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Showing results for tags 'vive pro 2'.
Hey We're trying to use Hand Tracking on the Vive Pro 2 in unreal, we have it working with a normal Vive, but it gives the error in the logs: LogVHTEngine: Error: Start camera failed, retrying... LogViveHandTrackingComponent: Error: VHTEngine start failed: Camera The cameras are working correctly as they work when tested in SteamVR. According to the Aristo log its trying to start a Cosmos camera (which fails cause we're not using a cosmos), so it hangs for a while looping through looking for the camera: Start Cosmos high resolution camera error: NoCameraDevice Start Cosmos camera error: NoCameraDevice It then loops through NoCameraDevice a bunch, before giving up. I've attached the log, I'm assuming this is because the Vive Pro 2 is new and isn't supported yet, wondering when support would be added for this, and if there's a possible work around for now? Thanks Alex Aristo.log
I had a flickering display which got fixed in an update, but sadly now myself and others on Reddit are seeing vertical lines with head movement. If you keep still they go away. This has been an issue on headsets before, most notably the Valve Index, but I believe the cured it by adding "Column Correction" or something. Here's an image showing the exact symptom. It's from a Reverb G2, but it's the same thing we all see... Q329F0j.jpg (2188×1460) (imgur.com) It's very distracting and immersion breaking, once you see it you can't unsee it. Some have said it was an update that brought this issue and they didn't have it before. I can't say either way for myself as my display flickered too much
So I just got my Vive Pro 2. I had an original Vive, upgraded to Vive Pro in 2018( followed by the wireless adapter a year later) and now I've supported HTC again by upgrading to the VP2 and going back to wired to take advantage of higher rez and refresh rate......... So....a few questions I hope somone with knowledge can answer, first I've played with the settings in Vive console and done default display which is Ultra ( 4896x2448, 90hz) and also bumped it up to Extreme ( 4896x2448, 120 Hz)......I understand mabey not noting any difference in 90 vs 120 HZ but frankly I see zero difference in resolution or clarity over the Vive Pro at all ( Half Life Alex, No Man's Sky, Walking dead, or even Home)...I have Steam VR at default which is 100 percent I guess. Is there somthing I'm missing?.....Also, No Man's Sky seems to be a choppy graphical mess now. Granted it's been a year since I played it on Vive Pro but it was butter smooth then, so IDK if it's Vive new software or the game. Second and last, it appears that in all 3 of these games when I move my character in game, either walking or turning my head my FOV shrinks. Like dark circles or tunnel vision. If I stop moving the darkness retracts. I never noticed this before and it's game ruining for me really. In addition to all this the general FOV feels like less than the Vive Pro despite being higher on paper, the clarity seems the same or less even despite apparently being a significant jump over the Vive Pro. My specs: i9 9900k, EVGA 3090 FTW, 32 gig ddr4 3200mhz, Samsung 960 pro 1 TB M.2 SSD Somone please help me with this........and change my mind. Thanks in advance.