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HackPerception

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Everything posted by HackPerception

  1. @jboss - It generally helps to follow a specific order of operations. From a clean reboot/login, right click the shortcut/app for SR_Works and click "run as administrator" and accept the UAC prompt before you boot SteamVR, the calibration app, or anything else. Just start SR_Runtime first and bypass that UAC. You can also just boot everything with full admin access but that may not be compatible with your operation environment. The UAC situation is a result of how the underlying Tobii runtime works and as a result, Vive doesn't have a ton of options down the line in the SR_Runtime. I might recommend copying this message and contacting support.enterprise@htc.com as this is an enterprise oriented problem.
  2. @Robbert It's still a limited access devkit. We should have an update on our plans soon.
  3. @Vytek - That device uses SteamVR tracking (i.e. base stations). My understanding is that for those types of devices you'd still need the SteamVR compositor running but that SteamVR would connect to the application via OpenXR APIs rather than OpenVR (aka SteamVR SDK) APIs. In some cases with Cosmos, since the device is using Vive's internal tracking and compositing runtime, the Vive console can talk directly to an OpenXR application without SteamVR in some use-cases. That's the beauty of OpenXR - multiple runtime and compositors can utilize a common API set at runtime.
  4. @BernieceAustin What does your "levels" tab look like under the microphone properties for the recording device "Vive Cosmos". Sometimes Windows defaults this value low.
  5. @Kim C - You can't drive Displayport headsets via HDMI. No combination of HDMI adapter or cable will allow an HDMI port to drive a DP headset (Index, Rift S, Pimax, ETC) - the port is fundamentally incompatible. Your laptop may have a MiniDisplayport or a USB-C port that may be Displayport compatible. This is usually hyper model specific as some laptops may have USB-C or MiniDisplayports but they may or may not actually connect to your dedicated GPU. It gets very confusing very quickly. If you post your specific model number here I can give you a high level estimate but verifying your situation usually requires contacting your laptop manufacturer for confirmation, testing, estimating with your PhysX settings page, or simply testing IRL. This is an affordable Minidisplay port cable that's confirmed to work with Vive Cosmos/Pro.
  6. @Aleyboby Is your new WiFI adapter a USB device? You may be hitting a bandwidth limit of your motherboard's USB controller. It helps to space out the Vive tracker dongles. The reason they ship with that USB-extender is to allow you to space the dongles out so that the receivers don't talk over one another. You may have a bad dongle. I'd recommend unplugging one of the dongles, testing, and then repeating the test with a different combo of dongles to try and see if one of the dongles has failed. Limiting 2.4Ghz Wifi always helps but it sounds like you've already done that.
  7. @truehand Is it installing the Vive Console? SteamVR can't drive the headset unless the application called "Vive Console" is running. You may have luck by trying to delete any temp files associated with the installer, then rebooting your PC and trying the installer again: C:/Users/<USER>/AppData/Local/Temp %localappdata\temp\ViveInstall You can safely indeterminately delete these folders and it may help. Antivirus can also be responsible for blocking the installer.
  8. Hello @SolidSnake, Are you using Vive or Vive Pro? Base station 1.0 or 2.0? The answers vary widely based off which hardware you're using. If you're using the original Vive with 1st generation base stations, the maximum number you can have in a single room is 2 units. That technology only has two channels and the units will interfere with one another. The newer 2.0 base stations allow for upto 16 units in a single room. This multi-channel functionality makes these type of arcade setups dramatically easier. There's no hard limit per say off how many units you can drive off a single pair of 1.0 base stations. The limit comes from a practical limit - they have a limited tracking volume (5x5m) and so there's a limited number of devices you can fit into that area safely and have them all have ample line of sight with the base station to prevent tracking loss from occlusion. Having a seated experience helps but you're still going to hit hard limits on how many units you can safely pack in a 5x5 meter space. You can try to strategically position your 1.0 stations so that the base station pairs are somewhat separated but your success will really be case by case. It's almost always easier and more reliable for commercial settings to use some form of separation that's opaque to ~835nM IR such as stage curtains or pop-up walls/room dividers. Per your question above - yes, you can run a headset off a single 1.0 station set to channel "A". It limits tracking usually to 180 degree tracking since it increases the chance of "occlusion". You can limit this by mounting the unit overhead so the station has a "birds eye view" of the target playspace. Cockpits and racing chairs are actually the best case scenario for this type of deployment but it doesn't fully eliminate the fact that the different tracking zones need to be somewhat optically isolated from one another to avoid interference. It's much easier to use Pro and 2.0 tracking if you're still able to. Using 1.0 stations for this type of setup is technically possible but it requires a decent amount of effort on your end to get it set up in a stable way unless you use physical paritions to separate out the station pairs. The T-flight line is really good as a budget pick. It's not the most durable but should last a while. More expensive flight sticks are obviously higher quality but it's debatable as to how much it would impact the user experience since most users in an arcade setting will only be using the setup for a few minutes and won't be enthusiasts using it for hundreds of hours on end. They tend to be more durable but also have a higher repair/replacement cost. Also - the kit you linked has rudder pedals but the Logitech one would require you to source your own rudder pedals which is extra $$$. Flight sticks are in a global shortage due to Microsoft Flight Sim 2020. It's really hard to get units and prices are really high for whatever stock pops up. Depending on where you are in your project, it may make sense to be connected from someone from our enterprise team.
  9. @User_29677 - I'd probably contact Widmo for specific help as it's their product. In all of the reviews I've seen for those lenses, it sounds like there is a little tab that you can place a pry under but I've never seen them IRL to comment on it. In comparisons I've seen between Windo and VROptician, people have said that taking the Windo ones off is much harder and "rougher" than other competitors.
  10. @GunDust Blinking red lights on 2.0 stations indicate the base-station has an internal mechanical issue. Your unit would be covered under warranty at that age - the best thing to do is to go to get the serial number off of the back of the affected base station and then 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 - you need to contact Valve. 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.
  11. @brayden123 - Have you used the Cosmos Setup and launched the Vive Console alongside the SteamVR compositor? The compositor won't recognize the headset unless the Vive Console is up and running. You can use the "report issue" button within the Vive Console to upload logs to us and start a support ticket. RX 5500 is on the lower end of what's supported but it should still be supported. I would recommend starting the PC without the headset connected/powered on. Sometimes what can happen is that Windows can try to boot the headset as if it were a monitor at startup. You can avoid this by turning off the headset until you're all booted into Windows. Updating your GPU drivers can be helpful.
  12. @LuigiNumber1 - Which game? Per Skyrim/FO4, Bethesda games ported into VR are extra finicky because they're using Bethesda's in-house custom game engine (Creation Engine). Because of this, alot of SteamVR systems like controller remapping aren't really supported which means that Bethesda generally has to apply a hard patch to try and support new hardware. Bethesda hasn't published any updates for SkyrimVR since ~April 2018 as far as I can tell which predates the release of Cosmos. Bethesda games have similar issues with Index Controllers for the same reason. It's kind of just a Bethesda thing due to their custom engine.
  13. @FoughtStatue The USB-C on the laptop must be physically wired to the dedicated GPU and not just the integrated graphics and it must specifically support Displayport 1.2 (or newer) signaling. Support for this varies widely and is highly model specific. Some laptop models don't wire the mDP to the GPU as a cost savings measure. You may need to contact your manufacturer to get confirmation of how your laptop is wired up. You can get a rough check of your port mapping via the PhysX page of the Nvidia. If your port is supported, you'll see a USB-C icon under the column with your dedicated GPU. Not all adapters/cables work. The key requirements are that it must support 4K @ 60Hz, must support Display 1.2+, and must be able to transmit ~20Gbps of bandwidth. Here is an example of a USB-C adapter known to work: Club 3D CAC-1507 If your USB-C port can't power DP1.2 output via the Dedicated GPU, your laptop will not only be incompatible with Vive Cosmos, but will be incompatible with all current gen PCVR headsets that use Displayport (Index, Rift S, Pimax, ETC...)
  14. @Lgonzal002 @ilves404 @Mrlincolnlog We've found an issue specific to the Vive Pro installer. Please see this FAQ and use the suggested install link: https://service.viveport.com/hc/en-us/articles/360054317612-Enterprise-VIVE-Pro-Setup-download-failed-issue In a worse case scenario, the only thing you need to run the base hardware is SteamVR itself which can be downloaded from Steam.
  15. @southernmetro We've found an issue specific to the Vive Pro installer. Please see this FAQ and use the suggested install link: https://service.viveport.com/hc/en-us/articles/360054317612-Enterprise-VIVE-Pro-Setup-download-failed-issue In a worse case scenario, the only thing you need to run the base hardware is SteamVR itself which can be downloaded from Steam.
  16. @biscay89 @Supriyo Sinha @qw3tfrlk;jbnaSWEGLIUAwerhg Are you using the Vive Pro installer? We've found an issue specific to the Vive Pro installer. Please see this FAQ and use the suggested install link: https://service.viveport.com/hc/en-us/articles/360054317612-Enterprise-VIVE-Pro-Setup-download-failed-issue In a worse case scenario, the only thing you need to run the base hardware is SteamVR itself which can be downloaded from Steam.
  17. @mmx & @The Pencil Cunts - We've found an issue specific to the Vive Pro installer. Please see this FAQ and use the suggested install link: https://service.viveport.com/hc/en-us/articles/360054317612-Enterprise-VIVE-Pro-Setup-download-failed-issue In a worse case scenario, the only thing you need to run the base hardware is SteamVR itself which can be downloaded from Steam.
  18. @haakankeles The MiniDisplayport on the laptop must be physically wired to the dedicated GPU and not just the integrated graphics. Support for this varies widely and is highly model specific. Some laptop models don't wire the mDP to the GPU as a cost savings measure. You may need to contact your manufacturer to get confirmation of how your laptop is wired up. You can get a rough check of your port mapping via the PhysX page of the Nvidia. If your port is supported, it should show up as a full sized Displayport Icon under your GPu I can't speak to your specific adapter without more info. Not all adapters/cables work. The key requirements are that it must support 4K @ 60Hz, must support Display 1.2+, and must be able to transmit ~20Gbps of bandwidth. Here is an example of a cable known to work: https://www.amazon.com/dp/B0777RKTJB/ref=twister_B077GCMQXJ. This is our recommended cable since it's known to work and is under $10.
  19. @Syberchick70 - Our content team (of which I'm a part of) basically reach out and establish conversations with most titles that pass a quality threshold. We source from everywhere. The actual on-boarding conversations are entirely case by case, title by title and most of them are NDA'ed. As far as I'm aware Red Matter isn't something we have a fresh deal for. That may change in the future since all of these conversations are dynamic but it's not currently in the pipeline.
  20. @Syberchick70 - We have a coming soon page here. There's a mix of Infinity and traditionally paid content on there. Pixel Ripped 1995 will be on there soon. Our content team is always trying to onboard new content onto the platform - it's a fluid situation that changes daily. That said, some of the titles you mentioned are specifically Oculus Studios titles and those specifically are unlikely to ever come to Viveport due to the exclusivity contracts that developers sign with Oculus in exchange for funding.
  21. @Siyo - it's kind of a developer feature for developers to experiment with. I'm not aware of any consumer content that has integrated the SDK into their public release. I've mostly seen this by arcades and LBE customers for builds not accessible to the public. In general - Valve Index controllers are the only way to get widely supported finger tracking when using a Vive Pro.
  22. @BioBazard - Pico altered its Neo 2 strategy due to COVID and the device never got native WaveSDK integration. Neo 2 only works with Pico's SDK stack unfortunately.
  23. Have you tried looking at the HTML documentation? Within the SDK's .zip folder, there is a short to a .HTML documentation folder with more info than the hard coded PDFs. For example in you can find the unity one at SDK_v1.3.1.1\SDK\02_Unity\Document\Eye\Document_Unity
  24. @Lumine - Are you using the included dongles that ship with the Vive trackers? Each SteamVR tracked devices requires it's own specialized proprietary bluetooth receiver. The headset has 2 receivers, one for each controller. If you don't use the dongles, the trackers can theoretically pair to the HMDs receivers bumping the controllers. You'll have to use a dongle for each of the trackers you're trying to use. You could have a scenario where one of your dongles is broken - you can try to unplug the 3 of them and try to isolate if any of them doesn't work. There is no hard limit on the number of trackers you can connect. That said, they all use the same ~2.45Ghz bluetooth signals so you'll hit a limit with the number of bluetooth devices you can have in your environment before they start to interfere with each other, usually between 10-16 depending on how much 2.4Ghz wifi signals you also have in your environment. Disabling 2.4Ghz SSIDs can increase connectivity when dealing with large numbers of trackers. The trackers ship with a little USB-extender. This is specifically to space out the receivers to prevent them from interfering with each other and using them is recommended. You could try using this technique to reset your SteamVR pairing file:
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