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HackPerception

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Everything posted by HackPerception

  1. Here's a reminder that this webinar will begin in ~24 hours from this bump.
  2. There is a lookup tool here. If you still need help - I can PM you whom to contact.
  3. @rst@ANDR3W@Higgie I've PM'ed you a support contact you can reach out to
  4. @patrick Our product team is still exploring options for upgrade kits but there's nothing solid to share at this time. COVID has dramatically impacted our initial launch plans.
  5. @Sjunin I would recommend working that out via the support ticket I started for you - that's the most direct line to Viveport's in-house customer care team who can escalate back up to the platform owners if there is a widely reproducible problem.
  6. @SupriyaRaul Unfortunately not. If you're on a 1050Ti model, that model is unfortunately below the minimum requirements of even the first generation Vive (GTX1060). The 1050Ti is a notorious edge case, it works when integrated into some PC's but doesn't work for the OG Vive in most other cases and it's not something you can easily predict. Your laptop would also be compatible with all other current gen HMDs that require Displayport i.e. Pro, Index, Rift S, Pimax, ect... It's an entry level gaming laptop that's not really made for VR.
  7. This the the type of task that's currently best left to crowdsourcing as Steam's developer console lacks any compatibility checkbox to indicate full body tracking support. In lieu of an API driven methodology, this is best left to crowdsourcing at the moment as it would be a huge task to maintain a list. The most comprehensive list I've seen on this topic is this list. It saw alot of use when Knuckles launched but it seems to have fallen into disuse as the surge of launch activity has given way to regular daily activity. I really wish this list got more love - it's really helpful. I'd also note that a huge portion of content which has full body tracking are enterprise or otherwise private tools/apps that are not available to the public. Tools like Ikinema Orion are heavily used by Indie devs for MoCap.
  8. @mbbc902 I've started a Viveport support ticket with the email associated with your account. Let them know what's up and they can give you a definitive answer for your specific case. I wouldn't recommend launching the app again as it will count towards your play time for that app.
  9. @SjuninI'm starting a Viveport support ticket with the email address associated with your account and will ask that team to verify that removal button.
  10. Curious about how to stand out on a VR app store? Whether you’re marketing your first VR title or a seasoned developer with multiple titles under your belt, this session will expand on the time-tested “do’s and don’ts” for marketing your VR experience in a way that will improve your app’s conversion rate. Join us on Tuesday April 21st at 10am PST as we pass along some of the lessons learned by our developer marketing team whilst building the Viveport ecosystem. Register here! You can still catch last weeks GDC Webinar here: Working Remotely in VR using ViveSync For more information on the upcoming live Webinars, check out the Vive Blog. Tuesday, April 28 @ 10am PT – Viveport Developer Console: What’s Coming in 2020 Tuesday, May 5 @ 10am PT – XR Continuum: Merging VR & AR Development Tuesday, May 12 @ 10am PT – What’s the Opportunity in Enterprise?
  11. @Xfrawg The only controllers on the market right now that support full hand tracking right now are the Valve index controllers. Only a handful of pieces of software actually fully support them though - for the vast majority of published content they have similar functionality as Vive wands or Oculus Touch controllers as those are the controller mappings that most developers have integrated and designed their games around. Index controllers can be used with any SteamVR tracked headset like Vive, Pro, Pro Eye, and Cosmos Elite or with the Cosmos External Tracking faceplate that will launch soon.
  12. @Xfrawg - You can't mix and match generations of basestations - you have to be all 1.0 or all 2.0 because the two generations clash with each other. For most in-home use cases, 2.0 doesn't have a terribly different UX. Most of the advantages for 2.0 stations come with more commercial/professional use cases where you need larger spaces or you need to have a ton of base-stations in a single room (like a conference). Regardless of whatever station generation you ultimately land on - I'd recommend ensuring that you turn on basestation power management and have the stations go into full standby that way you maximize their lifespan. Both 1.0 and 2.0 stations are mechanical devices so having them spin 24x7 will impact their lifespan. For full body tracking there might be a slight edge for 2.0 tracking with 3 or 4 stations since it helps limit occlusion/deadspots but the accuracy is more or less identical otherwise. For mounting them - we recommend Trackstraps.
  13. @gregor10021002 - I PM'ed you the info of who you can connect for support on this.
  14. They added feet tracking support in Dec 2018 - it's just not something that's heavily discussed on forums and the like because not a ton of consumers have 2 trackers. Their solution is super flexible though and they'll accept "feet" input from a wide range of tracked devices.
  15. @mikemc - I haven't heard anything on this front but the bluetooth receiver that's used for general/power management of the stations is contained within the external tracking faceplate and is not involved at all with your laptops integrated bluetooth radio so that's extra confusing. It could just be a PC specific thing - you could try to isolate out windows by doing a clean install of your OS if you're feeling like using the nuclear optionn (I personally advocate for cleaning installing 1-2 a year minimum, especially on VR machines). The only environmental thing that comes to mind is that you may have alot of co-channel interference from 2.4Ghz WiFi or another RF source (i.e. you lived near a radio/TV tower, a ton of WiFi networks, or high voltage electrical lines).
  16. When preforming any changes to your NVIDIA drivers such as an upgrade or a downgrade for troubleshooting purposes, it may be helpful to perform a “clean installation” of the driver package which can eliminate potentially unwanted settings from impacting your VR user-experience. A clean installation will remove any previous NVIDIA driver settings and user-profiles and restore NVIDIA’s default settings which can eliminate some issues which can otherwise persist between driver updates. As such, a clean installation can be a very important part of troubleshooting SteamVR performance issues as it leaves a blank slate for you to troubleshoot off of. To perform a clean installation, follow the following procedure: 1) Download your desired driver set from NVIDIA’s website. You can download the most recent driver set for your NVIDIA GPU via this link or you can access a specific driver version via this tool. · For VR usage – you should only install “game ready drivers” (GRD), rather than the studio drivers (SD). 2) Download, and launch, and extract the driver’s installer package. 3) On the license agreement page, select if you’d like to install the standalone driver or if you’d also like to install the GeForce Experience software. Click “agree and continue” to proceed. · Note: Usage of the GeForce experience software will require you to register an account with NVIDIA and usage may be prevented if you’re installing onto a secure workstation. 4) Next, on the “installation options” page, select “Custom (Advanced)” and click next. 5) On the “custom installation options” page, click the “preform a clean installation” checkbox and click next to proceed with the installation. Preforming a clean installation can eliminate some types of persistent performance issues related to the driver settings. That said, you will have to manually restore any non-default desired settings that affect VR performance such as your VRSS preferences. When restoring custom settings, it is advisable to make changes one at a time in-case a specific setting negatively impacts your performance.
  17. @Larpushka The issue with all of these end-user solutions like VR treadmills is is that the software you're using has to support that type of locomotion. There isn't a standardized driver that can facilitate this at a universal level. Fortunately there is a third party driver tool call "Natural Locomotion" that specifically has support for that style of tracker based movement you're talking about (user-example). It won't work on everything as it's a middle-ware and it won't be as polished as a developer going in and developing native support but depending on the games you play - you can certainly find some games which work well with Natural Locomotion and it's one of the more popular SteamVR tools. In your case - you'd probably need to pair it with snap turning. Alternatively, if fitness is your main goal, you can try using corridor runner games like Pistol Whip and Beat Saber and just using a treadmill without any sort of trackers. Here's an example of what I'm talking about. As you said in your own post - this is all "do so at your own personal risk" type stuff as you're basically blind to the real world when in VR. edit: I did some searching and apparently NoLo is flexible enough that you can even use Joycons for basic feet tracking.
  18. @Dobieg2002 - Yes, you just have to repair the HMD to the PC within the Vive Wireless console at the start of each session. That's usually a 10-30 second process max - it's pretty quick. Just start the pairing prompt on the PC and when the wireless adapter starts flashing green - press the button on it and you're set. This is actually how we handle HMDs at our offices. Each common VR-PC has a wireless adapter and we just pair HMDs to the PC's wirelessly as needed and it's really smooth. It even works if you're using different HMD types (i.e. Pro, Pro Eye, Cosmos). Think about how much cabling you avoid if you're dealing with 10+ headsets like we often were. Most of the PC's I manage are actually in locked boxes so you can't plug a flashdrive into them and the wireless adapter really helps with security on that front. I would just recommend having each wireless adapter set up to output on a different one of the 3 channels to eliminate any potential cross-talk.
  19. @Gaetano - Yes, it is technically something you can achieve with just a tracker and a minimum of one base-station but it's not considered an officially supported use-case. It's definitely an advanced use-case as without controllers - it's really hard to easily set up your tracking universe. You can use what's called a "null" HMD driver to accomplish this. Please refer to this guide from Triad semiconductor - they're the company who manufacturers the sensors which enable SteamVR tracking. You cannot use trackers whatsoever without the basestations. For virtual production - you'd probably need to get 2 or 3 of the newer 2.0 basestations as well as a tracker 2018 as 2 stations would only cover ~5 meters diagonally which is small area for most lenses. That said, it may actually be cheaper in the long run to buy a kit as you'll add additional complexity by not having an HMD or controllers and you may have higher labor costs in the end as a result of the additional tinkering. A huge portion of virtual production also uses the HMD for playback and pre-viz so the HMD itself certainly has it's place in the production pipeline. If you try to go the 1.0 basestation route - it will work but you'll be limited to 5m's diagonally. Whatever you do - do not try to buy used basestations off ebay or another reseller site. They're mechanical devices and it's the equivalent of buying a car with 200,000KM already on the odometer.
  20. +1 on it potentially being thermal throttling based on you saying that it gets worse as the session progresses. You may want to look into a cooling pad - if you have a fan lying around you can experiment with using that to cool the rig to see if it makes a difference before making the commitment. You could also try going into whatever BIOS or software is on your rig to disable the throttling but only do so if you have external cooling in place otherwise you can damage your hardware. Bear in mind Boneworks isn't a light application at all due to the texturing and physics simulations. The 1060 is their minimum requirements for first gen HMDs so expecting it to run at max settings on a laptop version of a 1060 is not a very realistic expectation of your laptop and if you had automatic scaling on - it may have been able to run with those settings only via down-sampling.
  21. On that note - a subpac is one of the better VR accessories you can buy since they work outside of VR. It looks like the MX2 is EOL though and they're asking for suggestions for their next model.
  22. I used to be super hardcore in the PCMR camp but having a VR laptop has opened up so many opportunities for me and has allowed me to share VR experiences with a huge number of people in a variety of crazy places. I think laptops certainly have their place in helping VR gain consumer legs and that as edge computing kicks in the lines will blur between desktop and mobile. It's very awesome being able to have a complete "desktop" VR rig that's self contained within in my backpack and can run off an external battery bank - I've taken headsets to dozens of festivals at this point. For the the vast majority of people though - I think the money is better spent on a GTX2060/2070 desktop rig.
  23. @McyD - The offical battery is currently in stock on the EU site here. The lack of listing on our US site would indicate it being out of stock - it's definitely been listed on there before previously. As you can imagine - moving stock around is incredibly challenging right now with COVID. If current users need one - they may be able to get one through our customer care channels as we generally set aside stock for care. The battery for Cosmos was not manufactured by HTC but was instead contracted out to a manufacturing partner who specializes that type of gear which allowed us to reduce the cost to the end user as a direct result of user feedback about the price of the 18w packs.
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