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HackPerception

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Everything posted by HackPerception

  1. @davide445 The reflective chrome surfaces are generally bad for tracking because they reflect tracking and sensor data. Your walls seem to be solid white. The controllers emit white light. That means that in some cases, the headset cameras can't tell the difference foreground and background. I would recommend going into pass through mode and simply "seeing" what the Cosmos' cameras see. This is only a tiny portion of your environment but there still aren't a ton of tracking points in your environment. If the headset starts loosing tracking - add more visual texture to your surfaces. Your curtains may also be blank and featureless. Can't tell from photo.
  2. @akaya0331 - I think Pro has an unfortunate design that requires a tear down to fully replace that piece using the native fastening system. If you do attempt to DIY repair this, avoid using liquid glue like super glue because it's easy to damage the lenses with the fumes. Sometimes you can find aftermarket replacements with pre-applied strips of glue. Otherwise using a tape like Tom suggested can be a good idea.
  3. @spacecat What Crazybird linked is a soft mod to get the Index controllers to work with Cosmo's when using optical tracking. The instructions for that are on the main page for that project. You'll need basestations, and the index controllers in order to attempt it and it's temperamental and can break when SteamVR updates. When you attempt to calibrate it, place the two controllers together and rotate them around together during the calibration step - focusing on rotation. Alternatively, we made the "External Tracking" faceplate which modifies the Cosmos headset native to SteamVR tracking and precludes the need for this type of mod.
  4. @Volesprit Those look like mild examples of sun damage. A VR headset's lenses act like magnifying glasses and will focus any bright light onto the display like a magnifying glass physically burning the pixels like ants. Eventually the pixels starts to turn purple and black as they melt completely. In this case, it's likely the sun since some of those are streaks (caused by the sun's path through the sky). The streaks go in at least 2-3 directions and so IMO the headset was exposed to strong light on more than once occasion.
  5. @apellisscot - It might be a PC hardware bottleneck. What system specs are you testing on? On decently spec'ed PC's we'd expect that project to run at/near a steady 8ms.
  6. @Bappo - It looks like you can experiment with UWB these days as a DIYer to an extent. If you have budget and engineering skills - that might yield interesting results. The spatial resolution is still a little bit too low though
  7. @Bappo - Not many people are experimenting with NFC in VR right now - the industry is waiting for Ultra Wide Band. UWB specifically supports spatial "ranging" between devices which helps enable native positional tracking via something called RTLS - Real Time Location System. Once there is a good UWB sticker - it will be very easy to spatialize any object for mixed reality. This is something you could probably DIY together with NFC but you might have to hunt around to find the example resources on how to implement it. Alot of the talk around Unity and NFC seems to be pre-2017. For a prototype - you could probably built a Unity client for your phone and the place it in in your shirt/belt pocket and use it to read an NFC sticker on your tool and network that data into Unity VR client. If you try to use another NFC reader - how you're potentially able to get the data into Unity will vary by device. You'll probably still have to "tap" the tag to get the read. Alot of LBE developers avoid situations like by tracking the prop using something like a Vive tracker or they can tie the device it to a SteamVR device ID.
  8. @vjblind You can accomplish this by using a "null HMD driver". It's not an officially supported use case so there is minimal user-interface for it. The bluetooth functionality can be really dependent on what BT receiver you have on your PC. Normally, it's controlled by a more standardized bluetooth receiver in the linkbox or HMD. Try seeing if you can discover the devices within Window's Bluetooth settings. There are community mage scripts for situations were you can't use SteamVR e.g: https://github.com/nouser2013/lighthouse-v2-manager The entire SteamVR tracking system is built specifically as a VR-tracking solution. As such, Valve has only given SteamVR user-interface elements for setups with HMDs and controllers and so if you don't have an HMD, you're locked out of tools like room setup. VR devices are meant to be used as a kit and so I'd recommend anybody working with SteamVR tracking to have a complete setup simply because SteamVR is really a VR-specific ecosystem. When your basestations ship - they're in channel 1 by default. If you try to use both of them without changing the channels on at least one of them - tracking will break. If you can't get bluetooth working, you can alternatively activate the pinhole on the back of the basestations with a paper clip to manually move one of the stations forward a few channel IDs. There are 16 channels, each press of the button moves forward a station until you get to the last one and then it starts at 0 again.
  9. @Kay2029, unfortunately the wireless adapter isn't going to work with a laptop. No hope. It's desktop PCIe technology. It's not worth the cost and effort to attempt to try and get working. The reason Vive Desktop uses PCE-e is specifically because it's one of the most common and universal formats. It has to use PCIe is because other technologies like USB and HDMI actually have a pretty wide range of variability in how the standards are implemented. Trying to use adapters or trying to modify the the laptop doesn't work well at scale. There is too much diversity and custom hardware found in laptops and laptop motherboards because laptops come in a huge range of shapes and sizes. Desktop PCI-e is very well standardized in desktops. While there are a handful of reports of people who've found a mod that seems to work for their laptop, those methods are specific to that specific laptop configuration.
  10. @AlGolden So if you loose tracking momentarily, whatever you were holding drops?
  11. @Meratreun, The i5 6500/1660 is considered a budget gaming CPU/GPU combo so you're going to be limited overall in what you can get out of this PC. It's technically supports Vive Pro but that card is on the lower end of supported GPUs. The GPU is your weakest link out of all 3 options. When you're developing and editing content - you usually need a more powerful workstation simply because your content will not be optimized for playback yet. This combo can handle a good amount of optimized content but it's not going to be able to handle early builds well. It should technically work but you don't have the specs of a more expensive workstation and it won't be the same workflow experience as a better workstation. You'll have longer wait times, and low frame rates in preview mode, especially if you're building a demanding PCVR app. The complexity of your project will influence how much you get bottle necked as well as your ability to optimize as you go. See https://babeltechreviews.com/entry-level-vr-wars-the-rx-590-vs-the-gtx-1660-super-ti-using-the-vive-pro/
  12. @SanionOK Sounds like a possible role issue or an application issue. If you see the trackers - and they track just fine in a blank SteamVR (or when your in the system menu) - than the hardware itself is probably okay and the problem is within SteamVR's configuration. The main thing you can change in SteamVR is the role. Some roles have quirky behaviors built in (e.g. held in hand which rotates the tracker). Depending on how the application's input has been coded - the problem may be buried in the role system. It could also be specific to the application - some apps are just coded weird.
  13. @Derek hodgkiss A solid or flashing red light on a 2.0 base station usually indicates that there is a mechanical problem within the station. These usually require the device to have to be sent in for repair. Depending on when you purchased the unit from us and the other circumstances of your specific case, a repair or replacement may be fall under warranty Please write down the serial number from the back of that unit and navigate to www.vive.com/support -> contact us -> contact us to request a repair RMA from an agent specific to your region. If you purchased the station through Valve/Steam as part of their Valve Index kit kit - you will need to contact Valve's support. There are no user-side fixes for mechanical failures on base stations.
  14. @Doc A solid or flashing red light on a 2.0 base station usually indicates that there is a mechanical problem within the station. These usually require the device to have to be sent in for repair. Depending on the specifics of your situation, the device repair may be covered under warranty. Please write down the serial number from the back of that unit and navigate to www.vive.com/support -> contact us -> contact us to request a repair RMA from an agent specific to your region. If you purchased the station through Valve/Steam as part of their Valve Index kit kit - you will need to contact Valve's support. There are no user-side fixes for mechanical failures on base stations. Depending on when you purchased the unit from us and the other circumstances of your specific case, a repair or replacement may be fall under warranty. Edited 17 minutes ago by HackPerception
  15. @Captn_Cabolfa - A solid or flashing red light on a 2.0 base station usually indicates that there is a mechanical problem within the station. These usually require the device to have to be sent in for repair. Depending on when you purchased the unit from us and the other circumstances of your specific case, a repair or replacement may be fall under warranty Please write down the serial number from the back of that unit and navigate to www.vive.com/support -> contact us -> contact us to request a repair RMA from an agent specific to your region. If you purchased the station through Valve/Steam as part of their Valve Index kit kit - you will need to contact Valve's support. There are no user-side fixes for mechanical failures on base stations.
  16. @Saba - We don't manufacturer a flight case. You're best off with a standard Pelican case if you have budget. Pelican case #1535 will fit any one of the current VR kits and is specifically designed to be the maximum size for a carry on for most airlines. The Pelicans have also have flight valves. Practical but but they're expensive. You might be able to find a more generic hardcase using that as a starting point for the dimensions. For your second question - it depends on what country you're in and what you're trying to do.
  17. @ironblader I'm not personally familiar with that specific permission issue. Microsoft store is something I've only ever used for Minecraft. Their DRM may just be being overly aggressive. M$ or Valve is probably the only place to get a meaningful answer about that specific behavior because it's upstream from the headset. If you're running the application, it should show up under SteamVR -> Video -> per application settings. It may not show up on the list unless you're running the app, but generally it will show third party apps when they're running and allows you to adjust the sampling resolution.
  18. @SanityGaming Have you tried this method? The photo of your compositor shows a hexagon icon which may indicate that you have a custom SteamVR driver installed. Custom drivers may be able to survive uninstalls/reinstalls because it's not part of SteamVR's original manifest and so an uninstall might miss it. Those usually save at "C:\Program Files (x86)\Steam\steamapps\common\SteamVR\drivers\" Have you ever been able to track that tracker normally? Did it work for a while and then start doing this?
  19. @apparition, Also please confirm that the headset is powered on (red LED light on the side) and check to see when you plug it in if windows makes the "device connected" noise to help verify the USB is working. Are you trying to drive multiple monitors while using Cosmos? Multi-monitor setups can sometimes really mess with VR headsets. I'd also make sure that you're connecting the headset (e.g. turning on the linkbox) after windows is booted to avoid the headset being treated by Windows like a standard 2D monitor.
  20. @Delphic77, You specifically have to use the PCI-E card that comes with the wireless adapter. There's additional custom integrated circuitry on the PCI-e card that handles VR-specific video encoding/decoding and compression which is highly specific to the Vive wireless adapter system. Unfortunately there's no way to use the wireless adapter with a laptop.
  21. @ironblader - When you say forbidden by Microsoft are you talking about this feature? https://support.steampowered.com/kb_article.php?ref=2219-YDJV-5557
  22. @Saba - Technically speaking, as an enterprise you're supposed to buy the SKU that's available on the enterprise site for your region. There is a separate enterprise use-license and warranty for business use.
  23. @DragonSai - I believe you just have to quickly finish the tutorial steps - you can blow through them in less than a minute. There's only a few of them: teleportation, the Vista launcher, the RC car, the marker, and the artifact station. I just cleared the tutorial cache and quickly ran through the steps and am not not in tutorial mode in subsequent Origin launches. You could also just outright disable origin as well. If you don't have SteamVR home enabled - you'll just drop to a blank compositor screen (which is fastest in general because you're not having to launch your home app everything you exit a regular app).
  24. @Saba If you ever plan on using the kit in an office or at an other event where other HMDs/base stations may be used (i.e. a convention booth - when those exist again); then you're going to want go with the full kit. You can only have a single pair of 1.0 base stations in a single room but you can have upto 16 2.0 base stations in a single With the starter kit, you're limited to two base stations. The primary benefit of using 2.0 stations is that you can add a third or a fourth station to expand your space or increase your tracking coverage. In the types of areas you can cover when using a laptop, it doesn't really matter but having a 3rd station may help prevent tracking loss from occlusion if you're doing some thing really high performance. I'd generally recommend with going with the 2.0 stations if budget allows simply because they're more flexible and you can mount them in a wider range of positions. If this is for a travel kit, that extra flexibility is really helpful. If you're going to mount the stations in your workspace and not really move the kit around, you won't really notice a functional difference between the starter kit and the Pro kit. In many countries - you can only buy Pro Eye full kit these days so the standard full kit may not even be available to you. I'd also note that it doesn't seem like you have a native MiniDisplayport on that laptop. It looks like you may have specific USB-C port that might work but with laptops, sometimes OEMs only wire up the USB-C port to the integrated graphics. You're going to want to contact Asus and verify that that USB-C port is hooked up to the Nvidia GPU before purchasing. If it isn't hooked up to the Nvidia GPU, you'll be limited to HDMI driven first gen headsets on that specific laptop.. As Tom said, expect a perf drop compared to desktop. I recommend using a cooling pad when using VR on a laptop for longer than 20min because you'll start to get thermally constraint after your system heats up. @Saba If the port is compatible, we'd recommend this adapter
  25. @rantin We unfortunately don't have any plans to try and iterate on the current wireless adapter SKU for a laptop. There's hardware limitations with the WiGig platform that wireless adapter is built upon that would prevent us from getting USB working with the current hardware.
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