usb debugging from this computer. (this can be tricky. Sometimes the controllers disappear once the device is plugged in. sometimes you have to restart. Unplug. Plug it back in.)4.) Go on to the computer. Open a cmd prompt. Go to the adb directory and run adb 5.) Type the command "adb devices" to make sure it is recognizing your device. If it doesn't recognize your device it may read "unauthorized". If it doesn't show, then look at your device for a message that reads "This computer's RSA fingerprint is not recognized" and gives a toggle box that allows you to choose to allow a connection to your computer. If you don't see it, try plugging and unplugging the device from the USB until this message appears in your Focus. For example to show connected devices: “adb devices” To install an app on a connected device: “adb install [directory location of apk]” If an app is already installed, and you wish to replace it: “adb install -r [directory location of apk]” To uninstall an app from a connected device: “adb uninstall com.CompanyName.AppName” Debugging Tips: Logcat Command Line Tool Use the Logcat command-line tool to help debug your app. It dumps a log of system messages, including stack traces, when your device throws an error, and messages that you’ve written to the Log class. To start Logat: Type adb logcat To stop the logcat, press Control and C at same time. To save the Logcat content to a file, type the following command adb logcat > filename.txt This will save the logcat to “filename.txt”. You can name "filename" whatever you wish. You can then review this file or share it with your engineering team. Even more Tips: # set and start launcher: adb shell cmd package set-home-activity com.htc.mobilevr.launcher/com.htc.vr.unity.WVRUnityVRActivity adb shell am start -n com.htc.mobilevr.launcher/com.htc.vr.unity.WVRUnityVRActivity # reset launcher back to the Android phone launcher: adb shell cmd package set-home-activity com.android.launcher/com.android.launcher2.Launcher adb shell am start -n com.android.launcher/com.android.launcher2.Launcher # run an app: adb shell am start -n <package-name>/<activity-name> # e.g. adb shell am start -n com.htc.bowshot_3DOF/com.htc.vr.unity.WVRUnityVRActivity # list 3rd party installed packages: adb shell cmd package list packages -3 # find activity of an installed package: (from an apk: aapt dump badging yourapp.apk) adb shell cmd package resolve-activity --brief <package-name> # uninstall a package e.g. Vysor: adb uninstall com.koushikdutta.vysor # turn bluetooth on: adb root adb shell service call bluetooth_manager 6 # use 8 to turn off # for wifi use: adb shell svc wifi enable # or disable adb unroot # power down: adb shell reboot -p # check battery level: adb shell "dumpsys battery | grep level" # adb over wifi (setup wifi connection first): # find ip address: adb shell "ifconfig wlan0 | grep 'inet addr:'" # restart adb over wifi: adb tcpip 5555 # connect over wifi: (you can now disconnect usb cable) adb connect <ip address>:5555 # to revert to usb: adb usb # or just reboot # check FPS (windows) adb logcat | find "FPS" # check FPS (mac/linux) adb logcat | grep "FPS" # or use the below commands to filter FPS by a specific app # to get the list of package names (filtered by enabled + 3rd party) adb shell pm list packages -e -3 # replace "com.htcvive.wavetest" with the desired app package name # check FPS (windows) adb logcat "com.htcvive.wavetest" | find "FPS" # check FPS (mac/linux) adb logcat "com.htcvive.wavetest" | grep "FPS" # use "Ctrl + c" to kill the process
×
×
  • Create New...