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HackPerception

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Everything posted by HackPerception

  1. , At this point, the Vive software should be fully installed and you may be able to exit the installer and still have all of the appropriate software and resources installed. The Steam installation occurs during the final stage of the installer and sometimes gets bugged out due to how the Steam client works in the background. If you'd like further assistance with the installer, I'm happy to open up a support ticket to connect you to the team that manages that installer.
  2. , Only remove the Vive drivers as specified. Removing other unrelated drivers would be trouble.
  3. , A couple of notes: We move to support tickets because we often need to collect logs which contain personally identifiable information which is protected by privacy laws. Our ticketing system has integrations with the Viveport desktop client specifically to capture and store logs in a secured environment. I'm more than happy to generate a support ticket to put you in contact with a specialist who can help you troubleshoot your issue. There are numerous potential causes for something like this and each case we successfully diagnose helps us address one of potential root causes. We release updates to the installer every 2 weeks and bugfixes are always part of each and every release. Your last comment is incorrect. The SteamVR runtime is technically the sole software requirement to power Vive hardware and can be obtained via the Steam client without using the Vive installer. The Vive installer includes a SteamVR distribution as the Viveport client, additional drivers and integrations, and other tools but it is not technically required to use the Vive HMD - only the SteamVR runtime is required.
  4. I am awaiting comment from the hardware product team on this - their response is delayed due to Lunar New Year; I will push for deeper engagement and more direct communication from that team upon their return.
  5. , Sending you a PM with who to contact. You could have booked an RMA for this station via our Live chat, retailers should not be booking RMAs under an end user warranty/MIR program; it would have been on thing if they swapped out the kit but them acting as a middle man for an RMA is abnormal.
  6. , Just want to reiterate that there is no "recovery" method for basestations. The older firmware from Valve doesn't contain the error checking / self-diagnostic tools that are contained in more recent firmware images. Your basestation could actually be non-functional and just lack the error reporting to have the proper LED and SteamVR indicator. You can tell if a basestation is truly working by ensuring that the station in question is the only station that's powered on, and attempting to use it in single basestation mode by flipping it over to channel A and seeing if tracking works well when it's based off the single station.
  7. , SteamVR 2.0 bases can't talk to 1.0 devices because SteamVR 2.0 bases have eliminated optical sync and instead encode the sync information into the fan beams that the station emits. By doing so, they've eliminated the biggest restriction of Steam Tracking 1.0 which requires high intensity IR flashes. By putting the sync on the beam, they've allowed arrays of more than 2 basestations. 2.0 stations will never be able to talk to 1.0 devices as they simply lack an IR led array. 1.0 stations can talk to 2.0 sensor enabled devices like Pro and Tracker 18 because the sensor chip can accept both types of signaling schema. This video describes how all of this works in high detail if you want to learn more about how Steam tracking works:
  8. , More than happy to email it over to the email associated with your forum account. This firmware is strictly for Tracker 2018 (blue Vive logo) and not for the og Tracker (grey logo).
  9. , I'm super confused by your report. Tracker 18 (blue logo) is compatible with SteamVR 1.0 and 2.0. The only incompatible between systems is that the Original Tracker (Grey logo) is not compatible with SteamVR 2.0 tracking. You're saying "Should be backward compatable really" - Tracker 18 is certainly backwards compatible.
  10. , Are you in a similar situation. Let's focus on two key questions: Are you using Tracker 18 or the Original tracker and with what kind of lighthouses Does the tracker properly track when you connect it to the PC via microUSB? If not, what is the behavior?
  11. , What roles do you have them assigned as? What does the "Manage Vive Trackers" page detail for these trackers? This post may be relevant here.
  12. , 3.3V is the VDD system supply voltage - not the voltage across pins. There is a detailed list of electrical characteristics in the tracker manual that explains the difference. Are you using Tracker 18 or the original tracker? There currently exists a difference between the original tracker and Tracker 2018 - the multipler factor for the haptics value. The original tracker is a milisecond multiplier and 2018's current production firmware operates on a microsecond multiplier. There is a new tracker 18 firmware revision which is currently in review by Valve - it changes the 2018 back to a milisecond value. Is calling TriggerHapticPulse(500) giving you a compile error? It may just be related to the multiplier.
  13. , 3.3V is the VDD system supply voltage - not the voltage across pins. There is a detailed list of electrical characteristics in the tracker manual that explains the difference. Are you using Tracker 18 or the original tracker? There currently exists a difference between the original tracker and Tracker 2018 - the multipler factor for the haptics value. The original tracker is a milisecond multiplier and 2018's current production firmware operates on a microsecond multiplier. There is a new tracker 18 firmware revision which is currently in review by Valve - it changes the 2018 back to a milisecond value. Is calling TriggerHapticPulse(500) giving you a compile error? It may just be related to the multiplier.
  14. , 3.3V is the VDD system supply voltage - not the voltage across pins. There is a detailed list of electrical characteristics in the tracker manual that explains the difference. Are you using Tracker 18 or the original tracker? There currently exists a difference between the original tracker and Tracker 2018 - the multipler factor for the haptics value. The original tracker is a milisecond multiplier and 2018's current production firmware operates on a microsecond multiplier. There is a new tracker 18 firmware revision which is currently in review by Valve - it changes the 2018 back to a milisecond value. Is calling TriggerHapticPulse(500) giving you a compile error? It may just be related to the multiplier.
  15. Bumping this for visiblty - we've sent out firmware to all teams that have contacted me thus far - if you need this image PM me. , , , , , , , , ,
  16. , I responded to this via the support ticket you submitted. In short, the only way to run two SteamVR instances on the same PC is via VM - it's a pain in the ass and not highly recommended. It is impossible to get more than 2 - 1.0 Stations to work within the same line of sight of each other. 2.0 stations can array upto 4 stations per SteamVR instance on compatible hardware.
  17. , The first answer is correct currently: "SteamVR Tracking 2.0 only supports 4 bases per session. More than 4 can be found, but a device can only track from up to 4. It will not automatically switch to other bases during a session." An instance of SteamVR can only accept tracking data from no more than 4 stations, specifically the first four it sees in a session. I am sending you an email, be on the lookout for it.
  18. , , , , , I've synced with the product team on this. Valve has had our final firmware build for some time but the final verification process is taking a while. We understand that this is a key feature for many of you - given the situation we're able to send you our build of the firmware directly to any developer team that wants to begin testing on the new build (under the understanding that the build is not fully verified). If your team is interested, PM me your studio's name and an associated email address and I'll relay it to the product team.
  19. , The only solution for basestation issues is repair as they're mechanical devices - I would suggest contacting a live care agent as described above - that's the fastest way to get an RMA number booked and start the repair process. For NZ the link is https://www.vive.com/nz/support/contactus/ - you'll need the serial number off the back of the Unit
  20. , I've generated a support ticket under the email address associated with your account. If this is your first time setup of the hardware, you're still able to use the hardware by installing SteamVR via the Steam client - it will detect that you have a VR HMD plugged in and will prompt you to install the SteamVR runtime.
  21. , Apple controls UX on their hardware and software platform. Simply stated, Apple is managing the developer program for this integration, not Vive. Their keynote announcement last year was primarily a developer facing announcement - not a consumer facing announcements. As it stands, this is considered to be a developer/pre-developer level of hardware support for MacOS. Furthermore, as the overwhilming vast majority of VR titles have not been compiled for MacOS, only a tiny handful (>10) apps will work on MacOS natively hence it is not a consumer ready ecosystem. If you are a consumer trying to attempt to use Vive, you could try booting into Win 10 via Bootcamp but otherwise I would highly recommend not attempting to use Vive in the Mac ecosystem until the support is in place.
  22. , The steps are identical to what's posted numerous times above. While Valve manufacturers 2.0 basestations, we process the return the basestation and have it repaired via an RMA process which will be covered under the warranty. Valve is technology owner for 2.0 stations as both the sole manufacturer and patent holder - we're a reseller in this situation. Record the serial number off the back of the unit, and reach out to our live chat to start the repair process. @Synthesis wrote: The only way to fix it is to set up a in-warranty repair (assuming you are within warranty) with our support at www.vive.com/us/support/contactus I recommend the Live Chat for fastest results.
  23. wrote: The only way to fix it is to set up a in-warranty repair (assuming you are within warranty) with our support at www.vive.com/us/support/contactus I recommend the Live Chat for fastest results. , Syntehsis wrote out the correct response above. If there is a mechanical issue with the station it will need to be physically serviced. Given it's a 2.0 station - it's under the warranty period. Although Valve manufacturers the station, the repair booking is handled through us as the seller.
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