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Found 9 results

  1. Hello Two days ago I had a error with my vr cosmo elite So I was researching how to fix it and I found someone had the same issues so I really need help I will just copy and paste exactly what he written down User Nivelis: 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: My Trace no is 20220422125554.
  2. 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.
  3. TL;DR Is there a way to effectively disable Async Reproject permanently? Is it possible to run an application at its real frame rate (<90 Hz) without interpolated frames? Context I'm working on a mixed reality project developed in Unity that runs at 30 FPS (due to heavy computation) and I am using the HTC Vive Pro 2 as the HMD. The real world frames are provided by a ZED Mini camera, attached on top of the two Vive Pro 2 front cameras. We do not use the cameras for inside-out tracking, nor the base station. In our project tracking is explicitly solved through Aruco markers and that part just works. We employ the HTC Vive Pro 2 just as a display. I noted that the rendering on the HMD suffers from a "ghosting" effect when the user turns his head around. I suppose that the problem is caused by the "Motion Reprojection" (or Async Reprojection) that is done under-the-hood to maintain a 90 Hz framerate on the HMD while our application can only provide frames at 30 Hz. Why I think it is caused by reprojection: The SteamVR Mirror Screen does not show this ghosting effect; If I disable the heavy part of computation in my app and make it run ~90 Hz, we don't see the effect any longer. Also from 30 to 90 Hz the effect seems to disappear somehow gradually. This is an image of what we perceive by looking inside the HMD. Note that the above (right) image has been created ad-hoc just to let you understand the issue, but we have no way of actually capturing the true issue as it does not appear in the Mirror Screen. The arrow in the (right) image shows the direction of the camera movement. I could not find any way to disable this feature and allow me to stream 30 Hz video stream to the HMD. Strangely enough, I took a SteamVR System report and it shows that Async Reprojection is disabled, but later in the report it shows Here's what I've tried up to now: Hit the Shift+A key binding in the SteamVR mirror screen to disable "Async Reprojection", but this did not effectively disable the reprojection (both VIVE Console and SteamVR System report show reprojected frame count >> 0) Double checked that ZED camera is not performing any inside-out tracking Created a clean new project with just ZED Mini CameraRig: by forcing the application to run a framerate < 90 Hz the ghosting effect starts to appear, and it intensifies the lower the frame rate is. I run ZED Unity Plugin's "Dark Room" demo and found out that even if the application runs at 120 FPS (as shown in Unity's Stats tab), the ghosting effect is visible when ZED Mini is set to a framerate lower than 90 Hz. Additional information: Windows 10 latest update i9-11900K NVIDIA GeForce RTX 3080 Laptop (v511.65 drivers) 64 GB RAM DirectX 12 Even if my hardware should be compatible, I cannot enable "Hardware-accelerated GPU scheduling" (windows settings tab does not show me the switch to enable it) Question Am I right on thinking that the problem is the "Async Reprojection"? If so, do you have any suggestion on how to disable it / effectively run an application at its real frame rate, i.e. without interpolated frames? @C.T.
  4. I recently bought a cosmos elite a couple weeks ago and on several occasions I have the audio suddenly drop for 2-3 seconds before coming back sometimes its once a night and other times its ever 10 minutes. I'm thinking its a driver/USB issue and its disconnecting and reconnecting. I've had it reconnect and the PC no longer lists the microphone as an input as well when the audio comes back on a potion of these incidents. The tracking and visuals are unaffected during these episodes. I really don't want to have to use a separate headset for audio as the headphones are nothing special, but are great for keeping extra cords out of the way or have to worry about an audio headset falling off when playing anything intense like beat saber. It seems like its something through the headset so I'd have to use an entirely separate device to play and record audio as plugging anything else into the headphone jack would still cut out. All my connections are tight. I've found the only way to reestablish the mic when it disappears is restarting the headset through the VIVE console. Changing USB ports doesn't seem to help. Resetting the headset through VIVE console didn't do anything other than make me setup the playspace over and over again.The only temporary solution I've found is using the steam VR developer settings to uninstall all headset USB drivers, restart the PC, and have them all reinstall themselves. This got me through another week of nightly use before I had to do it again and then about another week before it happened again. Anyone else having issues similar to this? Is there a workaround or perhaps drivers to manually install and see if that helps?
  5. 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
  6. 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
  7. 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?
  8. 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.
  9. 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...
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