Jump to content
 

Search the Community

Showing results for tags 'wave sdk'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • VIVE
    • Vive Community Forums
    • Vive Technical Support
    • Developer Forums

Blogs

  • Viveport Blog
  • Viveport Reviews
  • Viveport SDKs and Downloads
  • Developer Blog
  • Vive Blog

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


About Me

Found 7 results

  1. Wave SDK 3.1.94 Early Access and Experimental ROM 3.07.623.336 - How to Request Access Find Wave SDK 3.1.94 Early Access here - https://developer.vive.com/resources/2020/04/01/vive-wave-sdk-early-access-updated-3-1-94/ To receive ROM access, read on..... This SDK has a medley of new features, including: Pass Through Passthrough cameras triggered when exiting virtual safety wall Use HelloVR to test this effect Also press twice power button to enable Pass Through, and you should see the launch time is very quick. Hand Gesture & Tracking A Gesture sample Gesture_Test is provided in the wvr_unity_samples.unitypackage. You can find the sample under Assets/Samples/Gesture_Test. https://hub.vive.com/storage/docs/en-us/TheGestureUsage.html 3DSP Audio You can build a demo app inside wvr_unity_Vive3DSP.unitypackage to see the effect of Vive 3D Audio. AudioTestApp scene is in Assets/Vive3DSP/Samples/AudioTestApp/Scenes. https://hub.vive.com/storage/docs/en-us/VIVE3DSPAudioSDK.html Direct Preview for Unreal https://hub.vive.com/storage/docs/en-us/UnrealPlugin/Unreal_wavevr_DirectPreview.html Adaptive Quality (now working in ROM update 3.07.623.336) Adjusts CPU/GPU rendering performance levels to improve FPS https://hub.vive.com/storage/docs/en-us/WaveVR_AdaptiveQuality.html REQUEST ROM ACCESS In order to use the new features found in Wave SDK 3.1.94 you’ll need to upgrade to the latest ROM (go to Settings > System Update). Please write to @Tony PH Lin and provide your name, company, device type (Focus or Focus Plus), HMD serial number, and your current ROM Version. These are the ROMs required to receive the special ROM: Focus Plus: 3.07.623.3 Focus (dev kit): 2.04.1400.2 Expect 2 business days turn-around time. Once your request is processed, then you will receive the FOTA for ROM version 3.07.623.316 for Focus Plus or ROM version 2.11.1400.216 for Focus. You will then need to make another system update to ROM version 3.07.623.336. If you have any feedback please share with us in the comments. Cheers, The Vive Wave Team
  2. The most recent Wave SDK is version 3.1.6 (Released January 2, 2020) https://developer.vive.com/resources/knowledgebase/wave-sdk/ Here are the release notes and latest development guides: https://hub.vive.com/en-US/profile/documents Release Notes Wave SDK 3.1.6 SDK Plugin Recommended Versions: Unity 2017.4 LTS - see https://hub.vive.com/storage/app/doc/en-us/UnitySdk.html Unreal 4.22 - see https://hub.vive.com/storage/app/doc/en-us/UnrealPlugin/UnrealPlugin.html Unity Changes Update dp Server to 0.4.5.3 due to expiration date. Bug fixes Direct Preview failed to open. Extension Method Collision with SteamVR. Avoid potential null reference and GC. Unreal Bug fixes Fixed “RenderMask cause crash” issue. Known Issues Does not support IME in current version. See Release Notes for more information on Unity and Unreal Engine Plugins as well as former SDK versions - https://hub.vive.com/storage/docs/en-us/ReleaseNote.html#release-3-1-6
  3. Back in release 2.1.8 we were told to make sure to handle BOTH the new Alias1_Trigger and Alias1_Digital_Trigger in our code. In Wave SDK 3.1.6 the new WaveVR_Button List was introduced but for some reason the DigitalTrigger is commented out. Our app needs to run on BOTH focus and focus plus. Can someone help us figure out what buttons map to which enum values as of 3.1.6 See the Assets\WaveVR\Scripts\WaveVR_ButtonList from the latest unitypackage for Wave SDK 3.1.16: @Cotta @Tony PH Lin
  4. Hello HTC Engineers and devs, We are considering developing for the Focus + with the Wave SDK and had some questions we were hoping to get some advice on! 1) Engine version. Our title is built with UE4.21.2 We don't plan to upgrade the engine in the near future. We are wondering if the WaveSDK for UE4.21.2 is still able to be used, or an UE4 engine update is required? 2) SceneCapture2D. We use the SceneCapture2D a lot with our title (on Oculus Quest) and we've seen this WaveSDK forum thread from around 3 months ago: https://forum.vive.com/topic/6552-can-not-use-scenecapture2d-with-multiview-and-multiviewdirect/ We are wondering if this is still a known issue or it's been fixed. We had a similar issue with the Oculus Quest SDK too but had a fix. 3) Performance. When testing out some free games from the store, and when just using the Focus+ dashboard / store environment with no other apps running, there seems to be a lot of performance issues - Low frame rate, juddering, etc. Does the WaveSDK have Fixed Foveated Rendering to improve performance? I can't see it in the docs, but did see it mentioned in the forums. For reference, the current OS firmware we are using is: 2.04.623.2 4) Platform features like Leaderboards and Achievements. I quickly searched through the SDK docs but couldn't find anything regarding this. Does the UE4 SDK support leaderboards and achievements? 5) Tracking. When moving the controllers around, the tracking does not appear close to 1.1. We've seen a thread on the forum about drawing a figure-8 pattern and we will attempt that today. We are wondering what the tracking latency is for the controllers when working correctly. Thanks for reading and we'd appreciate any thoughts on the above. @Cotta
  5. We've run into an issue migrating our app from the Focus to the Focus Plus. We are using the Native Media SDK (NdkMediaCodec.h) for decode. For whatever reason the same NDK decoder that works fine on Vive Focus, doesn't work on the Focus Plus. What happens on the Plus is, a couple frames get decoded, and then decoder stops producing output. There are no related errors in Logcat. The only difference I can see between the two devices is the Wave SDK version. Any ideas? Thanks, Krasi @Tony PH Lin
  6. Hi! We use a Vive Focus in Kiosk mode, and we need to keep our headsets ON with an application running, while they are charging. Unfortunately we noticed that when a headset is charging and displaying an image, its battery decreases faster than it increases. In that regard, we thought we could charge the headsets in sleep mode. However, sleep mode seems to pause the application which is running, and cuts all connections to our server. Is it possible to keep the headset connected to the socket while it is in sleep mode? And Is it possible to keep the application running in sleep mode? Thanks! Damien @Tony PH Lin @Cotta
  7. Hi everyone, The last week i bought a HTC Vive Focus plus with the Vive Entreprise Advantage for Focus Plus. To test it, i download on unity the WaveVr SDK with Samples scenes, but i can not build or export this example on my HTC Vive Focus Plus. Can you help me solve this problem please? @Cotta @Tony PH Lin
×
×
  • Create New...