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Found 9 results

  1. Hi, I have a HTC Vive Eye Pro and I am interested in recording eye tracking data as a way of seeing where the user's attention is focusing in the VR environment - for research purposes. So I am thinking being able to record the API check focus for example may be useful to this end. There would be different levels that the user would experience so the recording would need to be carried in such a way that displays what is being seen across the different levels of the simulated environment. What is the best way to go about this? I have seen API check focus works for any object in the scene that has a collider on it but I could not find how this can be setup and recorded. Is there any tutorial available that explains the workflow to do it? (I am currently using UE but it would be useful to know how this would work for Unity as well). I hope this makes sense and thanks so much for your help.
  2. Focus and Focus Plus Firmware Update Released: October 27, 2020 VIVE Focus Plus ROM: 4.14.623.1 VIVE Focus ROM (Global version): 3.13.623.1 VIVE Focus ROM (China version): 3.13.1405.1 Great news! We have a big firmware update packed with new features that just released today. Please read below for the highlights and full list of features: When you’re ready to upgrade your device(s) - From the Viveport Home Menu > Settings > System Update to upgrade. HIGHLIGHTS: · Show non-VR apps (e.g. Mobile Device Management) in the Library. · Record VR experience with Screen Recording. · Adjust casting screen ratio from 1:1 to 16:9. · Support VPN connection in More Settings. · Activate Kiosk mode by default. · Upgrade WAVE SDK to version 3.2. FEATURES: 1. Support two MDM solutions, AirWatch and MobileIron. Note: In this update, the Launcher > Library will show 2D apps installed by users. (apps in data partition) 2. Adjust casting screen ratio from square (1:1) to rectangular (16:9). Note: Any app rebuilt with WAVE SDK 3.1.94 can support 16:9 casting. (even it runs on older ROM version) In-house apps (ex: Launcher) will support 16:9 casting in this SU update. 3. Support debugfs and atrace for developers to perform app profiling. 4. Support screen recording. User can start/stop screen recording via Quick Menu. The ratio of video is 1:1, and will be saved in internal storage. 5. Enhance screen share experience. Add “Casting”, “Screenshot” functions to Quick Menu. 6. Support MediaProjection permission for app developing. 7. Add Wi-Fi domain setting into COTA configuration. Enterprise customer can batch configure Wi-Fi connectivity with domain setting via COTA. 8. Lower the volume of boot animation. 9. Support VPN function in More Settings. The same UI and settings of VPN function in smartphone. 10. Make Tutorial app visible in Library. 11. Upgrade to WAVE SDK v3.2. 12. Activate Kiosk mode by default. Thank you again for your patience and support. Cheers, The VIVE Team
  3. The most recent Wave SDK is version 3.2 (Released August 11, 2020) https://developer.vive.com/resources/vive-wave/ [Important Note] This version includes Experimental Features that require the latest public ROM, version 4.14.623.1 for Focus Plus. Or 3.13.623.1 for Focus. Major New Features include: Unity XR Plug-in Framework Support Hand and Gesture Tracking. Please note these features are experimental and are likely to be updated in our next SDK release. Passthrough Support via new APIs. Adaptive Quality and Foveated Rendering are now enabled by Default. This can be modified in the WaveVR settings. Please review the Release Notes for more information about the great new features and for Important Changes - https://hub.vive.com/storage/docs/en-us/ReleaseNote.html#release-3-2-0 And leave any feedback or questions on the forums so that we can get back to you and the community. Wave Unity and Unreal SDK Recommended Versions: Unity 2019.4.3 or newer - see https://hub.vive.com/storage/app/doc/en-us/UnitySdk.html Unreal 4.24 or 4.25 - see https://hub.vive.com/storage/app/doc/en-us/UnrealPlugin/UnrealPlugin.html
  4. Hello One and All, If you're interested in creating mobile VR content for the Wave platform and you want to win cash prizes, check out the Wave Developer Awards - https://developer.vive.com/resources/2019/12/17/viveport-launches-wave-developer-awards/. We are now accepting submissions through April 10, 2020 at 11:59pm (GMT+8). Check out the video for inspiration and see some of the great games and apps that already exist in the Wave ecosystem. Good luck and can't wait to see the great apps that you create!
  5. Hi i'm trying to play 360 videos in my vive Focus Games. I'm using unity 2018.3.3f1 build in video Player .Its about 80% that it will crash by the time i'm switching video A into video B . We thought its the device performance problem .We have try to use 20 MB videos ,but same issue occurred. 我們使用的是內建的 video player 。當我按下搖桿時 要把正在撥放的360影片切換成另一部360影片 在影片跟影片切換這邊 大概會有80%的機率閃退 我們懷疑是效能不足的問題 於是我們試過使用20 MB 左右的影片來做切換 一樣會有這個問題。 @Tony PH Lin @Cotta
  6. Hello. Will the Cosmos ever be able to handle focus diameter improvements? Is it a hardware limitation or can software widen the area of focus? Currently with latest beta patches (Oct 8th) about 20% of the distance away from middle towards the edge picks up blur and at 30% you have to turn your head to keep any detail. The CV1 you can get to 80% before focus degradation starts to creep in. This allows you to do things like read messages on screens with your eyes which is pretty nice. In Cosmos currently, even if you are watching the big screen in the viveport library, you have to turn your head to focus on each title separately below. Even looking at the middle of the preview screen which is kinda far away, you can't look at the edges of the preview display without turning your head a lot. Looking forward to hearing if this narrow area of focus is an intentional 'feature' to increase the clarity of just that region, or if this is a known issue that is planned on being resolved. (I wrote this entry spanning my entire monitor with only moving my eyes. It was pretty nice) Thanks!
  7. 1. The inside out tracking of the Focus relies on the cameras to sense edges and distinct points in the environment. A mono-colored wall or a non-textured environment does not make for good tracking conditions. The best tracking will come from an environment that has plenty of distinct points to track against on the floor, ground, and ceiling. 2. Ensure that the environment has adequate lighting (not too dim or direct sunlight). 3. The sweet “focus” spot of the Focus is in the center of the lens. It is recommended to keep the Focus adjustment dial tight (yet comfortable) on your head in order to keep the center of the lens lined up with your eyes. Looking a few tens of degrees beyond the center may start to increase the effect of “swimming”. 4. Although not recommended, the Focus can track outdoors as long as the environment has plenty of distinctive textures. Make sure not to expose the cameras and lenses to direct sunlight. You can turn off the Virtual Safety Wall (at your own risk), but it is recommended to leave the Virtual Safety Wall (2x2m) on. Always make sure that someone is watching out for you while you are in VR.
  8. In order to build for the Focus Plus you will need to integrate your apps with the Wave SDK. For more information about Focus and Wave development check out our Vive Developer Resources Site. You can find both the Wave SDK and Documentation linked from this Resource page. If you’re a Unity Developer, then Getting Started with Unity and Wave SDK will be very helpful. If you’re looking for community help, be sure to visit the Wave SDK Forum to find answers to your questions or to ask new ones you may have. You can find best practices for HMD and controller tracking - Room Setup and Controller Tracking Tips. Read the Vive Focus Plus User Guide to get acquainted with it. Make sure to update your HMD to the latest ROM (currently version 4.14.623.x). You can update the device by tapping on the controller’s Vive button and then > Settings > System Update (Note: You must be connected via Wi-Fi in order to receive system updates). If you need to debug your app, check out this post about ADB Logcat. Once you’re ready to publish your app on Viveport, visit the Viveport Developer Console. If you need inspiration, feel free to find some fun right away and get to know some of the Wave experiences. Visit the Viveport M store in the HMD and peruse the titles with the 6+6dof label. This label indicates that the experience is compatible with the 6dof headset and the 6dof controllers. Here are some great suggestions: Browse the Virtual Web with Firefox Reality. Download Sureshot: RPO Edition. In this Ready Player One app you can freely move and shoot in full room scale glory! Check out Skyworld Kingdom Brawl, which is Vive Studios’ tactical card-battler, Clash Royale-inspired collaboration with Vertigo Games. Or try Kingdom of Blades for some sword swinging, shield bashing action! If you’re looking to purchase a Focus Plus, they are available at this link https://enterprise.vive.com/us/focus-plus/. For bulk orders, please reach out to your Vive contact for more information. If you have any questions, please don’t hesitate to reach out to us. We look forward to experiencing what you create. See you in VR, Justin and the Vive Team
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