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Showing content with the highest reputation since 07/26/2019 in all areas

  1. 2 points
    The most recent Wave SDK is version 3.1.1(beta) (Released August 19, 2019) 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 SDK Plugin Support: Unity 2018.3 Unreal 4.21 Release Notes 3.1.1 (beta) SDK Changes Renamed SDK API from WVR_TriggerVibrator to WVR_TriggerVibration. Simplified WVR_RenderConfig enum which contains WVR_RenderConfig_Default, WVR_RenderConfig_Disable_SingleBuffer, WVR_RenderConfig_Disable_Reprojection and WVR_RenderConfig_sRGB. WVR_GetSyncPose does not block vsync. Fixed the issue that controller icons would be on the wrong side when the controller devices are turned on. Additions Added new SDK API WVR_SetPosePredictEnabled for APP to have predicted HMD’s position, and Controllers’ rotation & position. HMD’s rotation prediction is always on. Note Pose Prediction. Added new InputId_Alias1_Back for WVR_InputId definition for controller device. Added How to support 64bit VR AP and 64 bit Support Limitation. Added WVR_SubmitExtend_PartialTexture in WVR_SubmitExtend enum and WVR_TextureLayout_t in WVR_TextureParams_t. It can specify the region of submitting texture. Support different kinds of texture targets by adding WVR_TextureTarget_2D_DUAL, WVR_TextureTarget_2D_EXT_DUAL and WVR_TextureTarget_VULKAN in WVR_TextureTarget enum. Add AdaptiveQuality 1.0. It can change CPU and GPU clock dynamically by calling WVR_EnableAdaptiveQuality . And can use WVR_IsAdaptiveQualityEnabled to check if platform supports. Add WVR_EventType_RecommendedQuality_Lower and WVR_EventType_RecommendedQuality_Higher in WVR_EventType. They are used to inform developers to change quality when AdaptiveQuality enabled. Support submitting VkImage. Please check wvr_vulkan header. Disable watchdog when debug build. Release performance HUD tool. Performance Profiling. Support fade-out current Activity. Fade current Activity. Bug fixes Fixed app crash issue when app invokes onDestroy() more than once. Fixed bug and return error when starting camera before App resumes. Fixed issue with Unity 2018.3 and later which may crashes because of allowing EGL_KHR_no_config_context. Known Issues Performance HUD tool does not support Unreal in this version. Pluginkit SDK Additions Added new Config supportedPositionPrediction. Only if true, WVR_SetPosePredictEnabled is able to predict for that device over position. Added new Config supportedRotationPrediction. Only if true, WVR_SetPosePredictEnabled is able to predict for that device over rotation. Added new InputId_Alias1_Back for WVR_InputId definition. Added How to support 64bit VR Device and 64 bit Support Limitation. Added new Config “maxSwipePoints”, “minSwipeLength” as the threshold to trigger swipe events. Unity Additions Support Co-existence with DayDream and Oculus. Added Direct Preview feature(Alpha version). Added Customized AndroidManifest.xml folder at “Assets/WaveVR/Platform/Android/Customize/”. WaveVR_PermissionManager added new api for requestUsbPermission. WaveVR_Utils added GetControllerName API. Allow developers to adjust resolution in runtime. [Important] Added Scripts/EventSystem/WaveVR_GazeInputModule.cs. Added 64 bit Support. Stereo Rendering mode can switch between SinglePass and MultiPass at runtime. Switch need reset the WaveVR_Render or just use different “WaveVR” prefab. Changes Do NOT allow gameObject with WaveVR_ControllerLoader to be set as controller in InputModuleManager. Improve WaveVR_Camera performance in SinglePass. Use GL.Clear() to replace LoadingCanvas. Developers can specify background color for the loading period. Set gaze to timer trigger if WaveVRButtons are not placed in scene. Due to 2.1.8 and older server device service key table is wrong, need to check capability of key mapping table. [Important] WaveVR_InputModuleManager.cs and InputModuleManager prefab are changed. If you used: WaveVR_InputModuleManager script in custom object, InputModuleManager prefab in custom scene, you will need to check the parameters of WaveVR_InputModuleManager & InputModuleManager in new SDK. Move logic of reading OEM CONFIG of Beam&Pointer to ControllerLoader. If no controller is connected and HMD enter button is unavailable, set Gaze to timer trigger. If there is only 1 controller and type is not focus, controller beam & pointer will be hidden by WaveVR_PoseTrackerManager. ControllerInstanceManager apply config of enabling single beam logic Change Android targetSdkVersion to 26 and Unity 5.6 is no longer supported. [Important]Refine the button usage in scripts. Remove class WaveVR_ControllerInputModule.EControllerButtons, use WaveVR_ButtonList.EButtons instead. Remove volume keys from WaveVR_ButtonList.EButtons due to volume events are enabled by default if device has volume keys and cannot be disabled. Remove WaveVR_InputModuleManager.OtherButtonToTrigger and WaveVR_ControllerInputModule.OtherButtonToTrigger due to its bad usage in architecture. Change WaveVR_InputModuleManager.ButtonToTrigger and WaveVR_ControllerInputModule.ButtonToTrigger to List<WaveVR_ButtonList.EButtons> Always override system settings of controller beam & pointer in ControllerLoader. Bug fixes WaveVR_ControllerPointer fixed an issue that used a shared mesh in Unity built-in Quad to edit, instead of editing a copy object. WaveVR_ControllerLoader fixed exception by zero reset memory after alloc. Fixed controller pose is unexpected high in “InteractionMode Test” test scene. WaveVR_RenderModel loads default model when we cant find FBX from device service. Fixed controller is shown in gaze mode. Removed WaveVR_ControlelrLoader removed menu of asset bundle creating. [Important] Set Scripts/Extra/GazeInputModule.cs to obsoleted. Unreal Changes Change Android TargetSDKVersion to 26. Apply WaveVROEMConfig APIs on AdaptiveController, ControllerInstanceManager, LinePointer, RenderModel. Change WaveVRGetKeyValue API to WaveVR|OEMCONFIG API in WaveVR_Pawn. Override GameActivity.finish() to quit Android application. Reset button states if device is disconnected. If no controller connected and Hmd enter button is unavailable, set Gaze to timer trigger. - Refine WaveVR_Pawn gaze feature. - Add function IsButtonAvailable(). Replace WVR_TriggerVibrator with WVR_TriggerVibration due to the change of wvr api. Added Support MultiView and MultiView(Direct). Developers need to choose GLES3.0 only in Unreal Project Settings when using MultiView. Support MultiSample 1~4X. Support arm64 build. Support custom multiple buttons for interaction click event. Added BP function SetPosePredictEnabled. Added WaveVROEMConfig class and APIs. Added WaveVR_IsEnableSingleBeam API. Added Software IPD feature. Added RenderMask feature. Added HMD Back key in button event & Unreal Input. Added Thumbstick to Unreal Input. Added AdaptiveQuality feature and provide related APIs. Added requestUsbPermission API to support OTG device. Removed Set WaveVRJson APIs are now deprecated. Set IsBatteryInfo API is now deprecated. Removed Digital Trigger from Unreal Input since it won’t be SetInputRequest. Bug fixes Fixed “warm start HelloVR will show grey band in middle of screen” issue. Fixed “Controllers disappear while teleport” issue. Fixed HomeKey name in Chinese. Known Issues Does not support IME in current version. See Release Notes for more information on Unity and Unreal Engine Plugins - https://hub.vive.com/en-US/profile/documents
  2. 2 points
    Hi @jesse.tsang @MDV Games, Wave SDK 3.1.1 has been released: https://developer.vive.com/resources/knowledgebase/wave-sdk/ Thanks for your patience.
  3. 2 points
    We are having trouble determining whether the use has taken off the headset. Looks like WVR_EventType_DeviceSuspend and WVR_EventType_DeviceResume events are not fired. Please advice what's the correct way for the app to know the headset has been taken off, since we need to take additional actions.
  4. 2 points
    Good news. I got your exact specs and my Vive works like a champ. You won't be able to use the HTC Vive wireless adapter (I think the i5 just isn't powerful enough so it has some issues) but otherwise everything runs great. With a more powerful PC you could oversample, etc.. but every game will run with high or ultra settings without issue (except maybe Skyrim with mods and Fallout). As for Hot Dogs.. I got it but haven't played it long.. what I did play it seemed to be fine.
  5. 1 point
    Hi @tpaxojiud, Just to let you know our Viveport service team comments they're also seeing same symptom in some circumstances. We're working on it now. Will let you know when we have a fix schedule. Sorry for the inconvenience.
  6. 1 point
    hurray...... it worked. thank you
  7. 1 point
    After tried anything. I decide to recovery my laptop. and it's work!..... I cancel all the update about windows and GPU drivers. maybe the drivers are the reason. thanks for help anyway.
  8. 1 point
    I assume you'll have to create your own video player connected to a server, for minimal latency I'd go for a socket based server. Use events such as Play and pause - Broadcasted to all devices Sync sanity - Each player tells the hub where they are down to a second or millisecond level, if a problem with the sync is detected correct that device accordingly. If you do choose a ms level bare in mind the latency between the device and the hub server. Skip - If you want a skip / search function the server could dictate that as well. Regarding what system to use I'd use Unity or Unreal -- If you want to use a premade solution, there are apps out there which does this but they're meant for recreation and not suitable for a commercial easy to use scenario.
  9. 1 point
    When I launch SR_Runtime from an admin user account, the UAC popup appears, and it lauches and runs with elevated permissions without any problem. Similarly, if I'm logged in as a normal user and run SR_Runtime as an administrator, everything seems to work fine. However, if I run it as a normal user by just double clicking the shortcut/executable normally, there is no UAC popup, and no outward sign that anything has gone wrong (the tray icon even has the orange eyes), but any attempt to initialise the eye tracking seems to return INITIAL_FAILED. Is there any way to launch the runtime without requiring admin privileges?
  10. 1 point
    In our experience, changing XRSettings.eyeTextureResolutionScale has no effect, as the Wave SDK uses a more low-level rendering pipeline that disregards a lot of the Unity XR support. We've had success changing the following code in WaveVR_TextureManager:lines 372-378 (although it feels a little inelegant to be hacking around inside the SDK!) int size = Mathf.Max(Screen.width / 2, Screen.height); uint w = (uint)size; uint h = (uint)size; if (!Application.isEditor) Interop.WVR_GetRenderTargetSize(ref w, ref h); int screenWidth = (int)(w * 0.5); int screenHeight = (int)(h * 0.5); I'd recommend against twice the default resolution unless your game is using extremely simple pixel shaders; this will end up rendering 4x the effective pixels! We get pretty decent results with a value of 1.2 when we want to reduce aliasing issues, without affecting performance too much.
  11. 1 point
    Hi @juanyvos, What version is your firmware on the device? Foveated rendering requires firmware 1.94.xx or above. Currently it's only supported with Developer Kit devices. May I know if your device is a DK or a purchased one?
  12. 1 point
    @gregdowning - Generation 1 devices are not compatible with 2.0 stations because 2.0 stations do not have the IR Sync LED array required for 1.0's basic functionality. For a device to work with 2.0 stations, it specifically needs to have TS4231 sensors. For Vive Products, that currently translates to Vive Pro, Vive Pro's controllers, and Tracker 2018; the sensors on Vive devices pre-date the TS4231.. You'll unfortunately need to have 2.0 enabled controllers (either Pro's controllers or Knuckles) to use them with the 2.0 stations or alternatively you can use your 2.0 enabled devices with 1.0 base-stations because the TS4231's are backwards compatible. I'd refer to this presentation by Alan Yates if you need a more in depth explanation of how 1.0 tracking works and how 2.0 tracking achieves sync on beam.
  13. 1 point
    @Jakey The only company that makes aftermarket replacements for the back pad is VR cover - you can order them here. Internally, we wipe the HMD's down after each usage pretty religiously. Here are the rest of VRCover's products for Pro.
  14. 1 point
    Ditto confirmation on the fix! AMD Ryzen TR 2990WX ASRock X399 Taichi GTX 1080 Ti Before I had random game crashes and BSODs. And the camera and base station power mgmt were flakey. So I moved it back to an Intel system to keep wireless VRing. But, now it seems to be running fine on Ryzen. I don't even bother shutting down my background loads: Plex, Hyper-V VMs, Docker, Backblaze, CrashPlan, Storj
  15. 1 point
    Hi PiskeBoBo, As the document described, the room effect is dominated by two effects: early reflection and late reverberation. Both are influenced by the room size, room shape, and the material of walls of the room. If the room is able to be defined properly, the options of material of walls and the parameters for adjusting the output of early reflection and late reverberation should be provided. They are independent factors but all would influence the room effect. As described in the VIVE 3DSP document, the reflection level sets the volume level of the reflection. It is applied on all resulting signals of the reflection effect; The reflection rate is the parameter of sound reflection ability of the wall. It is applied on only the specific reflection of the specific wall. Hope that this explanation answers your questions. If not, feel free to ask any questions you have. Best regards, Prof. 3D Sound
  16. 1 point
    Thanks for taking the time to respond. Appreciate it.
  17. 1 point
    Hi @MDV Games Thanks for your attention. Wave 3.1 SDK is under the final run for compatibility testing, and should be coming soon shortly in early August.
  18. 1 point
    Hi @Scottyg Take a look at the thread linked below and see if your NVIDIA GPU is actually outputting to the USB C port (it may be hard set to output to HDMI only based on the specs I saw on Amazon). Thread Thanks! JohnG
  19. 1 point
    @StephenLenser - No, Bluetooth is a core element of the Watchman tech stack. The HMD only has two RF radios in the form of two BT transceivers (one for each of the two controllers). We're not aware of any stable way to disable the receivers in software/firmware (especially a way that would pass a security audit) as those systems are tied to the Watchman Module's core systems. You'd likely need to physically remove the antenna's (which probably will kill the HMD) or alter the watchman module's firmware which is super proprietary to Valve. You could attempt to reach out to Valve as well to see what their say is on the matter but I suspect it will be similar.
  20. 1 point
    Hello Purna, The WaveSDK serves as the engine-side bridge that enables your build to communicate with the Wave run-time/compositor which serves as the VR run-time on Wave enabled devices. Currently, you must implement the WaveSDK as a fundamental requirement to get your content to render on a WaveSDK-enabled device like the Vive Focus, you cannot target the headset directly without the integration of the WaveSDK. The Wave run-time is the only VR run-time currently supported on the Vive Focus. @Tony PH Lin should be able to confirm this and speak to if there is any way to target the device without integration of the WaveSDK; that said, to my knowledge it's currently a hard requirement. Vive Wave SDK
  21. 1 point
    @Rich_BBVR - Which team are you contacting at Vive for support on this? This is definitely an enterprise-use case scenario and not something standard support would be able to effectively support - it would fall to enterprise support at that scale (support.enterprise@htc.com). If you're truly trying to run 20 kits at once that would mean there would be upto 80 Bluetooth transceivers activated in the space (There are 2 per each HMD and 1 in each of the two 2 controllers). You're going to hit BT co-channel interference with that many Bluetooth devices in a room, regardless of what kind of BT devices you're deploying. BT all operates on a narrow slice of ~2.4-2.48Ghz spectrum - every single BT device in your environment is competing to broadcast over each other because the BT spec simply has a narrow RF spectrum upon which all devices are expected to operate. VR controllers are especially high bandwidth and have tight latency requirements. To add to the mix, 2.5Ghz is directly adjacent and any 2.5Ghz WiFi activity in your space will inherently decrease your signal to noise ratio and introduce additional noise in your environment - I'd recommend all commercial installations past a certain scale to disable all 2.5Ghz broadcasts they can control and strictly broadcast 5Ghz for WiFi as it will improve the stability of your bluetooth devices. Other control systems like Oculus and Knuckle controllers fundamentally use the same ~2.4Ghz BT protocol - they'll add to your maximum device count and add to the co-channel interference problem - any device that uses BT will contribute to co-channel interference if it's within range. Overall the max number of BT devices you can support in your space depends on the types of devices your using (their , your RF background (specifically 25Ghz WiFi and other BT devices), and the params and materials involved in the environment itself (which affects things like signal propagation). There isn't a lot of resources on this because few arcades and installations in the world are trying to drive this may devices in a singular space.
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