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Found 10 results

  1. Hi there, we are developing an eye test over a vive pro, and for comparison to an existing test we need to capture exactly what viewport is rendering at the original resolution (1400x1600 per eye). Does anybody think about a solution or aproach to get this. Put another camera in the rig is not the solution, we need to know which pixels are the user seeing and which not. @Corvus @MariosBikos_HTC
  2. Hello, For a research project, we would like to know the the optical distance between the lenses and display in the Vive Pro headset. Alternatively, the physical distance and the focal power of the lenses (which we would then plug into the lens makers' equation). Could you please advise? Are there specs available online? Brooke @Jad
  3. Dear all, we were using webxr a lot either by Google Chrome or by Edge. Fire Fox currently does not support WebXR. Currently we are facing the fact that both Edge and Chrome (83) return "VR not supported", although the HTC Vive is connected and SteamVR and "Viveport VR" manually started do run and show a scene. Does anyone else face the same issue? Example: https://threejs.org/examples/?q=webxr#webxr_vr_cubes
  4. I'm experiencing an issue with Vive Pro Wireless where the view in the headset becomes pixelated then clears up again several times a second. This pixelation happens regularly and seems to correspond with the pink lines in the SteamVR performance graph screenshot attached below. It happens even if the SteamVR home is not launched with SteamVR and in every game I've tried wireless with. The system works perfectly when the headset is wired instead of wireless. When looking at task manager performance while running SteamVR home, the CPU usage doesn't seem to get over 50% and the GPU usage doesn't seem to get over 70%. Here are the things I've already tried based off of my searches: 1. Ensuring everything is up to date, particularly GeForce drivers and system bios updates 2. Set VRCompositor.exe and VRServer.exe to high priority 3. Ending as many background processes as I could 4. I tried changing the steamvr display settings and settings in the NVIDIA Control Panel but maybe not the correct ones Are there any ideas on ways to fix the regular pixelation I'm seeing? I've attached the system report text file in case it is any help. Let me know if more information is needed about anything. System: Intel Core i9-9900K CPU @ 3.60 GHz 32.0 GB RAM GeForce RTX 2080 SteamVR-2020-04-26-PM_01_10_31.txt
  5. Hello. I have a quick question to users who use the Vive Pro (or an another supported HMD) with the Wireless Adapter. Does anyone have still problems with a AM4-based platform, combined with the Wireless Adapter? Or are these problems already solved in the past time? If I may ask, which boards are you using if this problem are solved? The Disclaimer from HTC on their product page are still existing, so I'm not sure at all. I had a short conversation with the support who I tell this problem but the support said that the poblems are already solved. I saw a topic on Reddit which someone says that is depending which chipset you have on your board and it can be different between brands. (like ASRock, Asus, MSI, etc.) Also I saw a official patch or hotfix which isn't available anymore. I just need a few confirmations if possible. Best regards.
  6. Hi, We would like to create an AR/XR experience where individuals can play a soccer game in their real environment. So basically we would place a 360 camera on the head of the player and track his/her feet and hands with VIVE Trackers and create a virtual ball and goal. To minimize latency, we would like to upload directly the video signal that comes from the 360 camera to the headset, so we opted out streaming services. Could anyone please advice us if there is already a solution for this, or even where to start? Thank you! @Jad
  7. Want to pass along some feedback as a consumer, Vive Pro owner, Vive Cosmos owner(just got it and started trying it out since last week), Oculus Quest owner and business owner. First, let me start off by saying that the Vive Pro has been great, in many regards. The biggest strong point of the Vive Pro over other gear is the outside-in tracking which is super reliable. If I had to compare the Oculus Rift with the Vive Pro, it would be like comparing an Squier guitar with a Fender. Fender's are high precision quality and what someone wants, when budget isn't an issue. If you plan to perform or you play guitar often, Fender is your only option. While an Squier makes for a nice beater guitar. Squier is entry level only. It would be a mishap for Fender to try and compete in the Squier market. HTC taking on inside-out tracking was exactly that with the Vive Cosmos. As a business owner, one thing I've realized after owning many businesses is that you want to own your strengths and make them stronger. Market those. Don't try to compete on someone else's home turf. The inside-out tracking is what it is. Whether it's the Oculus Rift or the Vive Cosmos with the beta patches, it's only 90-95% accurate. For someone like myself who has really enjoyed games requiring exercise, accuracy, speed, etc. such as Beat Saber or Sairento VR, that super accurate tracking of the Vive Pro is great. Going backward is just not an option once I've gone Pro. That should be the first thing you put forward in any marketing campaign. It is why someone should choose the Vive over some other model. Let me ask you a question. Why do people spend $1500+ for a high end gaming PC? A lot of people do. It's because they tried out the $800 one from WalMart and found that wasn't good enough for the PC games they enjoy. They like gaming and so they find they need something that's more than 90-95% accurate. They want something that's 99.5% accurate. So AlienWare or MSi pick up that market. I realize you've got a mask coming out for the Vive Cosmos so it can do outside-in tracking, and that's great. But what I'm getting at here is marketing and development strategy. Oculus is laying the groundwork for you, introducing people to VR. They are actually doing you a favor. Now all you have to do is market yourselves correctly and you'll get a big chunk of those to upgrade into an HTC Vive or Vive Pro. Cheers, Jeremiah Johnson
  8. Hey, I'm trying to get SRWorks working on Unity so I can access the front cameras on an HTV Vive Pro. After I import the SRWorks package, open the sample scene and hit play, my Unity editor stops responding. Occasionally when I reopen the project there'll be an error suggesting there was a memory overflow (not to mention my memory rocketing to 96% lol). I'm running this on Unity 2019.2.10f1. Has anyone seen this problem before, or know how I can solve this and get SRWorks working? Thank you @Daniel_Y @Corvus
  9. Hello. I would like to develop a VR content compatible with Vivo pro, but I need voice recognition function in it. So l would like to ask you a few questions. 1. Vivo pro is equipped with the microphone. And I wonder this microphone also support voice recognition, not only the normal audio input function. 2. If it does not support voice recognition, I wondor if we can put(install?) plug-in for voice recognition in vive pro, so that we could develop a content with voice recognition function that is compatible with vive pro. / or you can put plug-in in vive pro for us. 3. If it’s possible, Please let me know what plug-in those are (the kinds of plug-in for voice recognition), and what development engine it can be used for (compatible). Will appreciate if you can give me an answer. Thank you. JH
  10. Hey, I finally got the HTC Vive through amazon brand new. I used it yesterday and set everything up and it was perfect. Today I come and try to hook everything up to get it going and everything is working but one of the controllers. They were both charging together but only one works. I'm confused since it hasn't even been 24 hours of me having it. I tried charging for another hour and reset and repairing everything. But there is still nothing happening with it. No led's no sound no connection no power. Please help Cheers
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