Jump to content

HackPerception

Verified Members
  • Posts

    3,529
  • Joined

  • Last visited

Everything posted by HackPerception

  1. Sorry about the delayed response - that would fall on my watch. I was out with a nasty case of influenza those days and others were on holiday, my bad @Zhaine
  2. @Bat616 - With VR, Multiplayer is handled on a per-application basis and there is no one size fits all answer. Not a ton of VR applications have robust multiplayer support but some do. Other applications have LBE/arcade specific builds which specifically add multiplayer functionality for arcades. You'll need to evaluate this question for each and every single piece of content you're looking towards licensing and hosting. With some games like Hordz you can set up your roomsetup to be identical for two headsets in the same space, and then use local co-op to have a multiplayer experience where the players share the same space with 1:1 mapping - that said, this isn't crazy well supported in SteamVR and can get complex really quickly.
  3. @Cossack - We generally shy away from making specific recommendations as there are a number of factors which play into performance such as your motherboard, bios settings, ect... Intel is generally better supported and most of the 8000 and 9000 CPU's are good, basically most of the CPUs released after 2018. That said, the 7700k is more of a mid-range CPU and I've seen some mixed reports on that depending on MB. Try going into your BIOS and temporarily disabling Intel Speedstep and see if that makes a difference. Also try disabling hyperthreading and see if that makes a difference. You may also want to see if there are any other settings which may affect your PCI-E bus.
  4. Ditto here - see if adding more lighting temporarily allows you to progress. If not, create a ticket via the report issue screen. If the headset can't detect the ground, it may stall out like this. @Lojzik - using that reporting tool sends log files for specialists to analyze.
  5. Today, Nvidia announced VRSS support for a handful of apps with the release of driver package 441.87. At this time, you'll need to manually enable VRSS on a per-application basis after updating your drivers. VRSS is currently only supported on RTX cards. Per Nvidia: "To enable VRSS, open the NVIDIA Control Panel and select Manage 3D Settings, then scroll to Virtual Reality – Variable Rate Supersampling, and change the setting to “Adaptive”. Here an examples settings page for Boneworks that also highlights what each mode does: Here is Nvidia's officially support content list as of January 6th 2020: Battlewake Boneworks Eternity WarriorsTM VR Hot Dogs, Horseshoes and Hand Grenades In Death Job Simulator Killing Floor: Incursion L.A. Noire: The VR Case Files Lone Echo Mercenary 2: Silicon Rising Pavlov VR Raw Data Rec Room Rick and Morty: Virtual Rick-ality Robo Recall SairentoVR Serious Sam VR: The Last Hope Skeet: VR Target Shooting Space Pirate Trainer Special Force VR: Infinity War Spiderman: Far from Home Spiderman: Homecoming – Virtual Reality Experience Talos Principle VR The Soulkeeper VR
  6. @JeQ - We haven't heard back from you since your original post as far as I'm looped into. I'm sending you a PM of a group you should contact so we can support you and get you back up and running
  7. Copying a reply from another thread: It's a Creation engine thing when it comes to the Bethesda titles - someone wrote a modified OpenVR driver here that you can use for Index and Cosmos controllers, it's not something Vive can fix on our side, a fix would likely have to come from Bethesda. For any other title you may be having problems with, we'd recommend checking out the community bindings, most major titles will likely have a few community binding options at this point but most should have native support nowadays.
  8. @Lojzik - Is your environment well lit with distinct features for the cameras to track?
  9. @davide445 , I can't find any specific community reports for the 2600x and wireless. It technically meets the minimum requirements for wireless but it's definitely a budget CPU on the lower end of the spectrum for VR/gaming. I wouldn't be comfortable taking a guess at real world performance without having it on hand or at least having some user-reports. Its raw clock speed is supposedly equivalent to an 8600k which is generally thumbs up'ed by the community for wireless but it's extra tricky with AMD as there as there are some hardware specific challenges on AMD's architecture - I could see it going either way tbh. The wireless adapter uses proprietary compression/encoding technologies from 3 separate companies (Intel, Displaylink, Vive) - it's an IP minefield.
  10. Scandals get clicks, especially in the current VR ecosystem 😉. This was a situation in which an incorrect agent response was blown up by Reddit pre-release. In reality, battery life will also heavily depend on the quality/brand of the batteries you're using so there's no one sized fits all answer when combined with different usage patterns. I'd personally recommend Eneloop rechargeable in all of my devices. They're a highly reputable brand that has been widely adopted by the photography community due to their quality and capacity (they have a reputation for not leaking/bursting which matters when putting them in expensive gear). Since Cosmos uses optical (white light) for the tracking fiduciaries - it does require a decent amount of current hence why two battery cells are required.
  11. @davide445 , Ditto on CPU being the bottleneck for image quality on Vive Wireless. It's a CPU dependent product. If you have a nice modern CPU, you shouldn't notice any quality loss. I would not recommend wireless on older or budget CPUs. I often use wireless on Pro with the maximum SS values my GPU will support for each app and have never noticed a quality parity differential between wired and wireless. The only scenario I've ever really encountered image degradation is from getting too far away from the PC-side transceiver or by intentionally blocking (occluding) the antennas. If you have a weak CPU, you may see compression style artifacting. If you do get a Cosmos on-hand to test, I'd recommend opting into the beta release channel within Cosmo's console to see the most recent tracking updates we're testing.
  12. @Hooflee - Adding a developer-oriented slant here: The Cosmos controller feature capacitive touch capabilities on the buttons, the trigger, and the thumbsticks. It's a binary system, not a digital analog system like you see with Index. In other words, the controller can report when you're touching a button but not depressing/activating it. Developers can take these touch states and use them to dynamically alter the hand model used in the game to deliver a greater amount of "hand presence" than you'd get without capacitive touch. The system cannot do full on hand tracking like the Index controllers; you'll have the highest level of fidelity with the trigger as that's a full on mechanical switch but otherwise the capacitive features are binary. We do have an optical-based hand tracking SDK that's in early access but this is mostly designed for simple interactions such as menu navigation - it's not something that would have the resolution or accuracy of a native hardware solution as the Index controllers. Currently that SDK is a little more optimized for Vive Pro over Cosmos as Pro is a more mature development platform. Cheers,
  13. @Nikke0908 Can you please generate a system report and PM it to me? I can check to see if there's any hints in there as to what's going on. Hands flying away in a specific direction often denote a reflection but if they fly away when you specifically are facing one of the two stations, it may indicate that specific station has a mechanical issue.
  14. @groslala We're still anticipating a Q1 2020 launch for Cosmo's External Tracking faceplate. We'll have launch details out there very soon.
  15. @oxygen4004, In regards to Steam, I don't believe they offer geo-specific matchmaking beyond optimizing matches for ping. I can't see anything referenced on it in their matchmaking API documentation. Steam is definitely PC style online multiplayer - they offer both centrally hosted and P2P based networking but overall the idea is that you have a higher degree of autonomy in choosing which servers to join. Alot of people augment Steam with additional services like Teamspeak or Discord for social presence. With Steam and PC gaming overall, the emphasis is on having a higher degree of control over which sever you join, typically via a sever selection UI. In many cases, as PC gaming is more internationally focused; there are tons of cases where you would want to join servers from far away regions (i.e. Korean Starcraft severs). Valve did launch a "remote play together" feature recently - this may fill your use case. I'd recommend asking Valve's customer service team directly though - we're not Valve and our focus is entirely VR specific and matchmaking isn't that prominent in the VR space currently.
  16. @davide445, We view Cosmos as a consumer-only option and Vive Pro as our enterprise facing option. As such, we do not offer an enterprise use-license for Cosmos nor do we offer an enterprise warranty. Those are only offered for Vive Pro. In other words, we don't offer any legal framework for commercially using the Cosmos as it's specifically designed for in-home usage. Basestation tracking will have higher resolution and accuracy than any optically tracked HMD currently on the market. Vive Cosmos' tracking has been steadily improving since release and thus early reviews do not accurately represent the quality of the current tracking algorithms. Our most recent beta-channel update on 12/25/19 specifically improved tracking for when controllers are directly next to the HMD. Our engineers will continue to release updates to improve tracking system and it remains the team's top focus. The resolution and panel type used in Cosmos is suitable for high-fidelity use cases.
  17. @oxygen4004 - Yeah - this is confusing. The Cosmos is a new enough headset that all units are still under warranty. I'm not sure who Regenersis is but they're not an authorized service provider and I have no idea what type of repair services they could have offered for Cosmos. In any case, I'm glad you're up and running.
  18. @JCorvinus - Thank you for your detailed report - we appreciate that you took the time to not only report this but to provide an video example of the bug and a suggested fix. I've tagged the relevant team members onto your post so they can look into the report. Cheers!
  19. @Dyfer - Here's the backstory behind the 3 person limit: The wireless adapter is based off a 60Ghz Intel technology called WiGig. The underlying WiGig technology the wireless adapter is built around was approved by the FCC to support 3 channels. In China, the FCC equivalent has only approved 2 channels for WiGig. This means the hardware itself can only support the 3 channels approved by the FCC (and only 2 in China) Each user requires a separate channel. The channels are distinct frequencies ranges regulated by the FCC. The easiest way to try and dupe channels is to physically separate the dupe channels with a physical partition, i.e. have them separated by a wall. 60Ghz bounces off surfaces, it doesn't penetrate them. You can try to recycle channels if your space is large enough. To do so: You'd want to separate out the channel you're trying to repeat so they're on opposite sides of the room. You can try putting two wireless linkboxes literally back to back so their FOV cone is 180 degrees opposed to one another. The room must be large enough that the signal won't just bounce off an opposing wall and reflect into the playspace on the other side of the room. The signal is rated for ~6m but in reality, the materials in your room will dictate the true propagation length and the bounce behavior. Shiny/smooth surfaces will reflect more than more diffuse and rough surfaces/materials. That said, the FOV cone from the wireless basestation is large enough that you'll get bounce from the floors and the walls in most deployments and (sometimes even the ceiling). It's outright impossible to model how the WiGig signals will bounce in your specific environment - there are a ton of variables at play. The wireless linkbox's FOV is 150x150. So overall, physical isolation is the best solution. It doesn't taking much to absorb or reflect a 60ghz signal, even a sheet of cardboard is thick enough in most scenarios. Beyond that adding as much distance between the wireless linkboxes and ensuring the repeating channels are pointed 180 degrees in the opposite direction of one another are your best bets. Overall though, 60ghz signal propagation is extremely difficult to model and propagation will be unique to each and every environment so there is no one size fits all answer here - propagation will be unique to each and every deployment. If you'd like, you can PM me any additional info - I may be able to suggest a few things to test based off your specific deployment. Overall though, it's definitely a real-world test kind of situation and our official answer would be that you should limit your deployment to the 3 supported channels in a single room, especially if it's a commercial operation, and physically separate out repeating channels via wall or other physical partition.
  20. @Donald123 Oh yeah, that picture is pretty wild. I've never seen something like this before on a Vive wand and would definitely recommend contacting the people I PM'ed you for someone on the proper hardware team to weigh in. I can't tell if that's foreign or part of the internal housing but it looks like it's a polished piece of plastic. The screw housing I was referencing is more rectangular than this appears to be but it's kind of difficult at this resolution and focus to really make any educated guesses.
  21. Glad you're up and running. What ended up being the fix? (in case someone else has a similar problem)
  22. @Donald123 I'd recommend messaging the people I PM'ed you for someone on the hardware support team proper to weigh in. As I said, I haven't seen this one. If it is the screw poking through, removing it is definitely a process and it's very easy to mess up those flex cables and render the controller inoperable.
  23. @Donald123, The part in the white? It's a little low resolution to take a good guess at what's happening here. The part in green appears to be an impact mark from the controller hitting something but I can't really tell what's going on with white. It could also be an impact mark. There's no PBC directly under that portion of the controller but there is a fragile flex ribbon that's routed around that portion of the chasing. There are screw mounts that sit on the edges of that seam but they're pretty close to the edge and the mount has a metal anchor built in to re-enforce it and I don't see that anchor exposed. I'm not sure that you could squeeze the controller tight enough to get that screw to surface without there being other signs of damage. Not really sure on this one. You can definitely contact our hardware support team to have them look at it - they'll only RMA it under warranty if it's a defect related to the design or manufacturer and not if if it's from physical usage such as hitting it or squeezing it. This may be an impact mark that's deep enough that it's exposing that screw mount - the location seems closed to that screw mount.
  24. @bkz444, The key to all of that is to hold the HMD with one hand in the focus sweet spot while reaching back with the other hand to tighten the headstrap band. That's a universal step across all HMD's - if you don't hold it in place while tightening it, the HMD will slip out of the focus sweet spot.
  25. @xfile2k, Focus Plus Streaming is definitely a beta feature - please be aware of that, it's not something we're directly saying is ready for full commercial deployments and we'll continue to push updates to the service in the coming months. It will require a 5G SSID. It's intended for use with Viveport titles - it's the Viveport client that sends out all off the API calls that establish the pipe between OpenVR/SteamVR and the Focus Plus that enables streaming. At this time, if you launch something on Viveport - once the pipe is successfully open, you can then launch any SteamVR enabled executable afterwards. You cannot establish the connection without launching a Viveport title via the Viveport client currently. This behavior may change in the future with successive SteamVR and Viveport client updates.
×
×
  • Create New...