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HackPerception

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Everything posted by HackPerception

  1. @J35ter OpenXR support is certainly on the WaveSDK roadmap -> Vive Flow. The integration work is underway, OpenXR is still in parallel development so it's a moving target.
  2. @helponhand I believe the client is currently capped at 100mbps
  3. @Bobby Hood - 30K back-facing hits is certainly way more than enough to cause a greyout and loss of tracking. Within the logs, you can then try to correlate if there is a status change around the timestamp of those back-facing hits. If you correlate the greyout to the back-facing hits, there's your problem. This is the best way I've seen to try and detect reflections without specialized equipment. You can use any light source like your smartphone, but if you can mount a headlamp like they did, you can move around your room and see the reflections on surfaces from various angles. You can try taking a cell phone camera to a basestation while it's spinning and ensure that you see the two tracking lasers where I circled (one from each laser/rotor unit). If you only see one dot instead of the two dots I circled, you may have a station with a broken laser/rotor that's not reporting to SteamVR.
  4. @Bobby Hood With 1.0 stations that normally indicates that one or both of the laser/rotors in that basestation isn't functioning normally. The original firmware from Valve on those stations lacked error-detection. If you're on a recent version of firmware - they should self-report via SteamVR back to you that there is a problem. For reflections - look for them within SteamVR's system report: "Reflective surfaces" in practice are extraordinarily hard to track down without specialized equipment because materials interact differently with IR light than optical light. A material may not be reflective in the visible spectrum but may be highly reflective in the IR spectrum; the same is true with opacity, some visibly opaque materials will be complete transparent in IR and vice versa. To detect reflections, generate a system report or open up the SteamVR web console and search for the term "back-facing". I'll post an example of what a reflection looks like in the logs below. Sun Jun 26 2016 23:02:09.676 - lighthouse: LHR-4E8EF209 H: Dropped 32312 back-facing hits, 2069 non-clustered hits during the previous tracking session
  5. @quantum7 - The Flow's support list is determined by the chipset that is integrated in the device, not by HTC.
  6. @AndersT - Displayport does not lend itself to go beyond 5m. It may be possible using really expensive CAT6/fiber optic Displayport extensions, but we're not aware of a stable solution. This is true of all Displayport Headsets
  7. @valord Do you mean Viveport content? If you're on Viveport - there should be valid action bindings for every single device listed as compatible. We QA each device If you're talking more generally, SteamVR binding system is notoriously wonky af. You must use the action bindings specifically configured for that game - you can't use generic ones.
  8. @SanityGaming - Flow's requirements are determined by the chipset's manufacturer.
  9. It's the standard android bootloader situation. Power off device completely Hold power on and volume down together until the bootloader menu appears (~3s) Use the volume button to navigate to "Factory Reset". Select with the "headset" button (left side of headset)
  10. @Vivefu Unfortunately that's real. Microphone is not supported in Vive Business Streaming currently - it's a top priority feature request and should be integrated soon hopefully.
  11. @spvnn I'll ask, but HQ has a tenancy to not release some of these more specific details.
  12. @Trigen - Vive Console 100% won't detect the first gen Vive - Vive console post-dates OG Vive by like 3 years. You just need SteamVR.
  13. @jefmes Use the Vive Business Streaming client to play most Viveport or SteamVR content.
  14. @Sanchez - The 2.0 sensors are more sensitive to reflections than first gen sensors. Perhaps also a little more occlusion sensitive. The first gen sensors are like 6 years old now - the algrothyms are more mature. It's the 2.0 sensors themselves. All SteamVR headsets that have the newer sensors have similar behavior - it's not just VP series. The best way to keep the stations from failing is to not touch them when they're moving and to use basestation power management or a cellphone app like "BS Companion" to shut them off when not in use. It's more of a sensor thing than a basestation thing, but there are pros and cons to both.
  15. @akakuralab.vr - Quest + Tracker: It's not at all officially unsupported but you can hack job it using something called OpenVR-SpaceCalibrator. This is not suitable at all for production or real-world use. SteamVR updates frequently break this tool. It's a single-person open source project. Quest + Focus +: You could theoretically use Viveport streaming to initiate a SteamVR session and then try to use OpenVR-SpaceCalibrator - but this is likely going to be super janky and extra unstable. I probably wouldn't recommend trying this - you could invest a huge amount of time trying to get this to work and get it working, and then it can break with an update or with a reboot.
  16. @Keyser Laptop manufacturers save money but not wiring that port to the dGPU. That's what it boils down to - cost cutting at the laptop manufacturer level. You can try to get a USB-C to DP adapter, but if the port isn't wired to the Nvidia GPU, it's not going to work. You should really contact the laptop OEM - this is a laptop specific thing. If you don't have a way to get displayport out of your Nvidia GPU, your best bet is likely to get something that can USB-stream like a Vive Focus 3 with Vive Business App Streaming or Quest 2 with Quest Link.
  17. @Keyser Contact your laptop OEM to specifically confirm the port mapping. If your Nvidia card isn't wired to either a USB-C port or a native MiniDisplay port, that laptop is simply incompatibly with any and all headsets that are driven by Displayport 1.2+ (Vive Pro 2, Valve Index, Rift S, Pimax, etc...) You certainly can't run VR off integrated graphics except in a handful of cases with the OG Vive. Your 3070 is somewhere in the realm of 50-100x more powerful than the Intel onboard graphics (and likely represents at least 1/3 of the cost of your laptop accordingly).
  18. @Sgrast That laptop apparently has a dedicated MiniDisplayPort? It's hard to verify with how many models MSI puts out, but that usually bodes well. You're definitely at a good spec - I would just note that you probably need a laptop cooling pad to keep the performance stable during longer sessions and not get hit with thermal throttling.
  19. The current focus of the VBS team is improving core stability, overall UX, and fixing known issues. Past 100mbps, there are stability issues that are going to take some time to work through to create a stable public release. Some are addressable on our side, while others are WiFi limitations that we have to develop solutions to counteract. The way it was described to me is that higher bandwidth isn't one discrete feature request, but is actually requires dozens of smaller optimizations, fixes, and feature requests scattered throughout the product in order to hit a stable release pathway. It's a ladder of progression towards that goal rather than a straight line. That team is actively working to further develop and improve the overall VBS platform - and that work will hopefully pave the way for higher bandwidth and improve overall greater stability/usability. VBS is only a few months old - it's still early days and we're certainly still investing into developing it. While you might not see an update in the immediate short-term that enables higher bandwidth, the updates that you do see in the mean time will improve quality and stability in other ways and pave the way. That said, there are physical limits to modern WiFi and it's likely never going to fully match a higher quality, VR-specific USB-C cable.
  20. @ClassifiedTac You would change the selected microphone via SteamVR and Window's audio settings. It's just a virtual setting. On the hardware side, I don't think there's a super elegant solution to get the microphone working directly from the headset. The USB-C port will enable you to use a USB-C to 3.5mm converter - but since you have a secondary microphone plug, that exponentially makes it harder to get something working. Like you said, the path of least resistance is to route the audio cable with your tether. Most people who use external mics use bluetooth mics or use a USB-C driven one.
  21. @ms82119 & @nocanwin OpenXR is still extremely early days, especially at the engine level. We're still working with Valve & Kronos to get the trackers added as a supported device type into SteamVR's OpenXR integration, but there may also be additional integration work required by Unity/Epic downstream. Since this something we inherently have to collaborate with Valve/Kronos with, we don't have timelines to share. The work is ongoing and this is certainly high on our priority list.
  22. @somshekar To start Logcat: Type adb logcat To stop the logcat, press Control and C at same time. To save the Logcat content to a file, type the following command adb logcat > filename.txt This will save the logcat to “filename.txt”. You can name "filename" whatever you wish.
  23. @andyvirt Range is mostly dependent on you WiFi hardware. For instance, some people have mesh router setups. Networking is a black hole - there are so many options and solutions. Focus 3 has WiFi 6e. Having a 6e router gear is best practice. I don't think we have any guidance on multi-user setups. I'll mention this topic to the team. Everybody in Taiwan who worked on VBAS is currently working from home - Taiwan's lockdown is much stricter than western countries. I'd imagine that would make it extremely difficult for them to test on current versions of the client for the time being. Our US and EU teams are also all remote - it's been wacky. I have enough computers to test at home but not enough F3 devices.
  24. @VR_Beginner_Vincent Are you integrating the WaveSDK? https://hub.vive.com/storage/docs/en-us/UnrealPlugin/UnrealPlugin.html
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