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HackPerception

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Everything posted by HackPerception

  1. @machmandp I tagged a manager who can help given the situation but this would fall heavily outside of our standard operating protocol. We do offer a "swap" type of system for enterprise customers but they pay several hundred dollars in additional cost for an enhanced warranty which covers the cost we incur for operating syste No other HMD manufacturer would "swap" your headset without physically examining/RMA'ing the current device unless you're an enterprise customer or developer/partner. HMDs are very expensive to manufacturer and VR device take a beating which makes warranty/RMA more complex than many other electronic devices because in many cases RMA's can fall outside of the terms of a warranty for one reason or another. In terms of deal pixels - dead pixels are just a part of HMDs. An HMD has millions of pixel elements and when we source the displays from their manufacture - there is a certain number of pixels defects that their QA allows. We also preform a secondary QA but ultimately pixels can die/get stuck after the leave the factory. With millions upon million of pixel elements in each product - pixel element failures are inevitable and different policies about what is and isn't covered under warranty (based of number of pixels, location of the pixels, ect...) and physical inspection is part of that assessment chain. You can sometimes revive a dead pixel by playing video or other content on the headset for a few hours. It really depends on what the source of the pixel element failure is.
  2. @AFoolishSamurai Like, they just stop working altogether and refuse to start working again? Or they work for a while during a session and then stop working during that session? Maybe Try SteamVR -> Developer -> Developer Settings -> Disable Power Management (for SteamVR USB Devices)
  3. @Rasponov - Do you have the IPD properly adjusted? Aside from that - you'd want to ensure that the headset is held in the correct location over your face before tightening and adjusting the headstrap to ensure that your eyes are correctly aligned with the sweet spot. The lenses on Cosmos are at the same fixed focal distance so it's not really possible for one lens to be in focus and the other along the eye-relief plane. Are you able to verify the issue with anybody else? Astigmatisms are kind of tricky when it comes to VR headsets - while you may have roughly the same cylinder power in each eye, you may have wildly different axis which can become very apparent when using a headset.
  4. @LeoB Do you have access to the source files?If I had to guess, this is an angular resolution issue. I tried this on a few different headsets such as in a cardboard and still saw distortion. It was hard to directly compare them since the various headsets have different FOVs but some scenes (such as the hallways where you're next to the posters) had issues across all headsets. 360 equirectangular projections have scaling issues when objects appear more within 1-2 meters of the aperture because of the aperture size and how close up objects occupy a huge portion of the image's angular resolution. It could also be a result of how they've implemented WebXR (WebXR has an FOV adjustment param) but I think it's probably an image source/composition issue more than anything because I didn't see any barrel distortion.
  5. @Pablo G - I just checked and verified - this can use your standard controllers; you don't need any special enhancements like a Vive Tracker or a Pro eye. It looks like the only caveat is that it doesn't support Oculus devices natively.
  6. @Mosuna14 - w.y is right - Valve only licensed us to include HL Alyx with Cosmos Elite, not with the standard optically tracked Cosmos. If you have a Cosmos Elite HMD/Kit and are having problems with the code - please submit a ticket here that includes your order number or HMD serial number: https://service.viveport.com/hc/en-us/requests/new?v_to_v&
  7. The price/performance of the RTX3070 is ridiculous. These are all going to be huge boons for the VR community. I may upgrade my personal rig just for Cyberpunk even though it's a pancake
  8. @groslala I'd still highly recommending reinstalling windows at some point soon. You'll benefit from the fresh and fast new windows install and your hardware swap will be overall alot more stable.
  9. @gussy11111 The Cosmos/Cosmos Elite does not have a "eye relief" mechanism. As @joellipenta mentioned, it's best with most headsets if you hold the headset firmly against your face in the desired position with one hand while reaching back with the others to adjust the headstrap to hold that position in place. The Cosmos has a "halo" sytle headband - it sits on the upper part of your head and placing it too low will cause the bottom edge to start peeling away.
  10. @BlackOne - if there is a USB-compatibility it's usually deeply rooted in the motherboard/BIOS way beyond anything Vive (or really any one single company) can externally influence too deeply. It relates to how the OEM is building their motherboards and programing their BIOS . Gigabyte is a reputable brand and I'm simply not very aware of any specifics to those motherboards as I haven't seen alot of Gigabyte customers with issues. I've seen the most issues with Asus boards due to their ASmedia USB technologies. If you truley think it's USB-controller related. The best thing to do is to purchase this specific USB card: . This brand is recommended by Valve for SteamVR devices: Inateck Express Cards. It's one of those situations where if it works - it will save you from hours of fruitless debugging the cost of ~$20 and a spare PCI-e port.
  11. The XHCI hand-off behavior will vary between motherboards. Some may still support USB3.0 speeds by recruiting the CPU's resources. USB ports get very OEM specific because modern motherboards are surprisingly complex. While there are lots of "standards" that mostly play together nicely on paper - the way these standards get adopted and physically wired into motherboards and how that implementation affects performance/compatibly in real-world deployments is a bowl of spaghetti.
  12. @brandongamer7 If the issue is due to an incomplete or otherwise corrupted firmware installation - you may be able to plug the basestation into your PC via a MicroUSB data cable, plug the station into power, and then use the firmware recovery tool via SteamVR -> Devices -> Base Station Settings -> Recover from Incomplete Update. Don't touch/move the station while it's powered on - that could damage the spinning motors inside. If the basestation has been damaged during shipping - the best thing to do is to document the serial number on the back of the affected light house and to then set up an RMA via www.vive.com/support -> contact us -> contact us. You may be able to use the remaining base station in a single station-mode to support 180-degree VR or seated VR during the RMA process.
  13. @Teigue - Our product is licensing Tobii's technology stack and so the current lack of driver-level support stems from there. There is a bunch of tech stack, legal, and licensing issues which are not in place to prevent a driver-level version of support for this product at this exact moment. I'm sure these friction points will wear away as adoption becomes more commonplace. While the Pimax stuff may be offering some level of support right now, there is a pretty strong difference in the legal framework around the support of the hardware and collection of the tracking data. Eye tracking data is highly rich bio-metric data - you only get one set of retinas and things like GDPR extend into these data types and so the level of regulatory compliance is higher than other products (which is a good thing!). Both Tobii and HTC require developers to create privacy statements specifically around eye tracking and there are various levels of hardware and data access. The Pimax accessory is driven by 7invensun - our SRAnipal SDK actually supports 7invensun hardware as well we we're partnered with them as well but the Tobii tech is the one baked into the Pro Eye. Consumer use-cases for eye-tracking are more than just what consumer-content will support the hardware. How you arrive at that support and under what legal frameworks the data collection occurs are going to be hugely important topics over the next few years (billion dollar questions). Partially why eye-tracking is an enterprise application primarily is because it's a good proving ground to hash out how all of these technologies and regulatory/privacy measures will work.
  14. HDMI and DP are very different signals. You will never be able to support a DP-driven headset via an HDMI port - even if it's HDMI 2.0. Here are two USB-C -> DP adapters which are known to work with current gen headsets: Nekteck USB Type-C to DP/DisplayPort Club 3D CAC-1507 If unavailable in your region, look for an adapter that supports: DP 1.2+ signalling at 4k@60hz You can use the PhysX settings page to see a rough diagram of your port mapping. Not all USB-C ports are actually wired to the dedicated GPU and instead will only be wired to the integrated graphics as a cost savings measure for the laptop OEM. This page will give you a pretty solid approximation of your hard wiring but you may have to contact your OEM to confirm that your specific laptop model/buildout supports DP 1.2+ signaling via the dGPU on a specific USB-C port. It's ultra hyperspecific since there are a million different laptop variants. @fransan @GuySoft @fransan - The cable you linked only supports 1080p. It won't work. "Support 1920x1080 full HD video output"
  15. @Barbara - All of those laptop models on that spec matrix are claming that that USB port supports DP and it looks like your port is hardware to talk with the Nvidia card. This is a best case scenario for a USB-C port; most laptop USB-C ports aren't wired this way because it's expensive. We've seen success with the following two adapters: Nekteck USB Type-C to DP/DisplayPort Club 3D CAC-1507 If you can't source either of these two where you're geographically located, you want to hunt for an adapter that lists the following specs: Displayport 1.2 (or greater support), support for 4K@60Hz, and if ideally support for >20gbps bandwidth.
  16. @groslala - A clean install is probably in the cards. Previously, you'd have to clean install WIndows with most processor/MB hotswaps otherwise Windows wouldn't even boot. Win 10 is alot more forgiving but you did a complete architecture swap (Intel -> AMD) and you're doing high-performance computing (VR gaming). Does the PCI-e card's blue power light come one indicating the wireless card has power?
  17. @groslala - Did you completely reinstall the OS? Generally speaking, that large of a transplant requires a clean install of Windows. Win 10 has some level of architecture hotswap support but you really should reinstall Windows.
  18. ??? The 50/60hz settings almost always refer to the frequency of your country's AC power grid. It has to do with what frequency the lights in your room are flickering at. See the video below for an explanation. Is is an automatic detection option, otherwise choose the option that corresponds to your country's power grid.
  19. @pallavi - Looking into this question. Intel actually invested in Tobii in 2012 and is a stakeholder - they've been close partners since then. I'll try to hunt down more specific info.
  20. @McSamuraj - Grey controllers are first gen controllers that have the first generation triad sensors (aka Discrete sensors). In order to work with the newer 2.0 stations, the controllers need the newer Triad sensors (the TS4231 or newer) because the change in architecture between 1.0 and 2.0 basestations is significant enough that the 2.0 basetations aren't backwards compatible. When it comes to Vive gear, the 2.0 sensor enabled controllers are blue, not grey. How did you get a Cosmos Elite with 2.0 stations and 1.0 controllers??? The Cosmos Elite bundle ships with 1.0 controllers and 1.0 stations. This is confusing. Are you sure you have 2.0 stations?
  21. @DeMash077 , the HMD itself is likely fine. Headset problems don't really affect the frame-rate. PC problems are a lot tricker to troubleshoot. With laptops, you need to doublecheck the laptop is plugged in and that Windows is set to "high performance" power mode. Common pain points are: A SteamVR update (you can't really downgrade SteamVR) GPU drivers (you can try installing a previous version via a clean install). Weird PC issue (malware, background process, ect...) Some weird bios or powersaving setting. Ect... Issue with windows/windows update Not having enough free space on an SSD for it to function properly Troubleshooting these issues is hyper-specific to your PC - it's not something that usually shows up in logs. You can always try clean installing windows as a nuclear option. You can also verify it's not the HMD if you have access to another VR compatible PC, but as I said above - the headset itself doesn't really mess up the framerates.
  22. @rheamw - Not within the context of SteamVR's native room setup and chaperone system. It's a consumer VR front end. The company that makes the SteamVR sensors has a guide on using a null HMD driver here but they don't cover the coordinate system (they list a contact address at the bottom that may be able to provide support). SteamVR's chaperone system requires an HMD at a minimum to calibrate (via SteamVR -> Developer -> Developer Settings -> Quick calibrate). This only provides approximations for walls though and mainly is used to set the origin and the floor plane. You can try scripting out a calibration sequence within Unity where your translate your project's coordinate systems based upon known positions of the trackers (i.e on the floor in specific locations). Some LBE content takes this approach. I'm not personally aware of an example project or example code. Vive does not consider this to be a supported use-case as it gets pretty deep into the SteamVR/OpenVR weeds and we officially support standard roomsetup scenarios.
  23. The SRAnipal SDK licensees and and wraps Tobii underlying technologies and runtimes into our SDK/Runtime. Tobii has created some limits to what levels of hardware access and what tools our SDK can provide (i.e. you can't access raw video from the eye tracking cameras). If you need deeper levels of hardware access than the SRAnipal SDK can provide - you need to evaluate and license Tobii XR's SDK as they've reserved some feature-sets for their SDK. Both SDK's are compatible with the Pro eye. When you purchase a Pro eye - it includes licensing for the SRAnipal SDK and the SR_Runtime. The SRAnipal SDK can also be used to drive fix-foveated rendering on Nvidia cards on non-eye tracking HMDs.
  24. @ade, please see This adapter is known to work with compatible USB-C ports. Not all USB-C ports are wired the same; your laptop's USB-C port must be able to output Displayport 1.2+ signaling and the USB-C port specifically needs to be able to be powered by the Nvidia GPU and not just the integrated graphics. If your USB-C port doesn't not meet these requirements, your laptop is incompatible with all current gen PCVR HMDs (Index, Cosmos, Cosmos Elite, RiftS, Pimax, ect...)
  25. @davide445 Cosmos play is canceled, there will only be the Stock Cosmos and the Elite. You really can't connect more than 1 HMD to a desktop in a practical way. If you're just doing 360 playback, standalone headsets are better for mass deployment due to their self-contained nature. Unity's built in interactive 360 tools will satisfy most use-cases in general but it has limited platform support. Per the pre-defined shifts, there aren't a ton of fully baked out solutions for that. Liquid Cinema has a tool for this... (demo). I'm sure you could just use scripting to rotate the UV sphere in Unity or Unreal to accomplish this against the timeline but I couldn't find any example code or projects. You may want to ask on the 360 Video professionals group on FB. At the end of the day - you can always integrate networking and other generic development tools into your project to get what you want. When it comes to 360 video, the pre-built choices are more limited simply because 360 content hasn't been able to generate meaningful revenue for many creators and so the tooling is alot more fragmented. In many ways, Youtube has dominated 360 just by being ever present.
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