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Found 11 results

  1. 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 black sequentially but quickly. When this happens I DO still have sound, and I DO still have tracking, it's only the video that stops working. The only trend that I've spotted is in resource manager I get a spike on the graphics card usage to 100% immediately before the disconnect. My specs are MSI Z370 SLI + 8700k @ 5.0Ghz EVGA 1080 TI 32GB DDR4-3200 RAM Cl16 Things I have already tried (in no particular order) 1. Resetting all OCs to stock settings 2. Uninstalling and reinstalling the wireless driver 3. Ensuring there is no power management for wireless or pci slots 4. Ensuring everything is set to pci 3 in the bios 5. Ticking enable on the pcieconfig app that comes with wireless 6. Changing the wireless mode 7. Changing pci slots 8. Making sure that the antenna is well above me and pointing down 9. Installing a fan on the wireless in case it was heat related (it wasn't) 10. Trying a new usb cable 11. Trying different batteries 12. Setting the steamvr setting for controller turn off to never 13. Checking the steamvr logs for excessive reflections 14. Ensuring the antenna is screwed in tightly Any help would be greatly appreciated! SteamVR-2020-09-16-PM_11_01_17.txt HtcCU_20200916_222730_25584.txt
  2. 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 successfully tested in SteamVR 1.11.13. The SRWorks Runtime has been installed as well. Any help is much appreciated.
  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. 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 with the headset recognition or camera recognition. No matter how many time I search, I can't get the result. Please help me,,, T ^ T (I'm already do this : ) I'm using the following desktop computer: GeForce Nvidia GTX 1080 Ti 11GB VRAM Intel Core i5-4670 CPU 16 GB RAM Windows 10 pro (64bit)
  5. 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 for 10x10m area. Link: https://www.vive.com/us/support/wireless-adapter/category_howto/multiuser-environment-examples.html This is conflicting with their Vive Pro documentation guide which states that only Vive pro headsets are recommended for the multi-user environment and base station V2.0 would be required. Link:https://dl4.htc.com/Web_materials/Manual/Vive_Pro(Enterprise)/UserGuide/VIVE_Pro_User_Guide.pdf For us, we have been unable to use the HTC Vive headsets in a multi-user environment as one headset keeps showing a green screen (no display output). By far, we have tested the following scenarios using official HTC Vive products: PC1 and PC2 are both built to the same specs: Motherboard: ASUS TUF H370 Pro Gaming Processor: Intel Core i5-9400f RAM: Corsair Vengeance 8GB DDR4 2400Mhz GPU: Nvidia Geforce RTX 2060 Storage: WD Green 240GB SATA III 6Gb/s Scenario 1: Base Stations: 2x V1.0 PC1: HTC Vive with HTC Wireless kit PC2: HTC Vive Pro with HTC Wireless kit Result: Vive wireless= green screen, Vive Pro wireless= working. Scenario 2: Base Stations: 2x V1.0 PC1: HTC Vive Pro with HTC Wireless kit PC2: HTC Vive with HTC Wireless kit Result: Vive wireless= green screen, Vive Pro wireless= working. Scenario 3: Base Stations: 2x V1.0 PC1: HTC Vive wired PC2: HTC Vive Pro with HTC Wireless kit Result: Vive wired= green screen, Vive Pro wireless= working. CHANGING BASE STATIONS TO V2.0 Scenario 1: Base Stations: 2x V2.0 PC1: HTC Vive Pro wired PC2: HTC Vive Pro with HTC Wireless kit Result: Vive pro wired= green screen, Vive Pro wireless= working. The play are has sufficient space, approximately 6x4m and each headset has more than 2x2m spacing. Everything has been set according to the guidelines by HTC (We have been using Vive headsets for 2 years now so we can be considered as experienced users) We have spent thousands of dollars purchasing premium HTV Vive products, we have multiple headsets, base stations, controllers, trackers etc. but our problem is not being resolved and the HTC support is unable to understand the problem. They do not have any solution other than to refer us to unhelpful documentation which is not only conflicting but also we have tried all the scenarios and gone through everything many times. Our activity is already getting very late and we have no help from HTC official support and our issue resolved. Can anyone suggest any solution to our problem? We would be really grateful if some can help. Thanks!
  6. Hi, Could you tell me about Vive pro camera’s spec? I would like to know number of pixels.
  7. 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.
  8. 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 Version 1.9.16 Windows Device Manager shows the Vive Pro Multimedia Camera (Driver Version 10.0.18362.1 dated 21.06.2006) and the device has the VID/PID 0BB4&PID_030E and it is connected to a USB 3 SuperSpeed Port. I also disabled the power management for this port (as instructed in the VIVE online documentation) The Windows USB Drivers for the SS USB Hubs are up-to-date (Version 10.0.18362.1 dated 18.03.2019) Also attached is the LOG File from the STEAM VR Developer module. I also checked the Windows 10 Privacy Settings for Cameras (everything enabled but no special entry for Vive or Steam can be found there) but to make sure, i tested if the cam is visible/available to other windows applications. And yes, the cam gets detected as a device in e.g. Corel Video Studio but i could not capture something - but that could be normal/OK. So, what can be done or are there any tools or progs where i can test/see if the cam is just "dead" or if that is only a Software issue, or any things i could try in addition? Best regards and TY for all help - much appreciated. Steam_VR_LOG.txt
  9. 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 material as a texture. This is a particular mesh : it's an anamorphic plane (96° horizontally, 80° vertically). this mesh is transformed by the HMD matrices, and it's offseted a little on forward axis by few centimeters. Then i scaled up the mesh to become really far without changing anything in the field of view. If test it this way, everything seems promising, but if i add 3d objects in the scene, we can clearly see this is not working... The rate of rotation/translation is inequal. Any idea ? Thank you. @Daniel_Y @reneeclchen @Andy.YC_Wang @Jad
  10. 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 2080 Thanks in advance for all your help. @Daniel_Y @reneeclchen
  11. 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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