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HackPerception

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Everything posted by HackPerception

  1. @groslala From an offical source: https://blog.vive.com/us/2020/03/30/cosmoselite/
  2. @ralphp I've been trying to hunt down this file internally - that design is ~4 years old now and was rapidly replaced with the Vive Tracker MR workflow so it hasn't been easy to find.
  3. Registration reminder: Our first GDC webinar will happen tomorrow morning - Tuesday the 31th at 10am PST – A Step Ahead of the Curve: Using Data Trends to Build a Successful VR Experience.
  4. @dflorin77 - Valve controls SteamVR, SteamVR Tracking, and 2.0 base-station updates, not HTC. I've experienced the exact opposite in many cases, the default firmware is really early firmware and I've always had really bad tracking with 2.0 stations out of the box until they're updated. There are two likely scenarios that you should consider first: You'll want to ensure that each basestation is on a unique channel. If you don't have the Bluetooth management enabled, you could have two stations on channel 1 but they'd have no way to report back to SteamVR to display an error message. You should explicitly check the stations and ensure they're on different channels. You could have a reflection in your playspace. To detect reflections, generate a system report or open up the SteamVR web console and search for the term "back-facing". Here's an example of what a reflection looks like in the logs/web console: Sun Jun 26 2016 23:02:09.676 - lighthouse: LHR-4E8EF209 H: Dropped 32312 back-facing hits, 2069 non-clustered hits during the previous tracking session I personally find that 1.0 tracking is a little more robust when it comes to handling reflections but then again the 1.0 solve algorithms are 3 years more mature.
  5. @Shevron , Unless your on Index controllers - Valve made it so that only your trigger controls hand actions. The grip buttons don't work on any other controller - for instance on Vive wands - the grip button triggers the pause button. A/B/X/Y have functions related to ejecting clips, pause menu, reloading your first round, ect... The mapping on Oculus controllers is the same as Cosmos, ect...
  6. We used to host this package on https://hub.vive.com/en-US/download - I asked that team to reupload it but it doesn't seem to have happened yet. I sent out another bump today to get that access point restored.
  7. Yes, for Vive 1/1.5, the minimum requirements are specifically 18W and QC 3.0+ support. I'd recommend to sticking to trusted brands for packs like this (Anker, RAVPower) as cheaper >10,000mAh battery packs can pose fire risks. When using larger battery packs, it's also helpful to have a QC 3.0+ power supply to charge the batteries as the larger ones can take over 24 hours on standard chargers.
  8. @jakelogg If you haven't looked at this blog, it's pretty helpful. There's just not alot of OpenVR API's to interface with the cameras so your level of access will definitely have some constraints and the end-user needs to have all of the camera settings/permissions in place for the API call to work. https://blogs.unity3d.com/2017/06/16/codesnippets-toggle-vives-front-facing-camera-and-tron-mode-at-run-time/
  9. @CHRAND!53 - Your wired HMD would have originally come with a USB A -> USB A cable used to connect the wired linkbox to the PC. You can use this cable to test with to isolate out the USB-A cable as the source of the fault.
  10. @CHRAND!53 - If it's not staying on, it's either because it's loosing connection to the wireless adapter (i.e. faulty USB cable to the HMD-side adapter) or the battery is potentially damaged. If the latter - I would recommend trying to get it replaced under RMA if it's under the warranty period via www.vive.com/support -> contact us -> contact us.
  11. @MrOsuG - Are you using vive.com/code? I am PM'ing you an additional support line you can contact
  12. @Beringela001, It's not required unless you're using Cosmos Elite and want basestation power management to work. The bluetooth HW required to communicate with the basestations is in the wired linkbox - you can keep BT power management enabled if you hook up the linkbox to the PC with just power and USB forgoing the Display cable. If you have the display cable hooked up in addition to power and USB, the system will anticipate that you're trying to hook up a wired HMD and will switch over to wired mode which can block the wireless adapter from working as anticipated.
  13. There is definitely no public list - it's a device specific NDA. I'll touch base with the Cosmos team to see what the internal thoughts are - 2020 is well... 2020.
  14. @davide445 It was supposed to be an MWC2020 announcement - we had a full lineup of programming including the announcement but we were unable to implement our plans due to the cancellation of the event. The XR plate announcement still went out as we had given press outlets an early lead on it - we're still reevaluating the situation in context of the current global situation. Similarly we are reevaluating our GDC programming and we've shifted some of those presentations to webinars.
  15. @davide445 - We have announced a Cosmos XR faceplate for Cosmos that is a modular element to the existing Cosmos HMD. We're working with a limited number of partner developers to explore the potential - we haven't made broader announcements about availability and most information about it outside of what we were going to announce at MWC is under a device specific NDA.
  16. @Lukk What engine have you settled on? I looked into this a bit more and if you're using Unity, it looks like Photon Engine and their BOLT subsystem might be an appropriate networking route. Another idea - this has mostly been done by robotics researchers and students - you can maybe do a quick search for teams that have accomplished this and send them a note asking if they can share any lessons learned as this is definitely a niche use-case.
  17. @SanityGaming - the Amazon shipping freeze is indefinite - just be aware that it could be a very long time before they accept our shipments.
  18. @muella91 - This may be due to SteamVR's role system. Can you please change the role of the tracker in question from "held in hand" to "waist" and then retest to see if that modifies the orientation issue? That would isolate it to the roll binding system.
  19. @Lukk The cameras on the Vive/Vive Pro are ~ 95.1 degrees horizontal by 78.8 vertical as seen by the game engines and that hardware selection corresponds to the visual FOV of the headset. If you try to take a 180 degree feed and project it on a headset that is ~110FOV, you're going to have major distortion and perception issues if you don't crop or correct for it within the context of your implementation.
  20. @Lukk - SRWorks SDK is specifically for the built in cameras - it cannot be used for custom solutions. We don't have any SDK that would enable you to do this - you'd need to configure a custom solution within a game engine. In order to render the images, you'd generally do something like translating the video feeds into a render texture and then rendering out each individual texture to it's respective eye. You can use something like Photon Engine to drive the networking of that video texture. Render textures can be videos Distortion would probably be your biggest enemy here - the camera FOV is probably a really sensitive subject and you'd need to account for that if using 180-degree cameras. I'm sure that that solution would get really hardware specific really quickly. Here is a Unity example solution I found on the SteamVR forums: Add the objects that represent a stereo pair to different layers Add SteamVR CameraRig (using plugin v2.2.0 here) Add a second camera next to the existing camera in the CameraRig Set one camera's Target Eye to Left and remove the right layer from the culling mask Set the other camera's Target Eye to Right and remove the left layer from the culling mask
  21. @modelsim, You can't really interface with the base-stations programmatically - they're controlled by SteamVR and the OpenVR SDK doesn't really have any API's to the stations. There isn't much you can do with 1.0 stations on the management side - you can basically enable and disable basestation power management vie the "Power Management" button. The only thing you can really do from the specific UI element you screenshoted from is to click the underlined part to identify the base-station by having it flash it's status LED. The scan for basestation tool is pretty much only for 2.0 basestations, not 1.0 stations. With 2.0 stations - you use the scan for stations UI to manage basestation channels and resolve conflicts as there are 16 available channels. With 1.0 stations - you manage the channels via the phsyical button on the back of the unit and there are only 3 channels (A, B, C). A+B is for when you're using a sync cable, B+C is for when you're using the units built in optical sync if the stations have a direct line of sight to one another.
  22. @SanityGaming I was able to confirm that while were planning Amazon distribution and had made arrangements. Amazon is not able to accept any potential shipments of Elite stock currently as it does not meet their definition of "essential items" under their current COVID-19 operations plan. You should be able to purchase from the following UK retailers: Scan, Ebuyer, Overclockers, and Dixons. As soon as we're able to stock with Amazon UK/EU - we certainly hope and plan to do so but that date is solely determined by Amazon at this point. If you want one, I'd personally recommend trying to order one sooner than later from any of the available distribution channels because it's not out of the realm of possibility that individual European countries start taking more restrictive measures which could severely impact shipping channels.
  23. Hello Developers, We hope you'll join us next Tuesday at 10AM PT for the first of HTC VIVE's GDC Live Webinar Sessions: A Step Ahead of the Curve: Using Data Trends to Build a Successful VR Experience. Starting March 31st through May 12th, we will host a live webinar followed by a Q&A period, every Tuesday at 10am PT. Registrations are open now! A schedule for these sessions with individual registration links can be found below: Tuesday, March 31 @ 10am PT – A Step Ahead of the Curve: Using Data Trends to Build a Successful VR Experience. For more information on each session, check out the Vive Blog. Tuesday, April 7 @ 10am PT – Build for Tomorrow: VIVE Hand Tracking SDK Tuesday, April 14 @ 10am PT – Working Remotely in VR using Vive Sync Tuesday, April 21 @ 10am PT – Lessons Learned from Marketing 100+VR Games 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?
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