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HackPerception

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Everything posted by HackPerception

  1. , you're not likely to damage anything by testing that cable. The results will be pretty binary - it will either work or it will fail to initialize the HMD.
  2. , Vive is considered pre-developer on MacOS - there is not end-user support. If you're a consumer trying to use MacOS to drive your Vive, be fully aware that hardware support is only one part of the puzzle piece and that only a handful (>10) of experiences have binaries that will run on MacOS. The eGPU support is super weird - Apple primarily is supporting the eSonnate eGPU in their developer program. In any case, Apple + Valve manage their developer program, not Vive. Desktop VR is almost entirely centered around Windows based PCs. You can access the MacOS enabled binaries of SteamVR via SteamVR's beta's tab.
  3. , Vive is considered pre-developer on MacOS - there is not yet any end-user support. If you're a consumer trying to use MacOS to drive your Vive, be fully aware that hardware support is only one part of the puzzle piece and that only a handful (less than 10) of experiences have binaries that will run on MacOS and are publicly available. The eGPU support is super weird - Apple primarily is supporting the eSonnate eGPU in their developer program. In any case, Apple + Valve manage their developer program, not Vive. Desktop VR is almost entirely centered around Windows based PCs. You can access the MacOS enabled binaries of SteamVR via SteamVR's beta's tab.
  4. , Also please let us know how you're mounting the station in question. The only thing I can think of that would produce this behavior is if the station was power cycling or if the station was detecting movement and thus exiting broadcast mode and then re-entering it when the rotors spin back up to the proper speed.
  5. , You cannot use any sort of adapter, convert, cable, ect... to drive a Vive Pro via HDMI. The Pro must be driven by a port that specifically supports MiniDisplayport 1.2+ signaling. If looking for a MiniDisplayport -> Minidisplayport cable, you'll want to hit the following specs: Under 2 meters in length Capable of supporting 4K at a minimum of 20gbps. The cable we've recommended most often is this one: Cable Matters Mini DisplayPort Cable (Mini DP Cable) in Black 3 Feet - 4K Resolution Ready This cable is known to be compatible with Pro and we use this cable for all of our team's VR laptops. Other cables may be compatible if they meet the reqs I posted above; this cable for sure works and is under $10 USD.
  6. - SteamVR workshop content is downloaded via the Steam client and is distributed by Valve's CDN. The people in this thread are specifically referencing download issues with Viveport and our networked services - we're certainly able to assist with those kinds of issues. For general Steam download issues including this specific case, you'll want to reach out to Steam's support system as Vive does not manage any of the systems you're encountering difficulties with. If anybody else reading this is experincing issues downloading either the Vive installer or content from the Viveport store, the fastest way to get help is by emailing customerservice@viveport.com to open a Viveport support ticket.
  7. This is an ancient thread - since this was posted, Youtube has released a SteamVR native YoutubeVR desktop client.
  8. - Sending you a follow up email to be on the safe side.
  9. , I'm sorry to hear you're having issues with that installer. I've opened a support ticket (via customerservice@viveport) to connect you with someone who can assist. Be on the lookout for that email
  10. , Sorta. Semantics get confusing here. There are two ways to share a space. You can take a pair of lighthouses and virtually subdivide the space the cover into individual play spaces - that's something that's 100% supported. You can drive numerous HMD's and controllers off a single basestation pair, Co-located VR is extremely tricky with SteamVR right now. Co-located VR is when the two HMDs have the exact same playspace and can see each other 1:1. Only a handful of consumer builds support co-location (i.e. HordeZ) and thus there's zero reason to attempt a co-located space unless you're a developer. Technically yes but in reality, not easily. You'd need a server grade motherboard as well as VM tool. You'd take your VM tool and create 2 Windows instances and dedicate one of the GPUs and at least 1 USB port to each of the HMDs. Realistically, this is a nightmare to setup and maintain. It's far cheaper, easier, and robust to use 2 PC's than trying to hack a VR sever together in VM. You could easily spend a few dozen hours trying to make this work and not have much luck. I can't really emphasize that you should not attempt this unless you're already skilled with VM or are willing to put a decent amount of time in trying to make it work. Note that you don't really see a perf boost in VR from having 2 GPUs; virtually every VR app is coded to run off a single GPU and SLI support is extremely rare. You cannot run SteamVR 1.0 and 2.0 basestations in the same area as one another; they'll interfere with each other. The two generations basestations need to be physically isolated from each other as they are both fundamentally outputting the same IR frequencies. You can power the Vive and Vive Pro off the 1.0 stations in the same line of sight of each other; the 2.0 stations will only be visible to the Vive Pro. If you try to power both pairs of lighthouses at the same time, they will crowd out the IR spectrum.
  11. , SteamVR home is a Valve project, not Vive. You can find their discussion group at: https://steamcommunity.com/app/250820/discussions/6/ I think the pieces are all in place for someone to make something basic work. The limit would be the interactive portion as I don't think that system was designed to run a bunch of scripts.
  12. You can remove an app from your library by hovering over the title card, selecting the "..." menu icon, and then selecting "remove from library"
  13. , Adding onto this, please open SteamVR -> Settings and let us know what the frame timing graph in the bottom lefthand corner looks like. If you're above 11.1ms, it means your GPU is failing to hit 90fps. In that corner, you can also quickly reference if you have motion smoothing on.
  14. , No - I was saying those turnkey PC's like the Ageis or the Trident are marketed towards people who are not byob pc enthusiasts. They utilize proprietary parts and are not super upgrade friendly - not a lot you can customize or modify. Vive is defintely a consumer product and Vive Pro is a prosumer/professional product. The only Vive product that's not explicitly a consumer product in the west is Vive Focus.
  15. , Thanks for flagging this - there's a pretty solid chance of someone finding this via Google search and it may help them. That MSI uses a proprietary motherboard that uses a custom PCI-E riser system. It's incompatible with wireless in it's shipping config (but I can't say for sure if there are workarounds or not as I've never been able to test on IRL). Generally speaking, unless you have a very specific use-case for a PC, I would avoid any desktop that uses a proprietary motherboard like the plauge. Sticking with standard motherboard form factors ensures support for a wide variety of aftermarket cases and add-on components such as our wireless card. Gaming PC's like this with proprietary designs are targeting "gamers" who aren't PC enthusiasts and want a turn-key solution - they target cool visual design and thermal preformance over flexibility and user-customization. They only design these types of PC's for things like RAM and HDDs to be easily upgradable.
  16. That's awesome! I'm actually completely self educated when it comes to VR, CS, and tech-art myself. It's not Vive specific but the best self-education resource for VR IMO is The Voices of VR Podcast - there's like 500+ hours of generalized ARVR discussion there - you might like it. You should look at Tiltbrush or AnimVR. You may eventually want to try your hand at developing VR. Unity/UE4 and procedural texturing are sparking a golden age for environment art. Tools like and Substance are stupid powerful and work in both realtime and offline rendering such as in movies and TV shows. It's a very powerful artistic pipeline - check out Unity's Neon Challenge.
  17. , Glad to hear you're enjoying yourself! Those first few weeks in VR are pretty magical and can affect your worldview heavily. Be sure to check out Google Earth VR - that app is by and far my favorite VR currently and it's free. There aren't alot of extended setup guides and tutorials because the entire ecosystem is moving so quickly it would be impossible to keep up. 3 years ago, few of these apps, tools, and platforms existed and in another year they'll all look completely differently. The VR community is often the best source for current info, especially because so many people are die hards. Do you have a very specific thing you're looking for a tutorial on, I may be able to find one that addresses what you're looking for. For the most part, when it comes to SteamVR, I would recommend just looking at every single SteamVR settings page (both in HMD and outside of the HMD). Most of the customizations will be done inside of VR using SteamVR's in-HMD settings page. You may also want to look at OpenVRAdvancedSettings once you're a bit more familar; it adds alot of commonly requested features to SteamVR.
  18. , SteamVR has a really powerful dashboard system that you won't find on more closed ecosystems like Oculus natively. One of my favorite tools is OVRDrop - it allows you to mash together regular 2D computing and VR. You can use it to pipe in any window into VR which makes it incredibly handy. An example of how you could use this would be to pipe in Bob Ross videos while inside of an art program like Tiltbrush.
  19. , Yes, it's been historically called the "headset mirror". You can access it via SteamVR -> Display VR View. If you're on an older version of SteamVR, it's SteamVR -> Display Mirror. Be sure to look in the top lefthand corner of the mirror window - there are different viewing modes (left eye, right eye, center view, ect...).
  20. , I will send you a detailed reply via our developer support ticketing system but I wanted to make a few public comments for anybody who may be in a similar situation: A SteamVR instance can currently only accept data from the first 4 basestations that it sees during a session that were also observed as being visible during the SteamVR roomsetup set (it will denote itself as being "observed in a tracked session". A SteamVR instance can only concurrently accept data from 4 stations, not 8. Don't put 2.0 basestations in a 90 degree right angle corner unless you absolutely have to. They have a 150 degree horizontal FOV and if you place them in a corner, you're cutting off a huge portion of their FOV and severely limiting their coverage. There's not a fantastic way to share the complete SteamVR roomsetup config between PC's. In short, the best way to attempt to achieve this is to copy the elements within SteamVR's configuration folder that are generated by the room setup which define the tracking universe. You would first generate a master room-setup on a PC and then copy the following two files from the master PC onto the other clients (via flash drive or networked folder): <steam>/config/chaperone_info.vrchap <steam>/config/lighthouse/lighthousedb.jsonIn a default install scenario, these are found at C:\Program Files (x86)\Steam\config\lighthouse\lighthousedb.json You can use tools like OpenVRAdvancedSettings to create and manage configurations on the fly. You're really bumping up agaist the number of bluetooth devices (vive trackers, controllers) you can have in a room. You will likely encounter co-channel interference if you attempt to add more.
  21. , This turns out to be a rather complex question - you can get into a real rabbit hole trying to research this. In a mathmatical sense, the lens focus at infinity but in real-world practice alot of people report that the focal distance is equivalent ~1.4-3m depending on the HMD and their testing methodology. We don't really publish a focal distance because it's not a super cut and dry number due to how human preception works. For instance, I'm nearsighted and see distance better in the HMD than in real-life so it certainly isn't focusing at infinity. If I alter the distance the lenses are from my eyes, I start to replicate what my vision is like IRL.
  22. Hello everybody, I have fresh documentation that corresponds to this release. I've attached the latest revision of the Vive Tracker (2018) Developer Guidelines V1.4 to this thread. It contains documentation relevant to the release covered in this updated. We're still adding this document to our websites and servers. If you're having issues getting PoGo to work, please check your binding settings and try with the "held in hand" configuration. You can submit a developer support request at www.vive.to/devhelp if you require further assistance.
  23. , Are you using Vive CE with 1.0 basestations or Vive Pro with 2.0 basestations (which have a curved front).
  24. , We really haven't productized replacements for the Pro face cushion as demand for first party replacements for the Vive CE was really low. Many people in the VR community buy third party replacements anyways so there's already an established aftermarket. We primarily use VRCover.com as they have several options of PLU replacement pads that are easy to wipe down. They offer several "thicknesses" which can alter your perceived FOV. PLU pads are great for situations where you're sharing an HMD but they don't come stock with the HMD because they're less durable than a foam insert and don't capture sweat. The cushion in the photo is unfortunately a Vive CE facepad hence why it's way smaller than your Pro's facial interface.
  25. , As stated earlier in this thread - this is a firmware bug that reports the incorrect charge state once the battery hits capacity. If you unplug a fully charged controller that's reporting an orange state and plug it back in, it should revert to the correct white status. We're working on solving this but altering firmware on watchman based hardware is tricky and involves Valve.
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