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  1. The most recent Wave SDK is version 3.2.0 (Beta) (Released August 11, 2020) https://developer.vive.com/resources/vive-wave/ [Important Note] This Beta version includes Experimental Features that require a different ROM version than 3.07.623.x (Update: Aug 13: See REQUEST ROM ACCESS at bottom of post.) We’d like to hear your feedback on how to improve the design interface, performance, user experience, and more. Some of the Experimental Features (specifically hand tracking and gestures) only work with a new Developer ROM, so do not submit content with these features to the Viveport store for Publishing (yet). More information to follow soon for when these upgraded ROMs will be publicly available. . Major New Features include: Unity XR Plug-in Framework Support Hand and Gesture Tracking. Please note these features are experimental and are likely to be updated in our next SDK release. Passthrough Support via new APIs. Adaptive Quality and Foveated Rendering are now enabled by Default. This can be modified in the WaveVR settings. Please review the Release Notes for more information about the great new features and for Important Changes - https://hub.vive.com/storage/docs/en-us/ReleaseNote.html#release-3-2-0 And leave any feedback or questions on the forums so that we can get back to you and the community. Wave Unity and Unreal SDK Recommended Versions: Unity 2019.4.3 or newer - see https://hub.vive.com/storage/app/doc/en-us/UnitySdk.html Unreal 4.24 or 4.25 - see https://hub.vive.com/storage/app/doc/en-us/UnrealPlugin/UnrealPlugin.html REQUEST ROM ACCESS In order to use the experimental features found in Wave SDK 3.2.0 you’ll need to upgrade to the latest ROM (go to Settings > System Update). Make sure that your device is upgraded to the latest public ROM before you request access to the Upgraded ROM. Focus Plus: 3.07.623.3 Focus (dev kit): 2.04.1400.2 Upgraded ROM Version Info: Focus Plus: 4.01.623.320 Focus (dev kit): 3.11.1400.320 Please write to vivefocus_global@htc.com and provide your: name, company, device type (Focus or Focus Plus), HMD serial number, and your current ROM Version. Once your request is processed, then you will receive a FOTA Update for the latest ROM version for your device. Expect 2 business days turn-around time.
  2. 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 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
  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
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