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Found 12 results

  1. 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.
  2. Hey folks, I've had the vive pro with wireless since wireless came out, with mostly, infrequent issues. However, I just booted up the vive for the first time in a while and I'm now getting the gray screen disconnect within minutes of starting to play any graphically intensive game. Specifically, I have been testing it with Alyx now because I know it used to work without issue as I played all the way through it when it came out. When I get the gray screen, the screen goes gray (duh), and then there is an animation like an old CRT monitor turning off where everything constricts to bl
  3. Hi, I'm using the SRWorks SDK – 0.9.0.3 Version and getting the following error in the demo scene of ViveSR_Experience in Unity 2019.2.5f1 when hitting play: Runtime Error! Program: This application has requested the Runtime to terminate it in an unusual way. Please contact the application's support team for more information. Unity quits when I hit the OK button. I tried following the Guide "VIVE Getting Started with SRWorks Experience in Unity" but the error occurs anyway. I'm using the Vive Pro Eye if that matters. The camera has been activated and successfull
  4. 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
  5. Hello I bought vive pro eye to do eye tracking at unity. But, when I start eye tracking calibration in steamVR. adjust the headset up and down to fit the frame. Even if the headset up and down, the image does not change. and I can't go next step...just stop ; - ; In addition, the camera in SRruntime is not recognized. (And I connect my vive port to graphics card connected to the monitor.) I reinstall several times after deleting all the program(steamVR, SRruntime, etc,,,). SteamVR also 'Camera communication failed.' I think it is a problem wit
  6. Hello Everyone! We are having issue trying to use the Vive headsets in a multi-user environment. We have been doing it succesfully in the past, but in our experience we have noticed that things get messed up whenever there are updates to SteamVR, firmware upgrades to headset, controllers, trackers etc. The HTC documentation is conflicting and unclear. For example, on their official website, it is stated that Vive/Vive Pro headsets can be used together in a multi-user environment and the only thing mentioned is that 2 base stations are required for a 5x5m area and 4 base stations
  7. Hi, Could you tell me about Vive pro camera’s spec? I would like to know number of pixels.
  8. Hello, i own a vive pro with 2 controllers 1.0 and 2 base stations 1.0. I would like to know if it is possible to add a 2.0 base station to better track my hmd in my seated zone ? I already know 2.0 cannot track 1.0 controllers, but this doesn’t matter for my setup, i only need the hmd to be tracked with the 2.0 base station. thanks for the answers 🙂 have a great day ! Fabien.
  9. Just received my Vive pro yesterday and the setup was flawless and without problems. The controllers and the HMD was updated by STEAM VR to their latest firmware - so all looked fine. But while playing around with the Chaperone, i noticed that my Dual Front Cameras are not working or at least can not be enabled. I always get a "Camera Communication Error" in STEAM VR when testing the CAM So here is the setup and description for everything. All the info is also provided with the attached screenshots. I am using Win10 64 BIT ( win10_1909_build_18363.535) and STEAM VR Versio
  10. Hello, I was wondering if anyone could share what is the algorithm or worflow used by SR Works for example to make a see-through mode ? So first, is there any possibilities to get each camera intrinsics from OpenVR ? Do I need to call another API for that ? In OpenVR I am able to acquire a current front facing camera framebuffer, which is upside down and displayed as top/bottom for the left and right camera in the same image ( i actually use the distorted framebuffer). The problem comes after that... what can I do with this image ? In Unity, i apply the image on a mesh m
  11. Dear community, When I use the Vive Pro as the see-through mode working on the Plugin-Unity-0.8.5.0, the horizontal plane is leaned. The Experience-Unity-0.8.5.0 has a mode to calibrate the front cameras, and the settings may be saved to a registry for the Vive Pro using ViveSR_DualCameraCalibrationTool. But, I think that the settings are not be loaded in my project working on the Plugin-Unity-0.8.5.0. Please let me how to enable the calibration on the Plugin-Unity-0.8.5.0. My setup is as follows: ・Windows 10 64bit ・SRWorks v.0.8.5.0 ・Nvidia RTX 2
  12. Hello! My PC cannot detect vivepro headset very often. What is the problem? Now when my pc cannot detect headset, I just follow HTC's official guide. Exit SteamVR -> unplug link box -> And wait a few seconds, link it again. Is there anyone knowing what is the problem? Maybe Cable is not connected tighten condition? Please help me T T
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