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  1. Hi all, I've had the Cosmos for about a week now, and am having some issues with the controller tracking + room setup. The initial setup was mostly fine, and the Headset and Controllers worked okay for the first day or two; not perfect but about what I expected from inside-out tracking. After that, the controller tracking began to drop out frequently, at first they would re-sync after several seconds but that time has taken longer and longer (to the point where it could take several minutes of waving the controllers in front of the HMD to get tracking back.) Often, the only way to get tracking back is to restart everything, and re-do the room setup process. This also seems to be bugged out where around 70% of the time, at some point during the setup process the camera feed from the HMD will cut out and all I can see in the HMD is a white screen with whatever instructions I'm supposed to do. Sometimes moving to a slightly different location will get the camera feed back, but usually it will cut out again before I can finish the setup. The only way to fix this is to restart my machine and try again (sometimes 3-4 times before I can finish the room setup). In the week I've had the Cosmos, I've spent far more time settings it up and troubleshooting than actually playing! Things I've tried to fix the controller dropouts and room setup issues: Installed the Vive beta drivers Reinstalled my nvidia drivers Restarted (Headset, Vive Console, SteamVR, Computer, everything :) Changed lighting conditions: I added a few lamps to increase room lighting at night. But time of day/lighting levels don't seem to affect when these issues occur Disconnected any unnecessary devices from my PC. Only the monitor, keyboard/mouse and Cosmos are plugged in now. System Specs: i5 4590 (stable overclocked) Nvidia GTX1080 16gb USB3 Windows 10 This is all pretty unacceptable for an AU$1300 piece of hardware. If there's no acceptable fix within the week, I'll be taking this garbage back for a refund.
  2. I want to track a robot in an indoor room of 20*7m and want to put Htc Vive tracker 3.0 on it and use the basestation 2.0 to track the Robot .How can I make this work? Is vive a good idea? does any one knows the acccuracy of the product ??? Thank you
  3. Hello everyone, new cosmos user here. Does anyone else here find that crouching down (especially with the headset facing the ground) completely messes up tracking? My tracking is completely unusable when I crouch, and still messed up for about 20 seconds after.I find myself completely unable to play stealth games such as Budget Cuts, or play other multiplayer games stealthily because of this. Is there a fix? Or is this just another Cosmos tracking error that I'm going to have to wait months for a patch.
  4. I want to get the position of the headset in order to decide if someone nodded or shaked his/her head. Anyone has any idea how I get the position data/values of the headset? Do I need any specific gameObjects?
  5. Hello everybody, I am developing a simple VR scenario in UNREAL ENGINE 4 which extrapolates the orientation data from the VIVE TRACKER (2018) and I am trying to understand how the device (and in general the tracking process) is actually working. My first question is purely technical: does the VIVE TRACKER implement an inertial sensor to obtain the orientation of the device? If yes there is any specification on the marginal errors or drift effect? The second question is for those of you that works in UE4 and concerns the reference system of the TRACKER. While it is clear the orientation of the coordinate system (Right Handed as displayed in the developer GUIDELINES) it is not clear how this is transformed and used in the engine to extrapolate the Roll, Pitch and Yaw angles. The UE4 world reference is a Left Handed system which is defined (I suppose) whit the setting up of the room in STEAMVR, and by moving the TRACKER in the environment I obtain values which are not relatable with the GUIDELINES specification. My guess is that the engine operates a fixed transformation on the TRACKER reference frame, but i would like to receive some help from those more experts in the field.
  6. Hello there. The Cosmos says that my Room is not bright enough, i tried everything to make my room Brighter. On the Rift S i could play at Night. Can you Change the Cameras brightness or something? Cause i really want to play when its dark outside, cause i can only play when the Sun is still out. I hope someone has a solution to that problem! Cya!
  7. Hello. I need help with my controllers, they don't track traffic. Tried unpairing, disable and enable, uninstall and install SteamVR + Vive, install software on another computer, driver updates, computer format. Nothing works, the controllers are still fully charged, paired correctly (green light), but it gets information that the controllers are not tracking movement. I have HTC Vive Cosmos Elite, 2x Base Stations 2.0, 2x HTC Controller (gray) - All new from the store.
  8. Hello, I purchased Vive Cosmos about a week ago. All of my previous HMDs were Oculus, so I had some initial minor setbacks with steam vr, attempitng to use revive, etc. My main issue with the headset now though is the tracking. I get regular warnings, "Your environment is dark" and "learn how to improve your tracking" etc, and my main issues with the tracking are: 1. My hands seem to jigger, shake and change position constantly. Especially visible in Blade and Sorcery, I put the controller at arms length in front of me, and the hands and arms change position slightly every second or so. In some games its almost unplayable due to that jitter, for example Star Shelter on Viveport 2. In Blade and Sorcery, if i just stand straight with my arms relaxed next to my hips, in the mirror my charachter's arms tremble and shake and also sometimes become really long almost touching the floor. 3. Very difficult to pick up objects from the floor, tracking just goes haywire, evident in the game like Abode 2. I spoke to the support, and overall they were quite good and helpful, however none of their solution worked to improve the tracking. I also tried beta versions of vive software and steam vr. In my room I have four warm white LED celing lights, I tried adjusting the brightness but whatever I do, I still get the "dark environment" warning and tracking issues. Normally, I would probably just send the HMD back for a refund or try to sell it on eBay, however I really like the Cosmos otherwise - the visuals, the comfort and the expandable aspect of the HMD.. So Im really willing to try to improve the tracking..
  9. I read somewhere (not sure in Reddit or here) that someone experience that tracking under bright white light is somehow worse than a dimmer, warmer (yellower) light. I use Cosmos in the living room, where my ceiling lights can switch between different modes. So after reading that, I try to switch to a different light mode. And there I have it, super sweet accurate aiming! In case your lights can switch into night mode too, please try it. Or if you don't know if your lights can do so, try switching it on and then off quickly a few times. Feel free to share your experience below. I am not 100% certain if this works for everyone. Hope this helps.
  10. Hello. Because of my room environment, I mounted the VIVE BaseStations(2.0 / 4ea) upside-down. So, the LEDs of basestations face to the floor Now. After the STEAMVR Room Calibration, only two of basestations seem to be in place in VR. The others seem to be connected to STEAMVR, but they are not in place in VR. Do I have to make sure to mount the basestations upright?
  11. so we got an cosmos elite bundle, we got a face plate coming and the elite headset stand alone are we going to get a face plate bundle? Because that's a lot of individual tech early adopters to the cosmos series have to buy to improve their tracking experience particularly if you don't own a vive og. If the cosmos elite bundle is $1699(aud) and a cosmos without a face plate is about $750 (the elite headset $1099 minus the face plate $349) so $1699 - $750 = $949 worth of needed tech, purchasing theses separately from the store is over $1,148.96 + what ever the converter cable costs( face plate $349 + controller $199.99 + controller $199.99 + base station 199.99 + base station $199.99) so that an extra $150 or so we have to pay to be on par with an elite....(I'm in Australia so sorry but I'm doing everything aud but the point is the same) its better to sell my cosmos and buy a elite bundle plus a little cash because buy the looks of things i could buy the og cosmos controllers and face plate after and have it still end up cheaper (og cosmos controllers x2 is $358 + $750 for a plateless head set + pro link box $86.99 = $1194.99 - $1299 = $104 but its the same price as the other face plate at $349). So if you want to upgrade your tracking from og cosmos its gonna cost you $2447.96 all up including you original cosmos purchase or if you bought the elite for $1699 and wanted base station freeless for some weird reason it be $2406 and just to make an additional point buy an og vive estimate 900(they aint that much but what ever) + og cosmos controllers x2 $358 + elite headset only $1099 + cosmos face plate 349 = $2706 it is literally cheaper if u own a og cosmos to buy an og vive new and an elite face plate for about the same as buying all the the other tech then you still have the option to sell the brand new og vive headset for a profit and yes you can still find them lol you can buy the vive pro starter kit for $1299 or upgrade your cosmos og to elite for + $1148.96 thats fairly brutal hell you could buy the kit sell the head set buy the face plate profit damn was only gonna see if there was gonna be some bundle for us early cosmos adopters but I'm almost certain i just convinced myself to buy a vive or pro kit new or refurb then sell the head set and buy the faceplate ....
  12. I got my Vive roughly two weeks ago, and have already come across an issue. Starting two/three days ago, upon connecting the power, the light turns green. Good. Then, upon starting up any program, the light goes red, and the display remains black. However, looking through SteamVR's VR view, the tracking is running flawlessly. leaving the headset perfectly still for a while prompts the screen back into life, but moving it shuts it down again. I have: Checked all cables are secure. Updated AND rolled back windows and drivers Attempted various methods of restarting the computer, SteamVR, and the Vive. Re-installed SteamVR AND Viveport and a lot more. I'm unable to check any cable-based issues due to being a jobless, social drop-out 15 year old who's broke after buying the Vive. @Synthesis @VibrantNebula
  13. Went to beta release last night 1.0.10.4 to check and see if the tracking is improved, can confirm it is not! The headset will not track my hands when playing boxing games, the boxing gloves drift in front of my vision obscuring what I can see. The tracking is also way too slow, when the HMD looses tracking of the controller often times when it reorients the gloves it's too slow and I miss my target. There is also too much drift in this HMD device, this is especially noticeable when playing games and standing still. Both the controllers and the HMD drift when standing still. Coming from the original Vive I know what is possible, this is a terrible state to be in, hire somebody if you can't figure this out.
  14. So due to the way the vive cosmos tracks the hand controllers, pretty much every Archery game experience is awful now. The sniper games are awful as well. When I go to use the bow or sniper rifle, it loses accurate tracking because i'm so close to my face. Using the other two HTC VR headsets, this was not an issue. Both were excellent experiences. However, to play archery and use a bow properly, i can't find a way for this to work. Any suggestions?
  15. Hi folks ! When I run Room setup and pull triggers, i need to scan my surroundings. My problem is that "Scanning" is stuck at 0% no matter where i look. It happened after last update (approx 2 hours ago) and I can't continue. Help me please
  16. I received the Cosmos on Friday, set it up and played a few hours with it and everything went perfectly. Yesterday, I went to use it but couldn't get the cosmos to track at all. Its almost as if the cameras wont turn on. Doing room setup just shows a black screen behind the instructions and if I follow instructions it gets to the scanning phase and then stays there at 0%. While Room Setup is running SteamVR says headset and controllers are tracking but when room setup isn't running they flash not tracking. On the VIVE Console, they are always not tracking. I've tried the "reset headset and settings"and the "clear the environment information" options in troubleshooting multiple times. Ive tried rebooting the PC, restarting Steam, restarting SteamVR and Vive Console, restarting the LInkbox, moving USB cables around. I'm probably just missing something simple but I don't know where to go from here. Any suggestions on how to fix this are welcome. @stvnxu
  17. 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
  18. Hi, I try to install the plugin of ViveHandTracking but doesnt work. When started the Engine Unreal 4.20 or 4.22 appear this mesages that could not be compile and try rebuilding from source manually. I try to install in Unreal 4 and use Vive pro. What i can do ?
  19. 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
  20. My new issue, Loss of tracking , so floating image in the cosmos then grey image, and the headset is crashing and needs to restart any idea? @stvnxu
  21. There has been quite a bit of speculation on the types of cameras used on the Cosmos. Windows Mixed Reality and Oculus headsets reportedly use IR cameras, while the Cosmos uses RGB cameras. IR cameras are known for better low light performance. Many report poor exposure and dynamic range with the Cosmos RGB cameras while using them as a passthrough, which may explain why the headset has so much trouble with lighting conditions. If the root problem is the type of cameras used, then this can't be solved by software fixes, correct? Is there anything the team can say to assuage worries that core problems with Cosmos tracking can be resolved via software fixes, specifically addressing the types of cameras used on the Cosmos?
  22. SDK contains methods to check eyes blinking state: Is there some way to track each eye position separately? For now, the result is "combined": @Corvus
  23. 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.
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