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Found 8 results

  1. Hi guys, I'm having some serious issues that mean I can't play my VIVE right now and I would really appreciate some help. A couple of weeks ago I experienced some beat sabre being quite laggy - I'm not a big tech expert so I don't really know much what I'm talking about, but other gamer friends can't seem to help either and I pretty much can't play things right now. I'm going to discuss beat sabre, because I've been using that to explore the issue. When I open the game, everything works fine. I have tried launching from desktop and from steam, as well as opening steam VR before attepmting to open the application. GPU usage of 30%. I've tried opening the settings and monitoring the graph in the bottom left, which stays at around 6 of 11.1 ms (90Hz). After one or two songs, the game suddenly becomes extremely laggy, GPU spikes to 80% usage, 20-25ms on the settings. If I open the steam menu, this spikes to over 100ms. Feels like latency issues, with the screen not catching up with my movements. Very laggy, lots of jittery movements. Makes motion sickness really terrible to deal with. Just today I also played Google Earth and Serious Sam (with my young cousin) and the problems always persisted. I've tried reinstalling steam, steam VR and the app itself. I have rolled back Nvidia drivers and updated them again. All the while I have found absolutely nothing working or even lightening the problem. I've played with the reprojection settings ... and still nothing. After restarts of the game/steamVR/PC etc I'm still finding no differences each time. It came on very suddenly, and happens every time I play on the vive now. It works seamlessly to begin with before becoming a problem. I've had the vive for almost 2 years now, light use for the most part and recently started using it a lot more. Specs are: GPU: Nvidia GeForxe GTX 1060 6GB CPU: i7-4790 @ 3.60GHz 16GB RAM I have Steam installed on a 250GB SSD with over 70GB free I have my games on a 3TB HDD with almost 2TB free If you need to know anything else, please don't hesitate to ask me - I'm so desperate to get this to start working again. :(
  2. Hi all, I am trying to handle multiple Input events from 4+ Vive Trackers in our UE4 Sim but am unable to do more than 2 and the 2 I get don't come with a signature just passing a generic trigger event. I saw that VIU does handle what I need but it is only for Unity. Any possibility of porting to UE4 or is there a UE4 solution related to VIU? This is for a large project and am open to any help, Thanks @MariosBikos_HTC
  3. Hello, I am trying to create a game in Unity that involves the use of Vive trackers. However, we cannot let others run the Unity project and can only give them a build/executable of the game. There are 3 Vive trackers needed (1 for hip and 2 for feet). Is there a way to have a popup at the start of game that forces users to turn on Vive trackers and assign them to certain game objects in the scene? Thank you! @chengnay
  4. Hello everybody, I am working on a POC of a VR app that would use a lot of Vive trackers. I am looking for the actual maximum number of vive trackers 2019 that can be tracked simultaneously by a single pc. I know that the document describes 11 as max but I wanted to know if this was a absolute limit or if someone was able to add more of them. I can't really invest in a lot of trackers right now so I am here to know if anyone reached the maximum vive trackers limit before i am forced to try myself. Thank you for reading me,
  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. Hopefully this isn't a duplicate So I purchased 3 Vive Trackers a few months ago or so and everything seemed to be fine until recently. I've noticed when I'm in the SteamVR home area (Where you can look at settings, desktop and steam) I keep seeing the tracker around my waist freaking out. For example: tracker starts to float away, tracker starts to show signs of vibration and shaking a lot when standing completely still, etc. It's only the one that I put around my waist. I've seen that covering the tracker completely makes it behave that way but it still happens regardless. Things I've done- - Tucked shirt in and made sure nothing is covering/around the tracker -Switched the trackers around to see if it was just that one tracker -Updated them to the current versions -Moved around the noggle things (forgot the name) And about the update, It seems as though whatever version they were on previously seemed to be better before updating them. Not sure if it's just the timing or if it really did something. I also live in a flat matte style room with no reflective surfaces, not even tiny areas. As well as playing at night so my window is covered (heard that was an issue for some people before). If anyone could provide any help or suggestions It'd be greatly appreciated. Thanks @VibrantNebula @jagibson
  7. Hello, I'm having trouble with tracking when I have more than 2 VIVE TRACKERS connected. Tracking becomes very poor, I experience a lot of jitters. It''s actually unusable. I think it has something to do with bluetooth connection quality and I seek any helpful tips how to improve it. Here is what I have already tried: 1. I have no reflective surfaces in the room. I've even had to replace my wardrobes as those had reflective doors :-). My windows are completely covered. 2. I have tried a couple of setups with base stations. I used 2x VIVE Base Stations 2.0, 4x VIVE Base Stations 2.0, 2x VALVE Index Base Stations 2.0 and finally 4x VALVE Index Base Stations 2.0. Multiple positions were tested. The results didn't vary much. After connecting 4 - 5 VIVE Trackers, I get very poor performance on some of them. And of course - it's random - most of the times one or two trackers has tracking issues, sometimes the controllers start to jitter. 3. I've noticed that when I connect 2 VIVE Trackers wireless with dongles and 3 VIVE Trackers with USB cables, tracking is good or perfect even. To connect the tracker with an USB cable, you need a little trick - first you have to plug in a dongle to an USB port, pair the tracker to that dongle and then remove the dongle and connect the tracker to the same port with USB cable. 4. I've tried turning off my WIFI router as it sends 2,4 GHz signal and can interfere with Bluetooth connections (at least in theory). 5. The trackers aren't placed near any metal objects that could interfere with their antennas. I use the TrackStraps and TrackBelt from the VIVE US store. Do you have any ideas or tips, what else I could test to have good quality, full wireless tracking with two controllers, and 5 VIVE Trackers?
  8. I'm experience numerous instances of issues with the Viveport app, both in user-friendliness and functionality, and would like to submit bug reports to the Viveport app developers. Where can I go to do that?
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