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Found 5 results

  1. Hello. Let me start with my configuration: SteamVR Version: 1.10.32 (1584924836) Viveport version: 1.3.15.28 OS: Windows 10 (10.0.0.18362) GPU: Gigabyte GeForce GTX 1080 Ti Gaming OC 11GB GDDR5X (352 bit) VBIOS version: 86.2.39.0.6a Graphic card drivers version: 26.21.14.4575 Nvidia drivers version: 445.75 Headset's firmware version: 2.0.0.348 I can't get the device to work. There is constant red light on the headset and it displays no image (black screen). From time to time, Vive Console displays one of the errors: 003, 210 (especially this one) or 218, but after several restarts it says everything is OK but still no display. The controllers and tracking work fine. I was able to configure the room and when I display the VR view on PC, I can move around the headset and controllers to see proper reaction. When I turn off the Direct Mode in SteamVR settings, headset displays my desktop but it's upside-down. It makes me think that the headset is not broken. After turning Direct Mode back on, I get the black screen back again. Sometimes, while booting VR, the LED flashes green for a brief moment, the sound switches to headset's headphones and after a second or two, the LED turns red and the black screen remains. Things I've tried and didn't help: - Updating everything including MOBO drivers, GPU drivers, Viveport, SteamVR, Windows to the newest versions, even tried BETA versions - Disconnecting and reconnecting every cable available - Switching USB and DisplayPort ports - Rebooting both PC and VR headset multiple times - Reconfiguring the whole kit from scratch several times - Reinstalling the whole software from scratch - Changing PC power management - Disabling the firewall and antivirus - Enabling motion compensation I've contacted both Vive and SteamVR support but I only got a bunch of generic advices I also found on the internet before. Is those 2 topics the issue seems to be similar to mine: In those topic updating the VBIOS helped but I'm not sure how and if I can update mine. I go to the Aorus Engine's preferences and click "Check for BIOS updates" in the "VGA" tab but it says there are no updates available. Also according to this site: https://www.techpowerup.com/vgabios/?architecture=NVIDIA&manufacturer=Gigabyte&model=GTX+1080+Ti&version=&interface=&memType=GDDR5X&memSize=11264&since= there is no newer BIOS for my GPU. I attach SteamVR system report. I can also share the result from Vive Diagnostic Tool but I need a temporary login and password to run it. I lost over 10 hours trying to set it up and I'm getting pretty desperate about it... Thanks for any help help in advance! SteamVR-2020-04-08-PM_06_32_39.txt @C.T.
  2. 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
  3. Anyone having the lag or graphics issues when in game and you click the vive symbol, opening the bubble menu (sorry that I don’t have the names for the menu options but certain everyone knows which menu I’m referring to). I noted in three different games now that opening the menu by accident or otherwise severely stalls out and/or temporary freezes the background game. A few times, it’s resolved itself with only minor screen pixelations or images/frames appearing + disappearing rapidly to the sides of the viewable area. Other times, the game stopped responding entirely and I ended up starting a different game and shutting down the frozen one. Just wondering if anyone is experiencing these issues? OR If it’s my new computer? >my computer specs< Intel Core i5-9400f 2. 9GHz 6-Core | Intel B360 Chipset | 8GB DDR4-3000| 1TB HDD | Windows 10 Home 64-bit AMD Radeon RX 580 4GB Video Card | 1x DVI | 1x HDMI | 2x DisplayPort 5 x USB 3. 1 | 2 x USB 2. 0 | 1x RJ-45 Network Ethernet 10/100/1000 | @stvnxu
  4. One thing I haven't noticed other users bringing up as much - is how much light leaks into the HMD! I am lucky to see any at all on my original Vive - but on Cosmos light leaks from below where the rubber flap is meant to conform to users nose(?) I guess that's what it is meant for. Light leaks in through there from beneath...doesn't on Vive. From top it seems to leak right in onto the LENS?!? how did that get missed? it somehow comes in from behind if there is a light source above and behind you from something like ANY ceiling light you might be standing under or behind you. Has anyone mitigated this somehow?
  5. So one of my base stations for the HTC vive is flashing red and it keeps saying that there is an error with it and I am unsure what to do about it to fix it.
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