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HackPerception

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Posts posted by HackPerception

  1. @Tausendberg - Adding more ram and CPU will generally increase responsiveness for anything traffic that touches the router.

    86U:

    • Has a newer "Multi-Gig" 2.5Gbps WAN/LAN port which could be helpful if you can actually leverage speeds faster than 1Gbps.
      • This port enables it to work with Asus' AiMesh mesh networking.
    • The extra ram and CPU allow it to support support more more "mu-mimo" users (high speed connections to devices).

    84S:

    • Same radios
    • Has gigabyte LAN

    Both are great routers that have the same radios. 86U is more future proof but you'll probably have a reasonable experience on both.

  2. @Tausendberg It's just a sharpening function that's calibrated to the headset's displays. It can improve contrasting detais, highlights, and edges.

    These type of filters generally work by comparing neighboring pixels and thus the end result can be heavily dependent on the image source you're feeding in. This is why this value is adjustable. PCVR headsets run off uncompressed high-bandwidth video and so sharpening works well because the signal isn't compressed.

    I could try to ask what specific methods they're using but I don't think HQ would respond in detail.

  3. @Ligthmare This might be difficult on current SteamVR-native headsets. SteamVR headsets that use integrate Valve's SteamVR hardware (Index, Pro 2) are entirely dependent on the basestations at a fundamental level and the SteamVR compositor overall. It's possible to write custom headset drivers to do more advanced stuff (Optitrak) but SteamVR hardware.

    Alot of enterprise users solve get this type of content into the headset by creating custom Unity projects that take their stream feeds and builds a basic SteamVR/OpenXR client for it.


    What you were doing on DK is called "extended mode". SteamVR support for this varies by headset - it's . Because Vive Pro 2 needs a compositor (Vive Console) - I don't think extended mode is supported. The "Disable Direct Display Mode" within SteamVR's Developer setting does not seem to be working.  @C.T.

    One way you can try to replicate "extended mode" but with way more customization is by using OVRDrop. It has a "screen" feature which lets you pipe content as an overlay to the headset in a fixed position on the display panels. If you set the alpha to 1, and use the sliders to position and scale your content correctly - you might be able to recreate . It has support for stereoscopic content & I've seen a few people have success hacking a solution together with it.

    You can sort of use the headset without a basestation by disabling the loss of tracking screen (grey) screen by editing Program Files (x86)\Steam\config\steamvr.vrsettings with the following:

    Under "steamvr" : {
    
    Add
    
    "forceFadeOnBadTracking" : false,

    This could net you a fixed view that might be useful. SteamVR native headsets are really designed to be used with other SteamVR hardware. I couldn't figure out how to get this to work in conjunction with OVRDrop.

    image.png.ba50a146685b96a384315c2409d724ab.png

    image.thumb.png.84d050619b16523a72c9d4d7108d0df2.png\

    image.thumb.png.5b58d23296b2f32e03b187c8c595c693.png

  4. @VRZach

    1. Valve only has a few limited public commands/APIs around the basestations - specifically around pushing firmware updates. I'm not aware of ways to programmatically interface with SteamVR. These are all Valve controlled systems so they're deciding the access level and tools.

    2. If two stations are duplication channel within line of sight of a SteamVR sensor - that's direct interference. There is no correction mechanism expect it displays a

    3. We think of it in a loose concept of primary and secondary stations. A headset can have upto 4 "primary" stations, but SteamVR also seems to pull some sampling data from other stations in the environment as well. We generally recommend physically unplugging the stations that you don't want to act as primary tracking stations when doing setup. Only have the 2-4 stations you want to weigh into your calibration plugged in when preforming a room setup/quick calibrate.

    SteamVR seems to factor in data from "secondary" stations - but how that works seems to be mostly proprietary and black-box. Physical isolation is the only way to ensure you fully isolate the tracking systems.

    For more serious installs, I recommend using something like a smart plug to control the power state of the base stations to automatically turn off the stations when the system isn't in use to maximize their lifespan.

    There is a pinhole on the back of the unit you can manually channel change with. You could use that to preconfigure the unit somewhat so your clients don't have to adjust the channels.

  5. @Haiticloud SteamVR -> Developer Options -> Developer Settings -> Quick Calibrate is super helpful for mass setups.

    For something like this, you might need to use more than 4 2.0 base stations. If you do, we recommend spacing your stations out so that each HMD has solid visibility of 2-4 stations within ~4.5m range. When running calibration, we recommend only supplying power to the 4 "primary" stations that you'd want to calibrate against, and physically unplugging the other stations in the room during calibration to ensure

    Be sure to either use base station power management, or use physical/smart switches to turn the base stations off when not in use. This will maximize the lifespan of the base stations.

    Engage, VictoryXR are some leaders in the space right now. This is a good twitter account to follow: @steve_bambury

     

  6. @Jack83 In the video you provided, it looks like there is quite alot of bright light or sunlight which is at the maximum range of the SLAM system's sensitivity. It means that huge portions of your environment are completely washed out and have a lack "tracking features" for the cameras to view and and calculate agaist. That headset does not have standard RGB cameras - they're infrared sensitive.

    Tune down the environmental brightness of your room and use pass through to identify and remedy large that are washed out and devoid of tracking features - that's definitely a factor.

    You ideally shouldn't ever have your headset out in a room where the lenses could get exposed to direct sunlight. It only takes a few seconds of direct exposure to cause a burn on the display due to the use of lenses.

    If it's sunlight, that has the added affect of moving throughout the day which can cause drift on slam headsets.

    The video also doesn't show the floor plane setup - it would be helpful to see that step too.

     

  7. @Raeldor  I'd recommend NAM enterprise sales over CS. CS is much further removed from this than sales.

    Semi-shot in the dark here about W/N: Wide gaskets tend to work better with glasses as well as European/American facial shapes. It's mostly a western product. I'm not sure if other SKUs ship with N.

    • Like 1
  8. @Raeldor If you pull away the gasket from the unit and check the inside of the very center of the gasket between the top two magnets, you'll find a letter (W or N) that corresponds to the style. Mine USA SKU came with W(ide). I'm not sure what's up with the narrow not being available in USA - my first guess is that it might be shipping chain related. It might be easiest to request one from a US sales team member - they'd be closer to that side of the product.

  9. Manually:

    • Power down (all three buttons at once - vol up, vol down, HMD button on the right)
    • Power up (vol down and hmd button at once)
    • In the bootloader menu select reboot to download mode (navigate with vol buttons, select with HMD button)
    • In the download menu select Factory Reset

    (navigate with vol buttons, select with HMD button)

    Via ADB Command:

    • Connect Flow to your workstation via USB-C
    • Run command: adb reboot download
    • The device will reboot into a bootloader menu
    • Navigate to the bottom menu option using the volume keys
    • Press the device's power button to initiate the process 
  10. @andreasnielsen We have a coming soon page. https://www.viveport.com/section-coming-soon That lists all of the titles where a developers has indicated they intend to publish, as well as some that we've worked out publication deals with.

    Our content team actively engages with the developer community to scout out titles that are in development, or already have already been published elsewhere and attempts to onboard them into the ecosystem. We pretty much talk to everybody - it really just depends on each VR studio's or publisher's approach.

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