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Found 16 results

  1. How can we make the PassThrough content as a texture streaming like we use a webcam? In other words, I want to render the PassThrough to a plane as a texture. Platform: Unity3D 19, Windows Device: VIVE pro
  2. I have access to two Vive Pro Headsets. They are usually used in wireless mode and everything works fine. Now I have one headset for a temporary setup in standard/wired mode and have graphical issues (see picture attached) with red, blue and green dots flying arround. I googled a bit and the usual answer was a faulty HDMI/DisplayPort cable or Link Box. I could check this with the additional hardware from the other headset: cable PC<->Link Box, Link Box itself and cable Link Box <-> headset. The issue always stays the same, Any suggestions to solve this? Hardware info: Ryz
  3. I'm sure this has been around the horn a few times but i cant get my HTC Wireless Adapter to run smoothly - some applications its "OK" but others its unplayable with stuttering, pixilation and grayouts or blackouts completely - i have scoured the internet and tried every possible idea others have suggested - swapping all available PCI slots, forcing PCIe 3.0 in BIOS, uninstalling and reinstalling steam VR, Vive wirless, updating drivers and BIOS, relocating antenna to various locations ensuring line of sight - i see others with less powerful hardware boasting flawless results - i have OG Viv
  4. Hello guys. I'm asking for your assistance for choosing a laptop to develop VR (HTC VIVEPro) simple games in unity. just for your information, VivePro supports only and only display port. the laptop I am looking for, must not only satisfy a display port 1.2+, but also the port defined for this purpose must be wired to GPU. thank you in advance.
  5. Hi everyone, I really need help here. I have a vive pro with the wireless adaptor. everything was working perfectly for 2-3 months. since I update StreamVR (maybe a coincidence) my helmet goes to a black screen every time I use it BUT I still hear the audio and people who are looking at the computer see what im doing in the game. Sometimes after 5min, 15 min or 30min. I reach out to tech support (amazing service) but they couldn't find the problem. We look at a tone of parameters and nothing changed. I changed the cable from the helmet to the wireless adaptor, I changed the adaptor , the
  6. So ive had the vive pro wireless for a while and I have mainly 2 problems. 1.The audio keeps cutting out and in till the audio cuts completely 2.the headset randomly restarts on its own every once in a while. please help I havent found a solution
  7. 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
  8. 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
  9. 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 doe
  10. 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
  11. 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
  12. 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
  13. 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 p
  14. 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
  15. 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
  16. 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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