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HackPerception

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Everything posted by HackPerception

  1. @Edward117 - This might apply? https://www.pcgamer.com/try-this-nvidia-hotfix-gpu-driver-if-your-games-are-crashing-or-steamvr-is-stuttering/ Here's a direct link to the hotfix: https://nvidia.custhelp.com/app/answers/detail/a_id/5152?linkId=100000029037925 Stuttering can be a real PITA to try and troubleshoot because it's very PC-specific and even a single bad driver can mess up everything.
  2. @Meratreun - Unfortunately, it's not really possible for us to recommend a laptop because thousands of new laptop models hit the market every year and it's impossible for us to test most of them for compatibility. You understand that the primary requirements which are the key toward sourcing a laptop; namely that you need a MiniDisplayport 1.2+ port that's hardwired to the dGPU. If you find a laptop with a USB-C port that's wired to the dGPU - you can this adapter: Club3D USB-C -> Dislayport. It's one of those situations where you may have to do some back and fourth where you find a model that suits your specs on paper, and then you contact the OEM to inquire about how that specific model's port configuration is hardwired. This is the MiniDisplayport cable we recommend: Cable-Matters-Mini-DisplayPort-Black Internally at Vive, we use Razer Pro 17's but we haven't gotten samples of any of the newly released RTX3xxx versions to test against the newer models. If you're looking at an RTX3xxx laptop model - please be aware of this change with how 3xxx cards are being marketed. It's confusing. Dave2D is creating a spreadsheet to track it. Dave2D is a solid channel - he's pretty reliable when it comes to laptops. Regardless of what laptop you choose, I would recommend budgeting ~$50 for a laptop cooling pad since you'll be using it as a workstation. Thermals are the key limiting factor for any gaming laptop.
  3. @ergosumsaga - What's your BSOD stop code? What critical events are listed in your Event Viewer? There's a pretty good chance that it has to do with something downstream - the HMD itself is basically a glorified display with more advanced I/O. If you've been using the same Windows installation for 4 years and getting the same BSOD - that in and of itself could be the problem. You should be doing a clean windows install every year or so at a minimum and if you haven't done one in a while, it may fix your problem.
  4. @FATMEAT is fairly rare for a linkbox to fail, let alone 3 in a row on the same kit. When you changed out the linkbox - did you also change out the power supply? Based off the info you provided - it seems like a possibility that you have something in your environment which may be contributing to the failure. My immediate list of things that could be prolematic are: The AC/DC power supply could be faulty (especially if you're just changing the failed linkbox without trying a different adapter). The power that's being supplied to the power supply. Perhaps you're getting voltage spikes or a dirty AC supply (e.g. on the same circuit as a high draw device like an AC or Fridge). Plugging VR/PC gear into a high quality surge protector is always a good investment. Static electricity - especially if you have carpet or other static issues in that room. Your PC/GPU could be shorting the device over the USB/HDMI. I've never had a linkbox fail on me and have used dozens of them spread out over my personal setup and our our in-office units, developer kits, and event kits. Them failing isn't unheard of but sequential failures like this are extremely unlikely without some external force driving the failure state. If you have carpet - I'd give the static shock theory extra consideration. I've lost some expensive devices due to static shock and in one house I lived in, had to put down some puzzle foam mats because I was shocking my VR gear to death.
  5. @BethMackey I might recommend asking in this group if anybody has any current leads. To my knowledge, Zed is the only practical solution but we're mostly focused on 6DoF here at Vive and 360/180 camera tech has tons of hardware vendors and moves quickly.
  6. @BethMackey - Their FOV is probably hardware limited. I don't think any of us at Vive have had direct experience with Zed 2 - it's a really niche product in context. The problem with trying to get a VR360 or VR180 camera piped into Unity in real time is that the camera manufacturers don't offer the requisite SDKs to process the images in real-time and pipe them into Unity. Pretty much every camera I know of that offers "live streaming" are geared towards providing a stream to Youtube but that's not really practical for most uses as there's considerable delay. Zed is the defacto-leader in this simply because they offer the runtime and SDK for the required types of real-time rendering into an HMD. You could try to find a wide FOV webcam and just bring that into Unity as a standard 2D webcam and distort the geometry you're playing it back on but getting something that's "stereo correct" or "monocorrect" would be very difficult and all custom implementation.
  7. @AdamSmith @BethMackey External stereo cameras for HMD are a pretty niche thing. ZedCamera is pretty much the de-facto leading solution. I've been told the SDK is more on the intermediate/advanced side of the spectrum. Looks like they have a new SKU https://www.stereolabs.com/zed-2/
  8. FYI in case you're experiencing this. https://uploadvr.com/nvidia-steamvr-stutter-hotfix-coming/ In the meantime before the patch, downgrading a to a driver older than 456.71 may help reduce your stuttering (if you're on a 10xx or 20xx card).
  9. @HTCSCAMMEDUS - Minecraft bedrock is broken for all VR headsets due to updates Mojang introduced in 1.16.200 and .201 released in early Dec 2020. It's not specific to Vive - that update broke VR full stop and is related to them changing their runtime to OpenXR. Switching to another headset won't fix it at this moment as the problem is with Minecraft bedrock itself. Only Mojang can patch this as the problem is with the 1.16.200 and .201 versions of bedrock. Vive has nothing to do with this - the bug is within the bedrock client itself. It affects Vive, Oculus, Index, Quest Link, Windows Mixed Reality - VR is broken for everyone full stop. Here's the bug report they're consolidating this issue to (115 comments): https://bugs.mojang.com/browse/MCPE-16946?jql=text ~ "VR" There are several dozen open bug tickets on Mojang's tracker: https://bugs.mojang.com/browse/MCPE-32178?jql=text ~ "VR" @HTCSCAMMEDUS I am a bedrock player myself and haven't touched my server since this update broke everything. I understand your frustration but we just need to wait for Mojang to patch
  10. @brizz9 Please see my post here https://forum.vive.com/topic/9209-problem-with-vive-pro-setup/?do=findComment&comment=38887
  11. @alforno Like this? This is an overlay application that lets you create pass through frames into any SteamVR app. https://store.steampowered.com/app/864790/FragmentVR/
  12. @going2kilzu - I'd also triple check to ensure that the base stations are on different stations. The device could have theoretically reset itself to channel S-1 and if Bluetooth isn't working you might not see an error message . If you have a bad station, the firmware in it should notice the error and stop it from spinning up. I'd also double check that the firmware is recent on all devices. If you have older firmware on one of the devices - it could cause problems. There was deffo a reflective surface in the environment per the logs. It wasn't causing the number of errors you'd see with something like a mirror, but definitely enough cause momentary tracking loss.
  13. @going2kilzu I suspect you have an environmental reflection problem. In the logs, there are steady reports of "back-facing hits". In 25 seconds of sample logs below, I see 4 different callouts about reflections. It's not counting a particularly high number of back-facing hits but definitely enough to cause a device's pose estimate to wonk out hardcore. The low but steady count leads me to guess that you have 1 specific trouble surface in your room. Two of the callouts also list a decently high velocity - might be correlated; could be that you're not getting enough good optical samples and the high velocity is greater than what the IMU can make up for. IR light is a real PITA to try and troubleshoot reflections with because humans can't see in IR and materials reflect IR differently than optical light so it's non-intuitive. Using a flashing cellphone light or headlamp remains one of the more reliable ways to try and track it down. Any shiny surface can be a problem.
  14. Developers are the most important pillar of the Viveport Ecosystem, so we’re helping you kickstart 2021 with an extra special boost. Throughout 2021, Viveport developers will receive more payouts. From January 1st to December 31st we are increasing net revenue share from 70/30 to 80/20 (developers receive 80%, Viveport receives 20%). That’s right! Developers will receive 80% revenue share for all titles that are opted-in to any of the following Viveport Programs: – Viveport Store: one-time purchase – Viveport Arcade Program – Viveport In-App Purchase service And of course, the revenue share of titles opted-in to the Viveport Infinity program will remain at the 80% split. We hope this extra boost will make way for a fresh and bright new year. Already Published on Viveport? The new revenue share will be automatically applied to titles currently published under the eligible distribution programs.1. Login to the Developer Console 2. Select your VR title 3. On the default ‘Program Opt-ins’ tab, make sure your titles are opted into at least one of the eligible Viveport Distribution Programs. New to Viveport? Three easy steps to start making more from your VR titles!1. Sign up as a Viveport developer via the Developer Console 2. On the default My Titles page, select “Add New Title” and craft a new store listing. 3. When you see the ‘Program Opt-ins’ step, make sure you have opted in at least one of the eligible Viveport Distribution Programs
  15. @Ashish, it's in the SDK download. Under each version of the SDK (unity or unreal), there is a "document" folder with interactive HTML documentation. For example, Unity is at: .../SDK/02_Unity/Document/Eye/html/index.html Unreal is at: .../SDK_v1.3.1.1/SDK/03_Unreal/Document/Eye/html/index.html
  16. Since writing my previous response, I've become a little more bullish about taking frequent breaks when using VR. I now strongly think that it's wise every hour or so, you should take the headset off and spend a few minutes focusing at objects in your environment at various distances. This is a play on the "20-20-20 rule." Current VR headsets only have one focal plane and focusing on that single plane for too long can definitely contribute to eye strain.
  17. @alforno - It's technically possible but the technology is not fully there yet. There is a sidequest app called VRtous that demos the idea but at the end of the day handtracking technology isn't fully baked right now and there's a limit on how much precision you can get. In another generation or two - pass through and hand tracking will be good enough for this to work really well.
  18. @DragonSai I'd recommend contacting our hardware support before posting here https://forum.vive.com/announcement/3-need-to-reach-the-vive-support-team-click-here/ If you updated your basestation and now it's reporting error 02, that may be due to the newer firmware's diagnostics detecting a problem that earlier firmware versions couldn't' report.
  19. @TheSmokingHertog - Unfortunately this can vary from version and build of Windows - it's a Microsoft thing. This is the mostly accurate, but what you actually see is really version dependent. https://answers.microsoft.com/en-us/windows/forum/windows_10-hardware-winpc/how-to-change-default-webcam-in-windows-10/1e8377c8-4fd5-4e9c-8ab6-67913c5c8e0c
  20. @andyvirt, The official number of supported channels is 3 in most countries. The number of channels and thus the HMD limit in a room is based on government regulations on WiGig technology. In many places, there are 3 govt approved channels. In China, only 2 channels of the ~60Ghz spectrum are approved by the Chinese regulators and thus it's hardware locked to 2 channels/HMDs there. 60ghz is a weak line of sight signal that travels ~6-10m or so in a 150x150fov. You can use something like curtains or dividers to subsection out a room to attempt to double up on a channel. You can also attempt to try and mount two of the receivers on the same channel but mounted directly back to back. This is definitely a more advanced professional setup and quality will be really dependent on what type of materials and surfaces are in your environment as 60ghz is a "bouncy signal" and reflects off walls and floors. Hard to describe. See below. 3 is def the max supported officially, but with some trial and error you may be able to get additional stable units depending on your environmental constraints. We can't help you troubleshoot - when in doubt put a physical barrier like a curtain or a pop up wall or stick to 3.
  21. @HeK Basel - Please see my response below. With two stations at 6x4.5m you can probably get by using 1 pair of stations in opposite corners but you'd probably have to use the sync cable (and have stations in channels A+B). You're on the out range of 1.0 stations so it may be helpful to inset both stations ~1/3 of M or so inward towards each other to try to bring down the diagonal length between the stations a little bit. You basically already have them offset away from the opposite wall in the diagram I described, just eliminate two of the stations, point the remaining two towards each other, and use the sync cable in wired sync mode (A+B)
  22. @Patrik - Like this? https://forums.flightsimulator.com/t/vr-reset-dont-work-in-new-patch/349979 I'd definitely also recommend posting on FlightSim's forums.
  23. @ronvive - I'm sad to hear that. It's really a cost cutting measure on behalf of the laptop manufacturer. Surprised a 2070 laptop wouldn't have a Minidisplayport or dGPU wired USB-C port tbh. Note that if you don't have that miniDisplayport or compatible USB-C port, that laptop won't work with any current gen desktop headset (Rift S, Index, Pixmax, etc). You can use first gen headsets like Vive 1and Rift CV1 if you have an HDMI port. You will probably be able to use Quest Link with that laptop but Quest Link isn't quite the same experience as a dedicated desktop headset. We've had lots of internal debate about how to handle comms about laptops but ultimately it gets really complex because lots of laptop manufactures started marketing their products as "VR ready" to the point where the term became meaningless. At the end of the day, there are thousands of laptop models which come out each year and each is wired uniquely and there's no solid answers at this point. Hopefully
  24. @Patrik, Can you please elaborate on what you mean by "reset VR mode"?. I personally have had issues entering and exiting VR mode across multiple computers and headsets. I've found that the most helpful thing for me personally is to figure out an order of operations that works specifically for you setup and then try to follow that order of operations the same way each time. I pretend it's like a pre-flight checklist. Fortunately Asobo is a pretty active development studio. It's definitely helpful to x-post to their forums so they have direct visibility to your experience as many bug fixes will need to come from them.
  25. @CDG, I spent sometime today trying to reproduce the issue and I noticed that if you go below 30FPS, you can get a similar effect to what you described where the VR stops being full frame and instead and becomes a weird crescent shaped fish eye in the corner of the lens. I couldn't get a clean recording of it because it didn't show up in the VR mirrors. I was able to make it semi reproducible by doing maneuvers which forced the FPS below 30 but that may just be specific to my setup. Turning Vive Console's motion compensation on/off seemed to have some effect on the types of artifacts I saw but nothing super reproducible on that front. Having the frame timing monitor pinned to your SteamVR window my be helpful for tying bad behavior to performance. MSF2020 is this generation's "Crysis" and it's just a technical beast on so many levels. It can be a real PITA to boot and each headset has it's own peculiarities and the intense performance demands make troubleshooting extra tricky. Well worth it once you figure out what works for your setup but it can definitely be a project at times. I'm sure with future updates, everything will smooth out nicely. Happy flying 🙂
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