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HackPerception

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Everything posted by HackPerception

  1. I've realerted the track team to this thread for feedback and support.
  2. , Try this: First, put on the HMD and ensure it's powered on, next, hold down the volume down button on the HMD as well as the volume down button on the controller at the same time (with the HMD still on your face). This should force the controller to pair.
  3. , We are currently exploring potential linkbox and cabling solutions designed backpack PCs in mind. Do you have a specific model of backpack PC that you are trying to use with the Pro?
  4. , yes - you can track multiple HMDs off a single pair of lighthouses but you need to be mindful of safety and occlusion. In many cases, this often works better with a sync cable as two players in the same tracked volume have a higher chance of causing the basestations to loose optical sync. Within SteamVR's developer settings there are quick calibration features that may be helpful - generally speaking, most seated games have a command or button that allows you to recenter the view.
  5. The Pro does have an integrated amp - the gain of that amp is controlled independently of SteamVR/Windows and is managed by the volume control interface on the left earpiece. can you please verify that the volume drop you reported is still present when both the HMD's amp is set to maximum output (as set by pressing the volume up button on the HMD) and the volume is maxed out at the global, device, and application layer of windows? We're still evaluating the deployment of the update currently hosted in the beta channel. As stated previously, some of this will require some optimization/integration from the larger developer community. If you'd like to contribute a system report for evaluation, I'm happy to send you the instructions to do so.
  6. , the Vive is now supported on Mac but it's still a developing integration. The hardware is technically supported via an external GPU on most desktops/laptops made after mid-2015 with a thunderbolt 3 port and it works with the newest Mac Pro without the need for an EGPU. There are currently only a handful of mac native VR binaries - most experiences are windows only. Launching windows apps via bootcamp is hit and miss performance wise. These are still early days as the update to support eGPUs was pretty recent (10.13.4).
  7. Quick update: We are still investing reports of poor audio quality and are thankful to everybody who was able to provide system logs. I will reach out to users who posted in this thread over the weekend on a 1:1 basis in case they would also like to submit System Reports for inspection - they are very helpful in determining software and hardware compatibilities that require further attention. The update published to the beta branch is still under evaluation and may not be representative of whichever update ultimately is pushed to the public branch. It is not an EQ based patch.
  8. The patch seems to have improved the issue in the majority of cases we're tracking internally but clearly it is still unresolved in some instances. If you're still having an issue after the patch, we'd like to collect a SteamVR systems report as well as your HMD's serial number so we can access deeper troubleshooting options. If you are still affected, please post here or PM me and I'll send further instructions. We will continue to work to solve these issues. I'm sending you a PM with the instructions referenced above.
  9. - Thanks for pointing that release out. Anybody experincing this bug is more than welcome to try the beta branch and new firmware - it will hopefully solve your audio issues. If you do give it a go, please report back as to if it helps :)
  10. , It won't be tonight unfortunately... It take time for these types of updates to make their way through the SteamVR distribution process. If I learn more about the status of getting this resolved, I will post here.
  11. We have a working patch that we're finalizing and verifying across multiple hardware/software environments. Patching this issue is a top priority and deployment will occur at the earliest possible opportunity. , , - These reports match the cluster of symptoms addressed by the patch currently being validated.
  12. , - we're currently working hard to investigate this bug. In order to figure out what's wrong, our engineers need the logs generated by the installer. Since you cannot open Viveport, we can't use our error reporting system and the logs need to be sent over manually. They're normally found in %install_folder%\VIVE\Updater\Log and %install_folder%\VIVE\Log. When using a default installation pathway, this is typically “C:\Program Files (x86)\VIVE\Updater\Log” and “C:\Program Files (x86)\VIVE\Log”. If you're able to share those logs with us, we'll be able to understand the root of the issue. Feel free to PM if you need help finding and sending these logs, a good place to easily host them is www.pastebin.com -David R
  13. , that's the known bug's behavior - this should be fixed via update pretty soon.
  14. , the Pro was specifically designed to have easily removable headphones based on feedback from the deluxe audio strap... I'm sorry but I'm not really following you here. There is nothing stopping you from removing the earphones to use your Bose headphones, if they're bluetooth you could even just use BT to link to your PC for both playback and to leverage the Bose's microphones. The quality of both the Pro's audio including the microphones will be improved with upcoming updates - some of which will introduce new features that are pretty desirable.
  15. Also, the Pro does not have the same mounting points that are used by the Vive's strap system. A fix for the audio bug is currently being evaluated, you should hear a boost to audio quality once it is released.
  16. We haven't released the patch for this yet - It will be pushed at the nearest opportunity.
  17. We are currently investigating this branch of issues - please standby while we look into this. We may contact you to retrieve logs.
  18. I've seen this issue a few times - if you check the firmware version you'll see that the updates don't impact the version status. In my personal experince it seems to often be related to USB driver incompatibilities. I've seen it resolved in two similar cases with a PCI-E USB 3.0 card. That said, each case is unique. It's safe to ignore the update requests.
  19. , there is a known software bug that is affecting audio on some setups - the issue will be patch via update shortly.
  20. - Mixed reality with external hardware is still an adventure. Lately, I've been really liking the Liv client combined with OBS and a Go Pro for quick shoots - it has allowed for faster experimentation and works well with Tilt Brush.
  21. , we can work to solve the download issue over PM. As a short term measure, you can still just download the Steam client which will automatically download SteamVR and allow you to launch general content.
  22. , There are ongoing conversations being held around this feature but I can't confirm anything solid at this point in time.
  23. & , At this time, I can confirm that Tracker 2018 is not able to accept and transmit data via its USB port at this point in time.
  24. Hi , There is definitely a chance that your display hardware itself is damaged or malfunctioning based on what you've described. You've run through virtually every troubleshooting scenario I'd recommend except perhaps trying the HMD on a second computer to verify that it's not your PC/GPU causing the issue. By replacing the 3-in-1 you've eliminated a root cause for many similar issues... At this point my best recommendation is to request an RMA from the live chat support here (not the email us form) and tell them that the forum staff said that an RMA was in order. We just opened a new repair center so the turnaround time shouldn't be too bad.
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