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Daniel_Y

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Everything posted by Daniel_Y

  1. What 2D system your are refering to? LCD panel?
  2. Have you checked if you enabled camera in SteamVR like this, https://developer.vive.com/resources/knowledgebase/vive-pro-srworks-sdk-qa/?
  3. This is an unexpected behavior. It is expected in ms. We will have a fix for it.
  4. Suggest to uninstall all personally installed Tobii's driver and runtime on your PC; and, then reinstall SRanipal runtime again. Double check if you see the same version as below from runtime's system tray.
  5. @kdue, What version SRanipal Runtime you are using?
  6. How do you do the test? what application you use ? Have you tried the Focus sample included in Unity plugin of SRanipal SDK?
  7. @sbouilland 1. Please first enable Vive controller in the scene and check if the real and virtual controller is aligned. 2. What is the virtual object distance from you head? Need to make sure this distance is physically located between your head and desk ?
  8. 1. What is your SR runtime version? 2. Are you able to do eye calibration from VR dashboard?
  9. Currently, SRanipal SDK does not provide Native C# sample code. An alternative way, you could refer to C# API file "ViveSR\Scripts\SRanipal_API.cs" in Unity package. And, follow the steps of StartFramework() in "ViveSR\Scripts\Eye\SRanipal_Eye_Framework.cs" as reference.
  10. @sbouilland Please post a request in the thread, List of Supported GPUs
  11. @Meron UE 4.18, 4.20, and 4.22 are supported in this release.
  12. We've just released v1.1.0.1 of the SRAnipal SDK (for Vive Pro Eye) - you can download it now from our developer hub. Within this release of SRanipal, the SDK now supports a new eye's Wide blendshape as well as tongue tracking, Demo Video.
  13. Firstly, could you please follow this link, https://developer.vive.com/resources/knowledgebase/vive-pro-srworks-sdk-qa/, to check if your system is able to support Vive Pro’s SRWorks SDK functionalities? And, may I know your SRWorks as well as Unity version? Aslo GPU model?
  14. Firstly, you may use certain utility such as GPU-Z to double check if your computer is configured correctly to support OpenCL.
  15. @MyBug First, download the SRanipal SDK from https://developer.vive.com/resources/knowledgebase/vive-sranipal-sdk/ In Unity, you could refer to pupil_diameter_mm in struct ViveSR.anipal.Eye.SingleEyeData
  16. There is a similar LaunchEyeCalibration() in Unreal, refereeing to document in SDK.
  17. Try to leave message in this thread for SRWorks beta test version, List of Supported GPU
  18. @Tom17Try to leave message in this thread for SRWorks beta test version, List of Supported GPU
  19. Drawing the point at the intersection of the combined gaze vector in structure with the plane based on this coordinate system.
  20. If you are using Unity engine, you could refer to the sample code in SRanipal_EyeFocusSample.cs
  21. yes, SRanipal SDK, https://developer.vive.com/resources/knowledgebase/vive-sranipal-sdk/, provide C code API. You could use it to build your native driver.
  22. It does need HTC Vive Pro. Does not really need SteamVR Unity plugin but if you use SRWorks Experience sample code, you need it.
  23. Need Admin privilege to launch SR_Runtime. Next version will prompt message to user if they do not have.
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