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HackPerception

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Everything posted by HackPerception

  1. @matteovinci - Yes,. The key difference is that Cosmos has a higher power requirement that the battery in the original kit can't supply (18w vs 21w). The cabling is almost identical between the Cosmos/Pro attach kits - it's the battery as well as a different padding.
  2. @Deathplay - SteamVR tracked headsets like Cosmos Elite require a minimum of 1 base station. You can use it in 180 degree tracking mode with a single station but using the channel select button on the back of the good station and then flipping it to channel A. When your other station arrives back, flip them back to B/C respectively. 180 mode works best with seated apps generally. I'd recommend enabling "basestation power management" within SteamVR settings to put the base stations into sleep when you're not using them. SteamVR doesn not enable these settings by default but they will improve the lifespan of your stations. You can adjust these settings within SteamVR -> devices -> Basestation Settings -> Power Management. I'd recommend "sleep"
  3. Collaborate as a Team on Viveport Developer Console You can now invite and manage users to collaborate and publish engaging titles. The Viveport Developer Console serves as the entry point for developers to showcase their VR experiences. As the Viveport platform grows, we continue to provide developers with enhanced tools and features to make creating and managing titles easier. This week, we're introducing role-based permissions: a new feature for developers to create an Organization, dd new users, and manage permissions within the Viveport Developer Console. This new user management feature makes collaborating seamless with your team members. You can invite additional users and manage their permissions to access, edit, and publish titles within your Organization. Within each Organization, there are six pre-defined roles available for assignment: 1. Account Owner 2. Admin 3. Release Manager 4. Finance Manager 5. Marketing Manager 6. Customer Service Rep. Each role provides access to a predefined set of features across titles, reports, and settings within the organization. Getting Started: To access this feature, first create an Organization profile section while logged into your developer console. Alternatively, you can join a preexisting Organization through an email invitation sent by an Account Owner or Admin. Add and Manage Users: As an Account Owner or Admin within an Organization, you can grant access to as many people as needed. Simply invite the user you would like to add on the User Profiles and Permissions page. Once a user is added, you can specify the type of access and information each user is able to interact with, if any. You, along with other Admins, can reassign user roles and even remove users from your Organization. For more details, please visit our How-To Guide and FAQs. Grow your titles with your Team on Viveport Developer Console!
  4. @Resistance - then the floor level is controlled via SteamVR's room setup function. If your floor is even remotely shiny (i.e. a wood floor). I recommend placing a piece of paper or cardboard underneath the controllers which will increase accuracy by eliminating any reflections coming off of the floor. Another thing to note is that you should be verifying the floor height in a blank SteamVR compositor rather than an application (e.g. a game or SteamVR Home). Often times, developers offset the virtual floor above the floor calibrated in room setup in order to allow people to pick virtual objects off of the ground without having their controllers bash into the floor (as the controllers have giant sensor rings that come in a wide range of funky shapes). It helps prevent people from having virtual objects on the floor that they can't pick up no matter how hard they try.
  5. @sladle11 - This wouldn't be "new" by definition because it's definitely an open box unit. Two of the most obvious indicators of usage are scratches/microscratches on the lenses as well as visible damage to the HMD tether. It's virtually impossible to use an HMD for any significant amount of time without seeing some wear & tear on those components. I generally don't recommend buying HMD's and VR equipment used. They're fragile. You did get hit with misrepresentation though - most selling platforms would call this "Used - Very good" or "used - good" at best, even if the hardware itself was only lightly used, it's still an open box unit for sure.
  6. @SanityGaming - USB ports can be controlled by industry standard ports that are powered via the CPU or they can be powered by proprietary USB controllers (i.e. Asusmedia). The proprietary ones are less reliable because they're proprietary and they usually have middle layers of tech which try to alter the performance which doesn't work with high-demand applications like VR. We've historically seen the most number of issues with ASUS and MSI boards but it's a fairly common problem. Some motherboards can have a mix of xHCI controlled and proprietary controlled ports - the only way to know what's what is to generally look up your USB port mapping in your motherboard's documentation or sometimes even to contact the manufacturer. Using USB 2.0 is generally okay unless you start to hit bandwidth issues. There may be a slight decrease in bandwidth for audio - it really depends on your specific case. If the port is incompatible - it's incompatible. In those types of cases, the general recommendation is to purchase an Inakteck USB 3.0 PCE-e card. Those are super reliable with SteamVR tracked devices and are recommended by the team at Valve who designed SteamVR tracking.
  7. @Resistance Are you on Cosmos or Elite? If you're on Elite - you can use OpenVR Advanced Settings to manually set the floor height to whatever is desired. That said, seated experiences work differently that standing experiences. Most of the seated experiences use a command to reset the seated position or you can use SteamVR's "reset seated position" command
  8. @Resistance - Floor level is set in roomsetup both for SteamVR tracking or Cosmos' optical tracking.
  9. @salalsalman, The port might support DP1.2+ but it's useless unless the port can directly talk to the Nvidia GPU, it's not helpful. That cable seems like it meets the criteria on paper (4K @ 60hz) but I haven never seen a user report specific to that cable or brand.
  10. @SanityGaming It might be related to your motherboard's USB controller. Headsets work best with standard xHCI controlled ports - ports powered by a proprietary controller like ASUSmedia are hit and miss.
  11. @thebig360 - I'm starting a support ticket with the email address associated with your forum account. Please reply to that ticket with your units serial number or the redeem code as well as confirming the email address you'll be using to log into Viveport to help reduce the response time.
  12. @salalsalman - That photo doesn't bode well unfortunately. The only real way to get confirmation about this is to get the exact make/model of your laptop and ask the manufacturer for a definitive answer. The Displayport in that diagram may be hardwired to the laptop's screen if you don't have a miniDisplay port on there somewhere. It's important to note that it's not just that that laptop would be incompatible with Vive Pro - it would be compatible with all current gen headsets that are driven by Displayport (Index, Rift S, Pimax, ect...)
  13. 1. If you're trying to replay this within an HMD - I would highly advise against trying to playback video captured from a head mount back to a user within VR. That's going to lead to motion-sickness in a significant portion of people. If you're just trying to capture the output - you can use the settings I posted below and enter "room view" by doubletapping the system button. That said, it will show some of the distortion. You may be able to use something like the SRWorks SDK to try and get each individual feed but that would require a custom Unity project. Overall - if you're trying to make something for viewing within a headset - I would recommend instead to look at proper VR180 cameras - they're not that pricey and the quality jump will be huge. 2. You'd have to achieve this using a custom game engine project. I think the general idea is that you'd pipe a camera stream to each respective eye using using a render mask or something of the sort. I aware of some roboticists and the like who've created custom setups that allow them to control robots in other rooms with stereo-view but I'm not familiar with their specific implementations. It's not a common-use case and thus the online resources for this kind of thing will be thin and most of this falls in the realm of custom work. In either case, it sounds like you're looking at needing to make your own custom software. But if the goal is to show people "what you do" in first person VR, I still think a stationary VR180 camera is going to be the way most immersive video professionals would steer you towards for a huge variety of reasons with the primary being user comfort and watchibility.
  14. @Degalus You can attempt to mod the two controllers into tracker-type devices via this guide using a Steam controller dongle per controller as the way to transmit the IO. As with all mods, you can brick the device if you mess up the firmware too badly. It's clunky as hell but it can work. Not as good of a UX as the purpose built trackers though. I'm not aware of any firmware mods you can apply to the HMD to get it to act as a tracker. Beyond the fact that I don't think there's a built out community solution, there are some pretty clear practicality concerns here for instance the fact that you'd still need to use HMD tether to supply power to the main board and the device itself is huge. I don't think this is a super feasible option and the amount of time and effort you'd spend trying to get something like this to work would be far more than the cost of just purchasing a Vive Tracker in terms of your time and effort. Having extensively used trackers - I think the controller mods are more than they're worth generally. If you're doing some serious full body stuff - the size and weight of the tracked device really matters and being able to use something like a trackstrap is a game changer in terms of ease of use.
  15. @Mauroraul160, SteamVR 2.0 basestation tracking is currently limited to supporting a 10x10 meter playspace per a single instance of the SteamVR runtime (i.e. 10x10m per headset and can only support data from 4 basestations per instance. Since a basestation can provide tracking data to numerous devices - each HMD basically acts as it's own frame of reference based on the roomsetup data you can upto 16 basestations in a room, but it's only going to pull primary tracking data from the 4 stations that are within range when you run roomsetup. There's currently no way to expand beyond this 10x10m per device limit. For larger systems like you described - you'd need to use expensive IR camera tracking which is generally over $100K+ in base cost at the scale you described just on the hardware front before you tackle integration.
  16. @azlentic, This is typically a hardwired issue that can't be circumnavigated unfortunately. It adds a bunch of additional manufacturing costs for an OEM to wire their external ports to the dedicated GPU. Using the iGPU to drive these ports lets them use the same motherboard (and other parts) across a wider range of laptop models rather than needing unique parts and manufacturing processes for any specific model. In other words, it's a cost-reduction strategy OEMs use to deliver "budget" laptops to market. I suspect you may be limited to HDMI driven headsets with this laptop (i.e. OG Vive, CV1). Before you throw in the towel though, I'd recommend contacting Dell and specifically asking if that port is wired to the dGPU and getting their official word. You'd want to provide specific model number as there are a number of G5 15 5590 variants.
  17. @Phenominal, Users in some countries can request an adapter via our livechat at www.vive.com/support -> contact us -> contact us. I know this option is valid for those in North America, not sure about other regions. I personally recommend the 3 foot version of this CableMatters mDP -> mDP cable. It's under $10 and works with every headset I've ever tested it with. It's going to be cheaper and more reliable than an adapter.
  18. @Asish - Can you please send the log from the SR_Runtime? You right click the SR_Runtime's icon in your taskbar and will see an option to pack the logs.
  19. @TrevorAustin - Motion smoothing is an interpolation technology created by Valve. It's going to look different not just with each different piece of content since it's applied at runtime but on each different PC loadout because each GPU is going to need to interpolate a different number of frames. Project Cars and iRacing (and other racing games) are well known examples of games that can have compatibility issues with interpolation technologies because the games are hard-coded with built in algorithms which smooth out the view and lock the players viewpoint (see here). That simmering can often be specifically attributed to the SteamVR compositor switching between motion smoothing and asynchronous re-projection. In these cases, disabling motion smoothing and other interpolation technologies would be the solution because the root of the issue is how the game itself is hard coded to render.
  20. @Moosewala It works with Pro, Pro Eye, and Cosmos. It requires data stereoscopic cameras in order to generate a decent enough environmental point cloud -> mesh to be any use for MR. The team tried to make it backwards compatible with the OG Vive but the environmental meshing simply can't "anchor" between the virutal nd real world as the meshing can't update fast enough and with enough resolution. Doing MR on the first gen Vive beyond the simple outline effects isn't going to yield positive results - you really need stereoscopic cameras. Besides - humans don't see in monoscopic so there's that too. The hand-tracking SDK does work with OG Vive, but works alot better with cameras that have stereo cameras.
  21. @AlexandrKoelsnikov - I'll try to pass this along to our HW R&D team but I'm fairly certain that everything you're describing falls under the domain of SteamVR Tracking licensing and is stuff you'd work with Valve through their SteamVR Tracking licensee program. We license SteamVR tracking from Valve like any other OEM would.
  22. 1.0 wands do not work with 2.0 stations. 1.0 stations will work with 2.0 compatible controllers but not the other way around. 2.0 stations only work with hardware that has newer sensors.
  23. I just bumped someone in the know. As I've said a bunch - COVID makes everything stupid hard and I thought this situation was resolved. Per the phone thing - an honest answer is that it came down to the various phone OEMs not supporting it. Can't be more specific.
  24. @gumeroza - I generated a support ticket for you. In many cases, Steam can be hiding in the background - you can try using the task manager (CT-ALT-Delete) to manually close it. One other thing we commonly see is that people's installer can get stuck on the SteamVR installation portion of the installer because they have workshop content which can in some cases exceed 10gb+. I've seen a case where the installer stalled for someone and Steam was trying to install 125gb of Steam workshop content in the background so it's something to keep in mind. Technically speaking, only SteamVR is the only thing required to run a Vive Pro and you can install that via Steam. There are some functionalities which require the Vive installer and usage of your included Viveport hardware bundle requires installation of Viveport.
  25. @yurijgera, The mechanical nature of basestations offer higher precision tracking due to the fact that they are high-speed mechanical devices. A 1.0 basestation has two motors which each spin at over 200,000 revolutions per hour - they can accumulate tens to hundreds of millions of revolutions over a relatively short time and they also have other components like lasers which can also degrade. It's similar to a car racking up 100k+ miles and aging out. There is a standby mode but it's not automatically enabled because Valve based SteamVR tracked hardware is using a broadcom driver which requires a separate installation pathway due in part to Windows UAC. That part is unfortunately out of our domain of direct control as we are not authors or redistributors of the driver and the Bluetooth power management API functionality of SteamVR is managed by Valve, not HTC (and SteamVR and SteamVR tracking overall is managed by Valve - we license it). You enable it by going to SteamVR -> Settings -> Bluetooth and installing & enabling the bluetooth drivers and then going to SteamVR -> Settings -> Basestation -> Power Management. There are two power management settings in there - "Sleep" is the one you want to select to completely power down the motors. It does add a few seconds of start time to SteamVR startup overall. The newer 2.0 stations have the same fundamental limitations, although there is 1 motor rather than 2. It's just a tradeoff of using mechanical tracking rather than something solid state. If you were to say, buy a Valve Index - power management is not automatically enabled there either and enabling them is the exact same flow. I do personally agree that I wish the power management features within SteamVR were more insinuative and defaulted to being in sleep mode by default.
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