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HackPerception

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Everything posted by HackPerception

  1. @LukkDepends on if you're using a prebuilt camera like the Zed camera or rolling your own solution. The Zed/Zed Mini camera is the best supported of aftermarket MR pass-through cams. If you're using a productized solution like a Zed camera - it will have an SDK and that SDK will determine your limitations if you can't get direct hardware access. I'd imagine that you can get a networked multiplayer session between the two sessions in a game engine or figure out how to network with the camera more directly. If you're rolling your own camera solution - each video stream can just be networked in whichever way you find finds produces the least latency and then you can render each feed to each eye accordingly.
  2. @hina Is this in Unity? There isn't alot of info here about your project
  3. I'd recommend contacting https://www.vive.com/us/support/ -> support -> support to request one that's region specific. There are now device specific variations as things like the Cosmos have higher power draw. There is a Reddit thread with unofficial info - if you try to go this route - note that cheap DC adapters are a really easy way to fry your HMD and that quality matters with DC adapters.
  4. @GreenDragon - That's mostly likely an RMA scenario - if your unit is fairly new, it will be covered under warranty. I'd recommend setting up an RMA via https://www.vive.com/us/support -> contact us -> contact us. You can make the situation worse by trying to manually modify the files on the device- there is more to committing a firmware update to the device than moving files to and from the device's flash memory via Windows explorer. If you're plugging your device into your PC via a USB-data cable and the SteamVR firmware updater can't push a firmware update to it, it's more than likely bricked and can't be fixed on the user-side.
  5. @GreenDragon - This is a Valve/SteamVR decision that's likely based on several factors. First, you have to have a specific Bluetooth driver installed, second - you have to specifically opt-in to enable bluetooth communication for security as it's something that's exploitable and many developers and enterprise users need it disabled, and lastly, bluetooth power management can wreak havoc on multi-HMD setups and arcades and needs to be disabled. BT power management historically has mixed reception - while it addresses one problem, it can bring up a host of other undesirable behaviors. This is embedded and managed within SteamVR and the SteamVR Tracking tech statck - it's not something HTC can directly affect as that's managed by Valve.
  6. @SubmergedCookie - Basestations are high precision mechanical devices which offer higher fidelity tracking via their mechanical design. The 1.0 basestations have two motors and each of them spins at 3600RPM which is over 200,000 revs per hour per rotor - eventually they simply start to wear out. There's no reliable user fix for this - they're specialized devices and repair requires re-calibration using specialized equipment. You can reach out to our Live chat to specifically check warranty status on your unit, you can try to replace the units through them (which varies by country), you can purchase replacement stations, or you can look towards a current gen replacement. It's a tricky situation - the newer 2.0 stations are also mechanical and have the same fundamental Pros and Cons. The best way to ensure the longest lifespan of the units is to use basestation power management to turn the stations off automatically when not in use or to manually unplug them. Moving a basestation while it's spinning will reduce it's lifespan and potentially break the station if the movement is violent enough. In your case, it sounds like your stations maybe have one functional rotor a piece which is can pull some tracking data but not enough to sustain a session.
  7. @Echu B+C are for optical sync when you're not using the sync cable A+B is when you're using a physical sync cable You can use 1 station in channel A for single station mode if need be - you'll only get ~180 degree tracking though (especially on the controllers).
  8. @SanityGaming - I totally get it - there's a number of advantages to ordering from Amazon. I just can't really overemphasize how messed up global logistics are due to COVID in general - I haven't heard back from our EU team yet on this unfortunately. I've been locked down for 10 days myself in SF.
  9. @SanityGaming - still asking around for offical word from our EU team but like I said, in many countries, Amazon isn't accepting stock unless it's medical supplies or household essentials so I wouldn't be surprised if that hampered any efforts to stock there. Everything is super messed up right now - ordering on Vive.com will probably have the highest chance of getting a shipment in the mail before things get more restrictive.
  10. @pbbbbb This generally wouldn't be kosher with developers presently. When they develop a VR game - they're generally targeting a known level of performance and reproduction quality - MR quality on current HMDs throws that out the window. That's a huge reason why VR content is progressing faster than MR/AR - you can control for more factors which impact your reproduction quality. The latency of pass-through is currently high enough that it would bother most people if used long-term; as hardware improves, you'll likely see this type of MR become more commonplace. That said, SteamVR can roughly achieve this with the following settings (This is going to work better on Vive Pro than Vive due to the stereo cameras): Set you activation distance to be really high (I'd recommend experimenting with this - my current playspace is really small so I can't test): Enable room view with translucent pass-through and ensure "show camera at room edge" is turned on
  11. @tfjb68: Is the wireless adapter receiving power? Any activity from the LED on the headset side of the wireless adapter? Does the HMD have power as indicated by it's status light? On the PC side, when you try to pair the adapter - the HMD side adapter's LED will start blink green rapidly at which point you press the Vive logo to complete the pairing process. Afterwards you should see the HMD listed as connected alongside a signal-strength graphic. You always want to start the wireless adapter software and pair the HMD fully before opening SteamVR. Opening SteamVR first will generally not work.
  12. @SanityGaming - I am still trying to get offical word but global logistics are a mess right now due to COVID. Amazon is blocking all non-essential shipments to it's warehouses in many countries so I'm not sure Amazon is super feasible right now if they aren't stocked already.
  13. @rheamw - I just unboxed two basestation 2.0's and can confirm they ship by default in channel 1 and that you either need to use the pinhole in the back or SteamVR's channel management GUI to get them on separate channels otherwise they'll conflict and your tracking will be broken.
  14. @Glaucoma Predator - heads up, I've personally broken two of the Index breakout connectors. I'd recommend being extra gentle with it, especially during the next few months. For me - it's that I am so used to wireless that anytime I go back to a wired HMD I constantly trip over the wire. If you step on the breakout - it may not end favorably.
  15. ^ This info had to come from our PR team hence why we couldn't reply to these threads. ET is manufactured in Taiwan so our situation is a little different than companies manufacturing in China but the health of our workers is definitely number 1 and we also have to follow the health and safety guidelines for each of the regions we have workers. We're working around the clock to adapt to COVID but there will be unavoidable impacts across the entire XR industry - especially on the hardware side. I'm on day 3 of the San Francisco lockdown myself
  16. @Margar - Steam will let you select between which VR SDK to use if the build that's uploaded supports multiple SDKs. If you can't launch in Oculus native mode - you can launch in SteamVR mode. Viveport also supports both Oculus Native and SteamVR native builds, although we're primarily a SteamVR store. Oculus store only does Oculus. That said, if you have a SteamVR headset - there is zero benefit from buying on the Oculus store - it's actually quite the opposite. SteamVR builds will let you target as many HMDs as possible.
  17. @jstnldrs Pre-registration is now closed but you can still attend by logging into Engage and following these instructions. The event begins at 1:30am GMT on March 19th. Here is a timezone list - I think the timer on the Engage website is incorrect.
  18. @lamyipming - Having an order of operations helps. I pin all of the icons on my start menu from left to right so I can click across the apps easily. My order is Wireless, Console, than SteamVR. Wireless is a very complex product in the backend - ensuring that you start wireless and have a good connection before starting any additional app is the best way to ensure everything boots correctly the first time.
  19. @KABLUEE2 - Desktop view is currently broken for me as well across all of my test stations. It appears to also be not working for at least a handful of others on the SteamVR forums as well - I see at least 3 threads from the last week. It looks like this is a SteamVR bug - in which case the recommended route is to post feedback on the SteamVR Bug report forum as that's something that only Valve can fix. It could also be a related to recent Nvidia driver updates - you can try rolling that driver back to see if that alters the behavior. That said, the only real fix may be waiting for a patch from Valve (which you'd first see in the betas channel).
  20. @Margar - ReVive is a compatibility layer hack specifically designed to circumnavigate Oculus' SDK technologies. It's a hack - it'd be unreasonable to expect it to be 100% successful across all games and titles and it's amazing it still even works given how controversial it is from Oculus' standpoint. If you buy something on the Oculus store - you're locking yourself into Oculus' technologies and while things like ReVive work in some circumstances - Oculus is within their rights to disable the ReVive layer at any time so it's unwise to base purchases off of it if you plan on using it with non-Oculus hardware. I'd recommend buying your content on stores that support multiple VR SDKs so you don't have issues like this and it works across all of your headsets. When you buy from Oculus - you're locked into Oculus.
  21. Reminder: The Vive Ecosystem Conference is ~ 2 days away - Click here to register and attend for free
  22. @mrk88 I'm tagging memebers of the SRAnipal team to the thread to answer your eye-tracking specific questions. Per the last part of your question - where is the source of that screenshot? What are you using to capture it?
  23. @rheamw - Good question. You should only need the linkbox if you want to control or configure the basestations or use bluetooth power management. I'm honestly not sure how this would work with SteamVR 2.0 tracking because the units may by default ship all on channel 1. On the back of the 2.0 stations, there's a pinhole which you can use a paperclip to manually change the channel if there are conflicts. I believe that manual channel change button still works but I can't confirm it as I'm currently remote working and only have 1.0 stations. You'd probably also have to plug the stations in via USB to update them - this may be required to get everything on the same SteamVR version so tracking works. Just remember - moving around a basestation while it's spinning will damage it so be extra careful if you try to plug it in via USB or change the channel. Have a plan and minimize the shock you apply to the station.
  24. Register now for HTC's Vive Ecosystem Conference, held entirely in VR on March 18th at 6:30pm PST. Hear from speakers around the world and interact using avatars with the global audience in this industry first event. Click here to register
  25. Register now for HTC's Vive Ecosystem Conference, held entirely in VR on March 18th at 6:30pm PST. Hear from speakers around the world and interact using avatars with the global audience in this industry first event. Click here to register
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