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  3. Hello! I've been successfully running a VR Arena in Brussels for the last 6 months. The exhibition has now moved to Bahreïn and I'm using the exact same setup. The devices and the router are the same I used in Brussels (Nighthawk RAXE500 and 30 Focus 3 headsets running on 899.684 firmware). Configuration hasn't changed on the router. Batch configuration for the headsets haven't changed either. Before shipping everything to Bahreïn, I cleared the old map from the group the headsets were assigned to, removed the headsets from the group and cleared the map on each device. Upon arriving at the new location, I scanned the new Map with an HMD and connected it to the internet via the router to upload that map to the VADMS, by assigning it to the old group, using the old batch configuration where the 5g and 6g networks of the router are listed. I did not see at the time that my headset connected to the 5G network instead of the 6G. Upon trying to reassign the other headsets to the former group on which I simply updated the map, I noticed that the HMD's could not see the 6G network. I see wifi 6e is not supported yet in Bahreïn. - Could this be the problem? - Is there any way to be able to work around it? - If not, what else could cause the issue? - If nothing can solve the problem, what is the risk of running this VR Arena on a 5G network instead of a 6G? I'm going back home on Monday (2 days from now), so time is of the essence here!! Thanks in advance for your help, I've been stuck on this all day and starting to feel desperate. Julien
  4. Does anyone have any ideas? I've been working on this issue for almost 3 weeks now. Support has been trying to assist. I've sent them my project and they can build and run it. I'm running Windows 11 and it appears that the Vive OpenXR plugin is not working because if I disable it in my project I experience the same issues. Has anyone used Windows 11, UE5.3.2 and the Vive OpenXR plugin on an XR Elite with any success? When I build: ATHelper: Packaging (Android (ASTC)): Error [GENERAL | xrCreateInstance | OpenXR-Loader] : LoaderInstance::CreateInstance chained CreateInstance call failed UATHelper: Packaging (Android (ASTC)): Error [GENERAL | xrCreateInstance | OpenXR-Loader] : xrCreateInstance failed Warning: Required extension XR_HTC_passthrough is not available Warning: Required extension XR_HTC_hand_interaction is not available Warning: Required extension XR_HTC_facial_tracking is not available Warning: Required extension XR_EXT_eye_gaze_interaction is not available Thanks!
  5. I did talk to a Vive dev yesterday. Both bugs will probably be fixed in the next SteamVR update.
  6. Hi Pascal, sorry I don't know if it's a Vive or SteamVR problem. We ended up making our tool to modify steamvr.vrsettings to use our custom bindings instead of adding suggested bindings from our games. Yeah it'll be great if we can get Vive devs attention here...
  7. Last week
  8. Hey Jerry, yeah I was able too replicate the problem you described. I had only tested with one action binding until now, but this is another big problem which needs to be fixed. I wonder if Vive or Steam devs did absolutely zero testing on the Vive tracker OpenXR extension! Did you find a workaround to get the suggested bindings working, Jerry? If this is a SteamVR problem and not fixable by Vive developers, what is the best way to get SteamVR developers attention? If any Vive devs are reading this, can you please help letting valve know about the problem?
  9. Hi @unko, We understand what's your requirement and expectation, and may need to have internal discussion and estimation how we can support this and the possibly timeline. Might get back you shortly next week. Thanks.
  10. Not sure if it's related, but I face weird behavior as well. If I try to add multiple bindings to the same tracker role, it tries to add the first bindings for all actions. For example, if I add the following: Bindings.Add(XrActionSuggestedBinding{ Tracker.GripAction, GetPath(InInstance, Role + "/input/grip/pose") }); Bindings.Add(XrActionSuggestedBinding{ Tracker.TriggerAction, GetPath(InInstance, Role + "/input/trigger/click") }); The output of the bindings ends up with: ... "poses" : [ { "output" : "/actions/ue4/in/vive-tracker-grip-tracker_shoulder_right", "path" : "/user/shoulder/right/pose/raw" }, { "output" : "/actions/ue4/in/vive-tracker-grip-tracker_shoulder_right", "path" : "/user/shoulder/right/pose/raw" } ] ... See the records are duplicated, and if I add three actions, there will be three identical records. And if I change the order: Bindings.Add(XrActionSuggestedBinding{ Tracker.TriggerAction, GetPath(InInstance, Role + "/input/trigger/click") }); Bindings.Add(XrActionSuggestedBinding{ Tracker.GripAction, GetPath(InInstance, Role + "/input/grip/pose") }); I get the following: ... "sources" : [ { "inputs" : { "click" : { "output" : "/actions/ue4/inavive-tracker-trigger-tracker_shoulder_right" } }, "mode" : "button", "path" : "/user/shoulder/right/input/trigger" }, { "inputs" : { "click" : { "output" : "/actions/ue4/inavive-tracker-trigger-tracker_shoulder_right" } }, "mode" : "button", "path" : "/user/shoulder/right/input/trigger" } ] ... I tried to add bindings to different profiles ("/interaction_profiles/khr/simple_controller", "/interaction_profiles/htc/vive_controller", "/interaction_profiles/htc/vive_tracker_htcx"), only "/interaction_profiles/htc/vive_tracker_htcx" has this issue.
  11. Thank you for your reply. The reason I want to get the pupil diameter at 50Hz is to investigate the responsiveness of the pupil diameter to what is projected by the XR(VR). Therefore, I would like to reliably capture about 50 changes per second (once every 0.02 sec) for each eye. I am currently developing this in a big hurry and if you think you can solve this problem quickly, please let me know how to do it. If 50Hz is too difficult, we can work with about 25Hz. Anyway, I would like to have more than 10Hz.
  12. Hi @unko, Could you share your purpose of getting real time pupil data? 50Hz is for each eye? or both eyes? If 50Hz each eye means 1 sec update 50 times. For both eyes means 1 sec update 25 times per eye. Which is your need?
  13. Hi @Virtus, Did you try this? https://hub.vive.com/storage/docs/en-us/HowToGetButtonEvent.html
  14. I have another question now, related to all of this : The function retrieving info about the controller does not work anymore. Is there an option, a package or someting I forgot to check ? A really basic thing : void Update() { if (ButtonFacade.YButtonPressed) { Debug.Log("Y Pressed"); passthroughHelper.ShowPassthroughUnderlay(!Interop.WVR_IsPassthroughOverlayVisible()); } } private static class ButtonFacade { public static bool YButtonPressed => WXRDevice.ButtonPress(WVR_DeviceType.WVR_DeviceType_Controller_Left, WVR_InputId.WVR_InputId_Alias1_Y); } I can't find in the documentation what to do to actually make it work
  15. @VIVE_chengnay Thanks for your reply. I will keep that in mind, but it still doesn't help me with my problem. How can I either get root access. Or how do I change the build.prop or default.prop, or ensure that port tcip 5555 stays open. So I don't need to connect (again) with usb in order to open this port.
  16. Thanks for the reply. Its update rate is a big issue because I want to get real time of pupil changes.😢 It needs to be around 50Hz.
  17. Hi @vrgh, If you're using Wifi ADB, battery tends to drain faster, it is recommended to connect your device to power cable.
  18. Device is vive focus 3. When connecting to tcp ip 5555, for wireless debugging of using adb commands to start applications. I first need to connect with USB... But when battery is finished or Vive Focus needs to be rebooted I need to repeat the usb connection first, in order to get the port 5555 open for wireless adb access. As this is important for me as I can do lots of batch file and launching apps from my PC directly to Vive Focus headsets. Can somebody help me either get root access or be able to modify the BUILD.prop file. So I can make it persistant. I do understand that 5555 port is probably security risk, but you can also use a different port nr for this. Many thanks in advance. Below a few solutions I found on the internet. Another solution: but also needs root access. su setprop service.adb.tcp.port 5555 stop adbd start adbd One solution, but I need root access for this. You can set service.adb.tcp.port=5555 in /default.prop or maybe /system/build.prop. But this isn't such a great idea, since it leaves you phone open to everybody wanting to gain shell access to it over the net.
  19. Hi Henrik, I would like to open a port via adb, tcp ip 5555, so I can wirelessly debug and send commands via adb. However when the Vive Focus 3 hmd restarts, I need to connect with USB first before I can open the port. I would like to have it persistant, so that a port *like 5555, can be used to connect wirelessly regardless if the HMD reboots. This so far as I can tell can only be done via root access, which I don't have. A way to do so is to modify build.prop and there are some other ways. Would you be able to let me know if you can get this done somehow, I am willing to pay for your time of course.
  20. Let me know if there is any other information you need. model : vive XR Series release: 7.0 system version: 1.0.999.624 launcher version: 1.6.0.80 kernel : 4.19.81-perf-dirty build number QKQ 1.210528.001 release-keys wave SDK version: 5.6.0
  21. Thank you very much. It's vive wave xr pulgin essence 5.6.0-r.10.2 I have also installed vive console for steam vr from steam on another project and have used SR anipal. these are the two things I have in mind regarding eye tracking.
  22. Hi developers, I have a problem with SteamVR/OpenXR suggestedBindings. For Vive-Controllers there is a mismatch between the input-name in SteamVR and the OpenXR-Specification. The menu button is named "menu" in openXR-Specification, but is named "application_menu" in SteamVr. When I suggest `XrActionSuggestedBinding(MyAction, FOpenXRPath("/user/hand/left/input/menu/click")` it works fine and steamVRs binding will look like this { "inputs" : { "click" : { "output" : "/actions/ue/in/vive_left_menu_click" } }, "mode" : "button", "parameters" : { "force_input" : "click" }, "path" : "/user/hand/left/input/application_menu" }, so somehow SteamVr seems to reinterpret "menu" as "application_menu" and it is working correct But when I do the same for vive trackers it will not be translated to the correct path (I am using the pogo pins) ` XrActionSuggestedBinding(MyAction, FOpenXRPath("/user/vive_tracker_htcx/role/chest/input/menu/click") { "inputs" : { "click" : { "output" : "/actions/trackers/in/chest-menu" } }, "mode" : "button", "parameters" : { "force_input" : "click" }, "path" : "/user/chest/input/menu" }, The binding will not work for tracker menu pogo pin, unless you change it manually to "application_menu". Do you think SteamVR developers forgot to make the name translation for the trackers and only did the controller? I need to get the bindings to work without manual adjustments.
  23. Thank you very much.!!!!! Your careful follow-up helped me to achieve my goal. I really appreciate it. The acquired pupil diameter changes only about once per second, is this a specification?
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