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HackPerception

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Everything posted by HackPerception

  1. @dreidesign I'd recommend contacting support.enterprise@htc.com - they might have a pathway for you.
  2. @OriginalT4L - If you've confirmed that only the iGPU is wired to that port, then you're out of luck with all Displayport 1.2+ headsets (Cosmos, Pro 1/2, Index, Pimax, ect...). That port simply would need to be wired to the dGPU - there's no workaround with tethered headsets. You'd probably be able to use a headset that has USB-C streaming since that's just relaying a compressed video through the port.
  3. @vrwanter I'll work to try and drive better messaging out about this when team members return from the weekend. That said, I doubt we'd share a very solid public ETA if we confirm changes are being worked on - Taipei is still in total lockdown and not having the office infrastructure is definitely having an impact on that team.
  4. @Fepimont - You can: Use Vive Wireless and mount your PC in the center of your playspace's ceiling so you can mount the antenna downwards. This will maximize the 10x10m potential Use something like Vive Focus 3 with WiFi 6 streaming. Your results will vary based on your hardware and deployment specifics. Otherwise - anything past 5M is a stretch right now with current wired headsets. You generally need expensive fiber optic cables to go beyond 5M wired right now at higher resolutions and the fiber optic cables end up costing almost as much as the headset itself which is why you only really see them on Varjo headsets.
  5. @Fepimont There's no good option to extend Displayport driven headsets. Displayport is really designed to connect HD sources to monitors a few meters away - VR is just leveraging it. That standard simply doesn't support long distances, and signal deterioration becomes too much of an issue around 5 meters, which is why all of the HMD tethers are around the same length. Some high-end enterprise customers have bought fancy Displaport -> CAT7 style systems which can have some success if you buy high enough quality gear, but these systems costs many hundreds of dollars and only make sense in specific use cases.
  6. @Zinkrodun Yes, that definitely works. It can get weird if you try to mix two different controller types.
  7. @shinkaze Out of curiosity, why is USB2.0 support your limitation? You need a rather modern PC to remotely handle the resolution of Focus 3 and the odds of that motherboard having USB3.x is overwhelmingly in your favor. Also, there's WiFi streaming as an alternative. The only situation in which it would likely make sense are in Laptops, and even then - you'd be pretty hard pressed to find a modern laptop without USB3.x.
  8. @GGGuenni UE5 isn't expected to leave beta until at least 2022. It's not ready for production development and investing a lot of resources into developing a project in a beta version UE5 right now is a risky business decision at best (unless you are partnering with Epic) that does not follow best practices for the gaming industry (although I fully expect based on their 4.26 -> UE5 pipeline that the forward compatibility from the beta to the release version will be fairly robust). I think our guidance on Engines would generally to be to always stick to stable release versions in most situations.
  9. @InfoPocket-Scott - As I suspected, it's all shipping container logistics. The batteries have all already been shipped - it's just taking different time for different regions to get them due to the logistics crunch (truck driver & port worker shortages, lack of containers, etc...). It's taking a while to get boats unloaded into trucks in almost every country. We don't have any timelines we can share since we're at the mercy of the international shipping industry. We expect units to arrive in our North America depot either this week or or next and I would imagine a similar story with other regions. We're not going to say anything officially though until the cargo hits our depot since.
  10. @InfoPocket-Scott Working to find an answer for you. Shipping container logistics are bananananananas right now.
  11. @nanome - Your correct. Beta submissions aren't presently supported on VBAS due in part to the ongoing lockdown in Taiwan which crunched the F3 release last minute. You can theoretically check your DRM integration by publishing a beta via the devcon under One-Time, and then going into your library on the device while signed into the account that you're publishing the beta under. Using the "beta list" won't work - it has to be the account publishing the beta. Some devs have had success with this. Is it just the DRM you're attempting to test or are you attempting to test other features as well?
  12. @jefmes OpenXR is definitely the future - we're engineering the hardware level integration for Focus 3 presently. Its takes a chunk time to do the hardware level integration/optimization because of the hyper specific XR2 architecture. We even have an OpenXR beta runtime for Cosmos - you can actually run content in that headset without SteamVR if one was so inclined in the future and had a compatible .exe.
  13. @Shawkh Try using an external application to control your power state and keep it simple. When it comes to using SteamVR devices with non SteamVR tracked devices - it's a janky setup at best and always liable to break. Native support is always best. If the basestations themselves are having an "optical" sync problem - that's a much bigger issue. iOS: BS Companion Play Store: Lighthouse Power Management
  14. @incredible With laptops it's always best to check directly with the OEM. The spec sheet for the GS66s say that it supports displayport but it's kind of an afterthought and not something they go into detail about. The Club 3D CAC-1507 is one of the most reliable and widely available USB-C to DP adapters we've found for HMDs. https://www.msi.com/Laptop/GS66-Stealth-10SX/Specification
  15. @ManxJason Applications currently need to integrate the WaveSDK to render to the runtime and firmware on the device. There is no unknown sources directory. You simply ADB Install the APK to the device and it becomes visible in the library. Use sidequest if you don't know how to ADB. It sounds like you're attempting a highly unsupported use-case.
  16. @andyvirt You can record natively on the device - there are UI elements for screenshots and videos. Casting while Streaming isn't really supported right now - it will cause a huge dip in your streaming performance.
  17. @Lane - SteamVR itself is the only requirement for OG Vive. Just download SteamVR, plug in the headset, and boot SteamVR. Some of the other applications have installers because they use a runtime called "Vive Console". That is not applicable to OG Vive.
  18. @jefmes - Full OpenXR support for Focus 3 is anticipated later this year in Q3/Q4. We're working with Khronos to achieve this. Until then, support for Focus 3 comes from integration of the WaveSDK. -F3 does ship with Firefox Reality, however - the Firefox VR team has been greatly affected by layoffs and the industry will need to shift away from Firefox until their VR team recovers.
  19. @nzjason I couldn't get that to work with any headset - it just crashes.
  20. @Abnascher - All gear with SteamVR 2.0 sensors is a little more reflective to reflections than 1.0 sensors. I always recommend in these situations checking for a reflection within SteamVR. See below.
  21. What installer in installing it? Please link? Vive Pro Eye & Facial Tracker are the two products that use SRAnipal.
  22. @AmazingTechVR, The linkbox contains the SteamVR specific Bluetooth adapter that communicates with the base stations and other peripherals. The headset only has two radios, and each is dedicated towards one of the controllers which is why controllers work with Vive Wireless out of the box, but power management takes specific setup. Try plugging in your link-box with just the USB and power connected, no display cable. You actually need to keep the linkbox plugged in if you want to use SteamVR's integrated bluetooth power management system since those radios are in the linkbox. When using wireless, I recommend having an app based basestation controller as a backup. Android: Lighthouse power management https://play.google.com/store/apps/details?id=com.jeroen1602.lighthouse_pm&hl=en_US&gl=US iOS: BS Companion https://apps.apple.com/us/app/bs-companion/id1533473030
  23. @nzjason -Twimotion is SteamVR enabled so it should theoretically work with Vive Business App Streaming. The limitation right now is that microphone isn't supported on the current version of the streaming client, but that will hopefully be resolved ASAP Do you have a sample scene I can test for you?
  24. @VRCenter - I would recommend dropping a note to support.enterprise@htc.com since that's a deployment side scenario. Beyond VP2, There are specific enterprise device management tools tools for VP1 including a tool to install SteamVR offline or over a network but it sounds like you aren't using them. I would definitely try to get access to the enterprise tools - the Device Management Software is very helpful. @C.T.
  25. @Tacomancer - What is working before this started? When this suddenly crops up on a previously working setup, these types of issues are unfortunately the most difficult to troubleshoot. It's a needle in a haystack situation - could be a ton of things. SteamVR's log system doesn't usually provide helpful info on where to look. Nvidia posted a driver update to fix stuttering earlier today. I don't think this is your problem, but would recommend to upgrade to Problems like this are usually specific to your PC/Operating system. When I have issues like this with SteamVR, I personally take it as a sign that it's time to clean install Windows and start over again. It's always faster than trying to isolate what could be causing the problem. In any case, I highly suspect this is an issue in software. Whenever the frametiming is a rollercoaster like this - it's almost If you have access to another PC, it's worth testing on that to validate the HMD.
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