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jiunlin

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Everything posted by jiunlin

  1. Hi @LezT Since SteamVR doesn't really support nature hand tracking, so what you see in the SteamVR grid space is actually virtual controllers emulated from nature hand tracking by VBS. VBS did take the wrist joint as the center of virtual controller, so you see the offset. VBS also did a rotation as you discovered. The purpose is to support those SteamVR contents which will draw hand model based on controller. As long as the content takes hand poses to render hand model (OpenVR hand skeleton or OpenXR hand tracking), such as The Lab and SteamVR Home, the hand should works well. We have plan to improve the virtual controller orientation with hand tracking, but currently not in priority.
  2. Hi @stez VBS 1.14.6a just come to Beta. Controller thumb rest is now supported. Enjoy.
  3. Hi, For OpenXR contents to call MBLS API, we now provide VBS PC SDK for this purpose to get rid of OpenVR.Debug.DriverDebugRequest(). Sorry that some documents are not yet updated. Please check here for VBS PC SDK.
  4. Hi Stez, I would separate to two comments as below. 1. By default, VBS enables controller compatibility mode to report Focus 3 controller as Cosmos controller to SteamVR. You can disable controller compatibility mode in VBS Console, then you will see vive_focus3_controller. However, both modes will fallback to Touch controller according to SteamVR setup. For content compatibility, I will suggest to support more controller types. 2. Thumb rest is not supported by VBS currently.
  5. @Cdelphi78 So, your PC -installed library is empty? Or, just some apps are missing? If this is the case, usually that is something wrong while VIVE Streaming Hub server querying SteamVR library. Can you see your apps in library of PC Steam client? Restart VIVE Streaming Hub and all SteamVR processes could recover, or simply reboot the PC. If still no luck, you can report issue to upload logs by VIVE Streaming Hub Console for VIVE support team to check.
  6. Hi Chris, Please refer to the sample here: https://business.vive.com/us/support/vive-lbss/category_howto/marker-based-scene-alignment-apis-(pc-vr).html There is also an alternative path to do Marker-based scene alignment via VIVE Streaming PC SDK.
  7. Hi, To view and launch PC contents from headset library, you need to pair with your computer first then switch to PC library by the toggle at the top-right corner of Launcher. Here is the video tutorial and support page for your reference. https://www.vive.com/us/support/vs/
  8. Hi, We are not able to reproduce this issue here. Might need your support to clarify below two things. 1. Since you are using OpenXR, will you try with UE5 to see if still see this issue? 2. please ensure to disable other headset plugin, since you are testing with difference headsets. Might need to pay attention to use the correct plugin for different headset. Looking forward to more information. Thanks.
  9. Hi @ChrisMa130, same PC? Could you help to check if USB streaming work smooth with XR Elite?
  10. thanks for the information, @bobadiscombobulated. We will identify UE editor for inverted ALAPH handling in coming Beta update.
  11. Hi @Yoirgl The "bleed" you saw is due to ATW when VBS passthrough mode enabled. In this condition, system will assume the background is passthrough, therefore the original black edge due to ATW will be filled with passthrough. Makes sense to you? We also support OpenXR HTC passthrough extension, so it can dynamically enable/disable passthrough mode by content.
  12. @bobadiscombobulated In VBS 1.13.2, we identity if current running content is built by UE and do inverted ALPHA handling if yes. However, I am wondering if the identification failed in your case. Did you run in UE Editor? Currently, VBS checks the content files structure for UE identification.
  13. Hi there, We figure out the root cause of incorrect passthrough with UE contents. It is due to the ALPHA value is inverted from UE. We will have solution to identify UE content and correct the ALPHA value accordingly in coming VBS release.
  14. depth occlusion is not supported, since currently VBS does not provide scene depth information.
  15. Correct. VIVE Focus 3 supports OpenXR apps by default. For the accessories on Focus 3, that will need extensions support from SteamVR itself or from additional API layers provided via VBS. For example, eye and facial tracking extension support are done via OpenXR API layer from VBS; while VIVE Focus 3 controller profile and VIVE Tracker (when you emulate VIVE Wrist Tracker as VIVE Tracker) extensions support are from SteamVR.
  16. Sorry to make the confuse. This OpenXR Register in VBS Console is to register those OpenXR extensions which needs to go through VBS connection, such as eye and facial tracking extension. So, the PC OpenXR contents can use eye and facial tracking on Focus 3 via VBS streaming connection. If your meet trouble to run PC OpenXR via VBS, please check this troubleshooting to set SteamVR as your default OpenXR Runtime. https://business.vive.com/us/support/vbs/category_howto/trouble-with-openxr-titles.html
  17. You can try in Project Settings > Rendering > Postprocessing, set Enable alpha channel support in post processing to Allow through tonemapper.
  18. Hi @HANAMA_JP Are you developing PC content or AIO content? If you are developing for AIO MR, and want to use Direct Preview to see MR. Direct Preview does not support MR. If you are developing for PC MR, VIVE Streaming Hub either not yet support camera passthrough now.
  19. Hi, Sounds you are developing a PC content. You can start VIVE Streaming on XR Elite via USB connection to your PC. Once VIVE Streaming started and connected, you can totally see it as a PC VR headset. Then, it is just as developing for any regular PC VR headset. Since VIVE Streaming works with SteamVR, so make sure to set SteamVR as your OpenXR Runtime.
  20. Hi @taa11, Is there any 3rd party anti-virus software on this computer? Did you try by copy VBS installer to another folder (e.g. C:\Downloads)? JL
  21. Hi, thanks for feedback this issue to our attention.We will have an update to VIVE Wave OpenXR Plugin to fix this.
  22. It can be identified if was broken between VBS and SteamVR or between SteamVR and content by open SteamVR Dashboard to check controller behavior. If it is also incorrect in Dashboard, please submit VBS issue report.
  23. Hi @FailD, For opening app menu, VBS support controller binding fallback to VIVE Cosmos controller or Oculus Touch controller. Thus, your application should work as supporting binding for VIVE Cosmos controller or Touch controller. Usually, it will set button 'B' and 'Y' to open application menu, e.g. SteamVR Home, The Lab, Beat Saber, etc. I think no need to put additional efforts to recognize VBS headset. Also, when left Menu button pressed, VBS will toggle SteamVR Dashboard and also send below events to the application. If you want to pause your application and show your menu at this condition, you can handle below events. (Beat Saber is this case.) Bewared, these events will be sent when there is other system menu shown/closed on Focus 3, e.g. system Quick Menu. Overlay open VREvent_InputFocusCaptured VREvent_InputFocusChanged Overlay close VREvent_InputFocusReleased VREvent_InputFocusChanged
  24. @Scale1 VBS not yet supports Focus 3 hand tracking. And yes, Wave SDK is for developing Focus 3 applications, not for PC SteamVR applications.
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