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Everything posted by HackPerception
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Hello all, we're currently evaluating your reports surrounding this issue. I've sent a PM to everybody that posted in this thread with additional details. If you are reading this and are experiencing similar issues, you can PM me directly to discuss the matter. -David R
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, similar error messages are typically associated with a bum bluetooth driver; the fact that it is consistent across multiple PCs a a bit concerning. Have you tried reinstalling the Vive drivers on a system? You can uninstall them by unplugging the linkbox, navigating to SteamVR>Settings>Developer and clicking "Remove all SteamVR USB Devices" followed by a system reboot.
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How to become a Vive Reseller?
HackPerception replied to Blackfire1's topic in General Vive Discussion
Hello , I've sent a message to our EU/APAC team to try and find the proper team member to connect you with. -
Vive Pro adapter for backpack PCs
HackPerception replied to alejo's topic in General Vive Discussion
, I have no official updates to share at this time unfortunately. -
, is the issue confined to a single controller and does the issue persist between setups? Does it occur when only one user is in the space (thus reducing occlusion)? What you're describing is abnormal; if it were related to occlusion or reflection, the controller should track as soon as it gets good sweeps from the basestation. You may want to take a look at your SteamVR log files and see what if any errors are tied to this event. If you isolate it to a single controller; try pairing that controller to the other PC to rule out USB bandwidth/host issues. I have no comment on timelines surrounding 2.0's roll out. Per the last question, something like this would be best handled at the OpenVR/SteamVR compositor level and would be the domain of Valve. From a liability standpoint, there would need to be an incredibly high degree of confidence in the system for it to be deployed as described because the failure case would be users running into each other leading to potential injury. Some apps (i.e. HordeZ) will allow you to deploy the same chaparone config file across all of the PCs involved and then enable your avatars's location to be 1:1 mapped over a network; however, that's handled at the application level and isn't foolproof.
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I've never seen someone practically run more than 4 HMDs run off a single pair of basestations. While it is possible; it just gets very impractical quickly since each user needs a minimum amount of space to use the equipment and cable management becomes very important from a safety standpoint when multiple users are in the same tracked volume. I personally never use more than 3 HMD's off a pair of basestations to allow for as much room as possible between users. Six HMD's in the tracked volume offered by two basestations (5 or 6 meters diagonally) places the users so close together it could be a liability and impacts their UX by restricting them to a rather small volume. It likely can be done if you mount them on the ceiling; it just isn't going to provide the best UX. You cannot use more than two of the first generation basestations in the same area without physically partioning the tracked volumes from one another. The new 2.0 basestations compatible with Pro will allow you to pair upto four basestations into an array and remove the requirement for physical isolation between arrays. The software update for these advanced features is still pending.
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, I would not recommend using this may HMD's with 2 basestations - the occlusion will be a nightmare and it won't be a good UX. Mounting the basestations from the ceiling certainly helps with occlusion in some scenarios but with this many tracked devices you'll need a larger tracked volume than 2 basestations can handle. You'll want to use Vive Pro's with 4x basestations or possibly 1 array of 4 and 1 array of 2. The software update to enable 4x BS2.0 is still forthcoming but I would plan around this deployment. With any multiuser tracked volume, safety is the critical determining factor between what's feasible and what's ill advised.
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Trigger click causes large jumps in direction
HackPerception replied to Nexus's topic in VIVE & VIVE Pro
Thank you for the reports and providing a video of the issue. I've raised this with our internal support teams to see if they've seen this issue before and can advise on it. -
base stations 2.0 play area size limits
HackPerception replied to dslnc's topic in Developer Discussion
, 2.0 basestations are now individually rated as having a range of 6 meters in ideal environments meaning that you could create a upto a 6m diagonal between two 2.0 basestations and expect that an device should be reasonably tracked by them. Real world conditions will vary from this ideal. This range is consistently with SteamVR's complaint. It is only by using additional basestations that areas with a larger diagonal can be achieved but these advanced featuresets have not been finalized yet. -
Vive pro wireless adaptor and laptop
HackPerception replied to Gui.'s topic in General Vive Discussion
, you're correct. I apologize, I don't keep up to date with that project. I'm sure third parties are working on wireless solutions but it's hard to say which will come to market and potential implementations. As stated above, we've only announced plans for a PCI-E platform when it comes to the first party wireless solution. -
, no ETA yet. Updates through Valve tend to take a while.
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Vive pro wireless adaptor and laptop
HackPerception replied to Gui.'s topic in General Vive Discussion
, at this time, Vive and DisplayLink have only confirmed a PCI-e version of the wireless transmitter. The TPCast would be the next fallback option. Edit: The TPCast/TPCast + do not support Pro as of this post. -
, Yes, ultimately the bug manifests as a function of the controller but due to how the watchman protocol works, the update needs to be addressed via SteamVR.
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, this is an bug within SteamVR that will require an update to solve. If you remove the power source and then reapply it, they should show the traditional white if they've achieved full charge
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Vive setup crashes when it says preparing
HackPerception replied to 5haie's topic in VIVE & VIVE Pro
SteamVR. SteamVR is what drives the Vive; the Vive installer installs Viveport, tools which enable additional features and services, and ensure you have a Steam and SteamVR installation. While we're looking into this, you can still access your Vive hardware via SteamVR. -
Vive setup crashes when it says preparing
HackPerception replied to 5haie's topic in VIVE & VIVE Pro
, - This appears to be a new bug so I'll have to alert the team responsible for this process. They may reach out privately to collect additional feedback. In the mean time, you can continue to utilize your Vive hardware by downloading the Steam client and accessing SteamVR from within; it typically autodetects your HMD and prompts for an automatic installation. -
VIVE Trackers conflict with cameras of motion capture system
HackPerception replied to ruiying's topic in Developer Support
, Vicon and other IR based tracking systems tend to not be compatible with Vives using SteamVR 1.0 tracking. I've heard developer reports that SteamVR 2.0 tracking can be used with a wider array of IR based tracking systems including Vicon due to the elimination of optical sync. -
, I've sent you a PM
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Can you all please send me a PM with your corporate/professional email address? Thanks 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/
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, I've sent you a PM as well
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Vive Tracker tracking issue (offset and jitter)
HackPerception replied to Adrian's topic in VIVE & VIVE Pro
, I'd definitely look at the Kinect as the source of interference. It's by far the easiest thing to isolate. Vive tracking is based off ~850nm IR and the Kinect works off ~830nm - we've seen some reports that the new ASICs/algorithms can be incompatible with Microsoft depth technologies. First, verify the issue is still present with IR interference sources removed. Next, change USB ports to see if it alters the behavior. Avoid plugging into a USB port. Past that, we'll have to look into more advanced troubleshooting. -
I would also add on, that display adapters are pretty hit and miss with the Vive so plug the HDMI lead directly into the GPU's HDMI out rather than using any sort of converter.
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, I've shot you a PM. The Vive does not require the Steam client to run but does require the SteamVR distributable.