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HackPerception

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Everything posted by HackPerception

  1. , Yeah - I'm confused as well. Can you describe in greater detail why you're unable to use the 3rd HMD in the tracked volume?
  2. - Sorry your response came in without much context. Are you also having issues with your display powering on or is it limited to the audio device not initializing?
  3. - Have you tried setting the bound style to "developer" and unchecking the "always-on" box? That should hide them
  4. Hi - We' d like to examine the error your encountering in greater detail, and if possible reproduce it. We have a couple of questions for you - you can reply via this thread or private message them to me if you'd prefer more privacy. Are you running a desktop or a laptop? If possible, can you provide details about your system? Which version of SteamVR are you currently on? The Main branch (default) or the beta branch?Have you updated the firmware of the HMD at all? Please go into SteamVR's settings -> Audio and check which device is selected at the top where it says "Set Playback Device To" Is it currently set to "Vive Pro Multimedia Device" or is it Set to something else? Do you have an Nvidia Card? If so, do you see an option for Nvidia audio? Does switching to it improve the behavior? Which displayport cable are you using to connect the Pro to your PC? Is it the one supplied with the HMD or is it an aftermarket cable? If so which cable?Same with the USB cable. Thanks!
  5. - I sent you an email with the requested info last Wends after seeing your PM. Please check your spam folder. Moderator edit: We now offer a tool called the Vive Enterprise Device Manager that’s able to handle network management of SteamVR distributions. It enables SteamVR to be deployed without the need for the Steam client on secured/firewalled networks. This tool is available to all Enterprise Advantage customers. For more information about the tool, or to download and activate it please visit https://enterprise.vive.com/us/product/dms/. If you have further questions, you can submit a support ticket here: https://developer.vive.com/us/contactus/
  6. , we have a dedicated team working on this - I don't have a specific timeline to share as this is a complex integration but we're targeting to have it out ASAP - hopefully within 1-2 months.
  7. , As stated above, the controller error seems to be a firmware/SteamVR status reporting error - It may take some time to fix simply due to the fact that it's a pretty lengthy process to get firmware updates validated and published via SteamVR. If you unplug them and replug them back in, they should indicate white if they are fully charged. Bluetooth power management is not supported on 2.0 lighthouses currently via the Pro. I'll look into seeing if I can get a status update about both of these ticket items.
  8. , the Vive is a desktop setup meant to be used in a fixed space. You wouldn't be able to use it on a plane as it requires to external laser sources to be mounted in the environment. We have a standalone VR HMD called the Vive Focus but its only available to developers. This is probably one of those cases where you'd probably want to get a cellphone based VR solution or look into standalone system currently available as our hardware platform is still in pre-release.
  9. , while the goal is to maintain parity with the v1 implementation, quite a bit of codebase is being rewritten to make this happen (hence the timelines involved). While the protocol at large should be as functionally similar as possible, it's probably a little bit too early to judge which if any of these more nuanced "inaccuracies" you've encountered will be represented in the 18' implementation.
  10. , I've checked in with the tracker team and they said that PoGo pin #1 is designed to be a digital output to control the vibration motor (on/off) and it is not intended to be a power source, hence the lower voltage.
  11. , MDP can be pretty weird on laptops with both discrete and integrated graphics. You may need to set the following option if you're using an Nvidia card. `
  12. Hello , The Vive Pro is not compatible with HMDI or any output, adapter, or generic device that uses HDMI as its display protocol. Simply put, HMDI is a pretty dated standard and it's unable to handle the bandwidth required to drive the Pro. Your best bet is to check to see if your laptop as a MiniDisplayPort or USB-C port that is DisplayPort 1.2+ compatible. This adapter works with most compatible USB-C ports, and the 3-foot variation of this MiniDisplayport to MiniDisplayport cable has proven to be reliably compatible.
  13. , , , , Hello everyone, I have a quick update to share on this topic. I can now confirm that engineering teams are currently working on a firmware revision which will enable USB data features on tracker 18'. It should be live within a few months; I don't have an exact launch date to share currently since bringing this feature to the new hardware poses a few complex engineering challenges which are currently being solved. I'll be sure to post any future updates about this feature within this thread.
  14. , we can works towards addressing tracking issues in , the tool mentioned above is linked here. It seems to help resolve these types of issues in many cases by helping to fix potential registry issues. , this may also help you.
  15. , the installer has changed quite a bit since this was first posted. Older installation files lingering around may be part of this issue. You can try deleting all Viveport setup files before attempting a fresh install Find the installer folder. It's typically found in the Vive folder of your ProgramFiles(x86). You can just delete this entire Vive folder. There may be some temporary files lingering around in your local app data. The location of this folder can vary depending on your system but are typically found under %localappdata%\temp\ViveInstall\<version number>You can just try searching C:\ for "ViveInstall" and deleting all of the folders contained within it After these two steps, you can reboot your PC and download the installer again from Vive.com to ensure you have the latest build files. Be sure to right click the setup app and run as admin and suspend any real-time antivirus software you may have running.
  16. , as you noted it's likely related to ambient IR reflections which will be very unique to your environment given the materials the compose the surfaces in your room as well as emission sources. I wanted to comment on this post specifically to give you a heads up that we've seen that ACs can cause amperage drops or spikes in the power supplied to the basestations depending on how your house is wired up. If you do add an AC and experience tracking issues when the AC kicks on or off, look to that as the first source of interference.
  17. , No, you can not have 1.0 and 2.0 basestations operating in the same area without interference. The Vive Pro will detect signals from both basestations types whereas the original Vive will be unaffected by the 2.0 stations. Depending on your tracked volume, it's really easiest to just run both off of a pair of 1.0 basestations.
  18. , Are you saying that you think that the mDP is connected into onboard graphics as opposed to the GPU proper? That would be surprising. You should be able to quickly confirm what chipset drives that port by reaching out to MSI. The issue will more likely be supplying power to the linkbox and overall cable management. I wouldn't see anything that would prevent you from using one of these backpacks as you would use a normal workstation in a worst case scenario. We're still working with other OEM partners on solving for backpack PC's and will publicly share any new developments that may arise.
  19. , No - currently there is the original Vive which has a discrete SteamVR 1.0 sensor assembly and the Vive Pro which has the new 2.0 compatible IC. We're only a few months into the start of the 2.0 consumer lifecycle.
  20. , Yes - the sensor swap out is the biggest underlying change in the new model. They use these sensors. I would recommend contacting Triad directly as they've probably done extensive HW and interference testing against other commercial tracking solutions.
  21. Those onboard graphics systems are well below the minimum spec and aren't really designed for gaming. I would not recommend purcahsing a Vive if you have onboard graphics. Source
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