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HackPerception

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Everything posted by HackPerception

  1. @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.
  2. @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.
  3. @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.
  4. @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).
  5. @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.
  6. Reminder: The Vive Ecosystem Conference is ~ 2 days away - Click here to register and attend for free
  7. @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?
  8. @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.
  9. 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
  10. 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
  11. @Reimus Unfortunately this sounds very much like a PC-specific error as it survived the clean install. The HMD itself is basically a glorified display with sensors - they generally work or they don't work and aside from perhaps USB/DP bandwidth issues - I can't think of anything that would cause this behavior on the HMD side. You can try using older Nvidia drivers but there really isn't a ton of definitive steps beyond disabling motion smoothing and using legacy reprojection. If you Google the terms "motion smoothing, steamVR, and lag" you'll see alot of people reporting similar issues but unfortunately not alot of actionable steps to take. Motion smoothing is a Valve technology - they may have additional info if you reach out to their support or post on the SteamVR forums.
  12. @Dan1B1ue , No - unfortunately due to the complexity of how OEMs build and integrate laptops - we are only able to offer the Wireless adapter currently via a desktop PCI-e card which is the way we're able to achieve the greatest level of compatibility across the largest range of hardware since it's about as universal as you can get. Unfortunately there is no way to hack or mod the current wireless adapter to work with a laptop.
  13. Hi @rheamw , You can use what's called a null HMD driver. Triad (the company Valve contracts to make the SteamVR sensors) recently released an updated guide to the workflow you need to use within the last week - I haven't been able to test out their new recommended flow. In any case, the null driver is the way to achieve this - I'm not super sure about the python stuffs. Please keep in mind: Each one of the trackers will require you to have a corresponding Vive tracker dongle for RF The 2.0 basestations are only compatible with Vive Tracker 2018 which are easily ID'd by the blue Vive logo/power button. The first gens have a grey logo and won't work with 2.0 tracking.
  14. In practicality - using the External Tracking plate is the only robust way to use knuckles with Cosmos. The ET faceplate is a requirement to use knuckles with Cosmos. There are tools like OpenVR-SpaceCalibrator which can theoretically be used to hybridize different tracking systems into SteamVR using a bunch of math. The unfortunate reality is that the tool is a single-person open source project and that SteamVR has been updating like crazy. In the last year SteamVR alone pushed out over 300 beta releases and a number of major releases whereas the calibrator tool hasn't been updated in 13 months. Release 1.7.x specifically broke that tool in some instances. It'd basically be a full time job to keep up to date with SteamVR's update cycle and there's always the chance that updates could completely nuke tools like this, even if you stay on top of it. You'd also need to figure out how to get knuckles to talk to to your PC. I'm not sure how'd you'd do this beyond hacking Vive tracker/Steam controller bluetooth dongles. If you try to "hack" knuckles to work with Cosmos without the ET faceplate - it's going to likely be way more trouble than it's worth and will likely not be stable if you're able to get it working at all.
  15. @Yann Leurent Leap Motion is no longer operational and their technology assets were purchased by a competitor called Ultraleap. Before the sale, LM actually specifically shifted towards providing OEM partnership solutions so you could have an HMD with their technology baked in - it sounds like Ultraleap is still working with some OEMs but it's still pretty early into their acquisition. The USB port on Vive Pro/Pro Eye will work when paired with wireless and these HMDs are more suitable for enterprise and heavy usage. It's specifically that USB isn't supported on Wireless + Cosmos which is the problem here - that's the sole incompatibility right now and USB does work on wired Cosmos. Pro Eye + a Leap Motion would probably be a really powerful combo in the hands of skilled developer.
  16. @davide445 I'd test it if I had one on hand but I haven't seen a loose LM unit in at least a year. Love their tech. I have used other USB devices like USB-C -> 3.5mm with Cosmos - just not LM.
  17. @davide445 - You can use the onboard USB on the Cosmos if you're using wired - not on wireless. It's a USB-C header. If you're thinking of using knuckles, I'd err on the side of ordering before HL:Alxy decimates their stock.
  18. I was able to confirm with our hardware R&D team that the USB port will unfortunately not work when using Vive Cosmos with the Wireless adapter because the combined current draw of the HMD and external devices is higher than the design spec of the wireless adapter. At this time, it doesn't look like something we'll be able to resolve via a firmware update. Sorry it took some time to confirm the behavior - everything is a little weird right now due to COVID. @ATAT @Lionel
  19. All, The faceplate will be available as a standalone purchase from Vive.com upon release for those with existing Cosmos HMDs.
  20. @Adalast - restarting the PC and power cycling the linkbox can help with garbled audio issues.
  21. @BtheGoldenNinja - This isn't a very common error so there isn't a ton of info about it out there. In the few times I've seen it pop up on message boards, people have basically said that clean installing windows was a good strategy while others said that there were BIOS settings (USB specifically) that they were able to modify. Here's an example thread where they discuss both potential tweaks. This is really system specific and I've never seen it firsthand before - only on boards. Seems to have happened more with Asus gear - Asus may have more info on this.
  22. @komnidan - Please see my responses here, and here. In short, our SDK doesn't offer analytics tools out of the box but you may be able to roll your own solution using our APIs depending on the level of hardware access you need. Otherwise, you can license the Tobii XR SDK from Tobii which will give you deeper API access to the hardware and comes with a suite of Tobii' built analytics tools. The SDK package has .HTML documentation for Unreal. @MariosBikos_HTC is more familiar with the Unreal Implementation than myself and may have additional resources for you.
  23. @TomCgcmfc We are no longer manufacturing the original SKUs of Pro and are selling through remaining stock. The Pro has been succeeded by the Pro Eye as our enterprise HMD. Pro Eye is OLED. The OLED situation is tricky because consumer feedback overwhelmingly indicated that the subpixel arrangement and resulting screen door effect was one of the most important things to consumers as it ultimately affects perceived resolution. You can see this trend replicated across most current gen-HMDs. To boot, OLED panels are only manufactured by a handful of companies worldwide so there are some supply constraints when designing a product based around those panels.
  24. @Tedblobbloke Which HMD is this for? The support pathway can vary by which HMD you're referring to. HDCP errors are indicating that your GPU is failing to establish a secured encrypted connection to the HMD. Commonly it could be due to a bad HMD tether, one of the cables that you're using to connect to the linkbox, or the GPU simply not detecting the HMD correctly due to something like the HMD booting into extended mode rather than direct mode. If it's an orignal Vive - the best strategy is to partially bypass the linkbox and plug the 3-in-1's USB and HDMI cables directly into the PC. That said, if it's a new HMD from us - a week and a half old headset would certainly be under warranty and you probably could have gotten a tether swap or even an HMD swap via RMA.
  25. Hello @Aymeric - I'm generating a support ticket with the email address associated with your forum account so I can connect you with our content operations team. You can always reach out directly via store@viveport.com for devconsole and submission inquires - that's our primary devrel and support email for the Viveport platform.
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