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HackPerception

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Everything posted by HackPerception

  1. , Have you tried the instructions above, specifically launching the Viveport client by right-clicking its exe and choosing "run as administrator"? That contiunes to be the most reliable way of getting Window's to accept the change. I think this function requires additional scrutiny and hopefully our QA system can figure out why this fails on some setups.
  2. Hi , Now that the consumer version is released, we know a lot more about the TPCast and its functionality. The official firmware/software doesn't support the mic, camera, or USB at this time. TPCast says it's still something they're working on. There exists a community software project called OpenTPCast that actually has solved most issues except the camera functionality. You can check it out here but be aware that this is 3rd party software that is totally unsupported or vetted for security (and this is not a recommendation from us to try it...)
  3. , I don't have any additional info beyond that release note. I'll try to track down some updates today.
  4. (and ) SteamVR updated today alongside new tracker firmware that changes how some of this filtering works. See http://steamcommunity.com/games/250820/announcements/detail/1451710752575118590
  5. I actually prefer Win 7 to Win 10 for my personal VR installations. I think in this case, it's specifically that there may be an issue with that specific installation of Windows. Windows (and iOS installs for that fact) become very complex and messy after usage. Things like drivers and registry entry become complete messages through the course of daily usage. Windows generally isn't very friendly with how it handles updates. I personally reinstall my OS'es every 3 months (both Win and iOS) because it provides the best user experience and in many cases I've fixed SteamVR errors by simply reinstalling the OS.
  6. , I've alerted our tracker team to this. This may be impossible for them to reproduce since it may be recoil dependent but hopefully they can provide useful guidance. On first glance, I as well would assume this is a reflection issue. What is the gun made out of? Does it track perfectly for extended periods and only breaks when you fire? Does changing the orientation alter the misbehavior at all? USB bandwidth/chipset compatibility can cause similar behavior in a controller; there is an off chance that it's related to that. p.s. that looks really neat!
  7. Please take a look at the thread linked below and comment on if it is relevant to your specific case or not. Your reports helped us identify an incompatibility with our installer and the latest SteamVR build. Thank you for bringing this to our attention. http://community.viveport.com/t5/Technical-Support/Vive-Software-Installer-Known-Steam-Issue-amp-Workaround-10-27/m-p/11929#M3687
  8. , I've also listed your account as a developer in case you want to participate in future conversations in the developer forums.
  9. , That's awesome! I'm happy to hear that things worked themselves out. Sometimes these issues are nested pretty deep and I'm glad your issue found resolution. Your error was a very serious one that I'd like to keep on our radar and directly address. Now that we have a lead to its cause, I'd love to pass this thread onto our QA and engineering teams so they see if they can find a root issue. It would be extremely helpful if you could share a bit of information about your system with us. If you could please send us a text file your dxdiag pages, that would be much appreciated. To do so, hit "windows key + R" to open up a command prompt and type in "dxdiag" and hit enter. Next, click "save all info" on the resulting window. You can send me the .txt in a PM. Thanks! Example:
  10. Hello , We currently do not have any plans to expand official sales into Brazil at this moment. Thank you for your interest and I'll ping you on this thread if that fact changes in the future.
  11. , Out of curiousity, can you please snap a shot of how your setup looks? I'm genuinely curious.
  12. Several of my developer friends have recommended this blueprints based Unreal Course that teaches a ton of really cool 3D motion graphics effects specifically geared towards VR. Has anybody here tried this course? https://www.linkedin.com/learning/vr-motion-graphics-with-unreal-engine
  13. Hi , for several versions now we've not seen reports of this issue outside of issues with window's privileges. As stated above try running the Vive software as an administrator (by right clicking and choosing "run as administrator" before attempting to change the path. Ensure that you're changing the path to a place your user account has permission to write. When you exit and reenter Vive does the UI revert back to the original location on the C:\ drive?
  14. Are you on the latest build (r1060?). You shouldn't experince this under the latest build... If you are, ensure you're launching as an admin.
  15. Let's consolidate future posts related to this cluster of issues over at the following thread so our engineers have a centralized place to view information related to your troubles: https://steamcommunity.com/app/250820/discussions/0/1353742967806148807/
  16. Hi all, thanks for the information! Keep it coming in, please!!! Is anybody whose experiencing this issues on a setup with an AMD graphics card or are they all Nvidia cards? I can't seem to find any reports of this happening on AMD cards and have seen a few loose threads out there saying that downgrading the Nvidia driver helped certain users facing similar issues.
  17. Moving forward, the following info will help us greatly: 1) The manufacture date of your Vive. This can be found by sliding off the 3-in-1 cable compartment cover. 2) The rough date that you started expericing problems 3) Any environmental factors you feel may be influencing the problem 4) Any workarounds you find that alleviates the issue, even if it's impractical 5) Threads from any other online communities that you find that describe similar issues If we can consolate this info into a single thread we can provide the engineers with the info they need to really start to pick apart this issue and provide the support you deserve. ----------- As this is a technology predicated on IR sensors, a fair amount of testing has gone into the operational temperatures of the Vive. Generally speaking it shouldn't face issues if the hardware and environment is below 35c. I don't know if there is an official operational temp range of the Vive but I'll look into it. Prior to my time at Vive I had a fair amount of experience in setting up Vives outdoors and the only time I ever had SteamVR tracking fail was at temperatures above 42c (at which point the PC itself was also struggling). Many of these complaints cluster around the shared statement that the hardware/software worked fine until ~5-6 weeks ago which is why I personally think it's a SteamVR/compositor thing.
  18. , please try switching over to the beta branch of SteamVR. As I've said in previous posts, I suspect this is a SteamVR issue and not an issue with the Vive hardware itself and it appears to be improving with each sucessive update to SteamVR.
  19. Our community staff has recently grown and our community manager has been working on other initiatives but continues to monitor these threads. You'll be seeing an increasingly diverse group of Vive staff posting on here. I've been working on solving this issue with a number of users here and offsite through PMs. I'm pretty sure that in most cases this isn't a hardware issue and is instead related to the SteamVR backend which is difficult to troubleshoot. These issues appear to be clustered around an update that was pushed ~5 weeks ago. It seems as each successive update to SteamVR resolves this issue for a greater number of affected users. As suggested, the most recent beta branch seems to be much more stable for users experiencing this cluster of issues.
  20. We're working hard to try and figure out the solution to these issues. It is an extreme challenge given the variety of software, hardware, and environmental factors that our userbase has. I personally suspect that the source of the bug is within the OpenVR/SteamVR pipeline and am currently trying to track down leads in regards to that. If that is the case, than only the team at Valve can work to fix it. It seems the common thread here is that the setups (including the environment) worked okay and only recently started acting funny which reinforces my theories about it being a software issue that masquerades as a hardware/environment issue. It's interesting that for many it appears to work for a while before quitting out. Since it is summer in the Northern Hemisphere I can understand it potentially be related to overheating but we didn't see this sort of thing last summer.
  21. When you say that the grey screen appears for a while and then it shuts I'm curious if it's shutting off due to inactivity. Are you wearing the headset when it behaves this way or is the headset off of your face? The HMD has a proximity sensor and turns off the screens when it doesn't detect a user.
  22. I deleted the part about the bluetooth mic since standalone mics seem to be quite expensive when compaired to headsets. I'd imagine any bluetooth headset would be sufficent.
  23. I've dived a bit deeper into this but have hit a bit of a limit since the TPCast kits I have are preview editions and vary from consumer editions. At the end of the day we do not have access to their backend. Based on the trade-off's that TPCast employed to get their solution to work, their solution might simply be incompatible with our internal microphone and rectifying that issue is something that their engineering team would handle since this is ultimately a third party add-on and not a product of our engineering or design teams. I will continue to monitor and test when time allows and posts workarounds if they become available. TPCast says that they are currently working on fixing the driver issue but again, that's our of Vive proper's wheel house and I can't officaly speak for them.
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