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Tony PH Lin

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Everything posted by Tony PH Lin

  1. Hi , Is our temp solution workable for you? Thanks.
  2. Hi , For now, Viveport Video doesn't support this "3D" format mentioned by you. Is this the MUST have feature required from your point of view? As for another question: The Vive Focus runs at a fixed 75hz refresh rate, 60fps videos will look jerky regardless (Same issue with mirage solo too) this is due to frame rate mismatch and some judder occurs due to this The display refresh rate is related to HW configuration. We cannot limit the refresh rate from SW application. Thanks.
  3. Hi , We've found that Stencil buffer isn't supported on current Single pass. The new code is added and under verified, and plan into our next release which target in mid of July. Thanks for your great inputs and feedbacks.
  4. Hi , May I clarify a little bit further? Have you used Focus before and compared the distortion still exist on Focus Plus? Or you only see the issue on new device? Thanks.
  5. Hi , The official fully support schedule still under evaluation internally, however if you'd like to take a try first then please refer to below discussion thread how to workaround to make build pass in Unity 2019. https://community.viveport.com/t5/Vive-Wave-SDK/Unity2019-build-not-working-on-Vive-Focus-WaveVR-2-1-0/m-p/30801 Thanks.
  6. Hi , Our RD team tried the apk updated by last week, options to switch 2D/180/360 and stereoscopic type (Mono/Over-Under/Side-by-Side) work well as expected. Visual settings only cannot be switched when watching a Vimeo video, because the suggested format is determined based on server configuration. And, could you provide below info. for further clarification? Which video you are experiencing? Local video or Vimeo streaming? A screenshot about "3D is completely disabled" Thanks.
  7. Hi , From your description, I wonder if you're using the Finch (3dof) controller? BTW, Focus Plus is running on Android platform so there is no SteamVR. Thanks.
  8. Yes, user can cast screen through More Settings > Cast, and then enter Kiosk mode.
  9. Hi , Since we haven't officially supported Unity 2019 with Wave SDK, there is potential risk and possibly to have errors or unknow issue. But we'd like to help for your feedback clarification if the support effort isn't huge before our plugin fully support the new version of Unity or Unreal. Thanks.
  10. Hi , We've rolled out the update to 1.95.1400 on 5/6, have you received yet? If not, please pm me your serial no. then I can help to check. Thanks.
  11. Maybe you can try this. https://developer.android.com/reference/android/app/Activity.html#finish() Thanks.
  12. GDC 2019 was a great time for all of us here at HTC VIVE. We had a fantastic time connecting with developers at the show and sharing some of what we have been working on. The team would like to sincerely thank everyone who attended and asked questions! If you missed the show (or just need a content refresher), all 6 of our developer sessions have been uploaded and compiled below along with links to further resources. Take a look, and feel free to jump into the comments and ask whatever questions you may have. Here is the session of "BUILDING FOR THE STANDALONE ECOSYSTEM: WAVE PLATFORM SDKS" VIVE Wave is an open platform and toolset that enables easier Standalone VR content development and high-performance device optimization for third party partners. Watch this session to learn more about VIVE Wave’s key features, and hear from a panel of developers and hardware partners on how they are leveraging VIVE Wave to achieve their VR goals and enrich the ecosystem.
  13. Do you check the controller LED status is "keeping white blinking" or solid white or others? BTW, could you press volume down when the controller UI appear to unpair the controller first, then try to pair? And do you have second one controller near by? Thanks.
  14. To All, To the developers who are working on mobile devices with Unreal Engine, here is a guideline of performance tuning for Mobile devices on Unreal Engine. https://docs.unrealengine.com/en-us/Platforms/Mobile/Performance Our internal studio also take this as reference for our content porting. If there are any tips and specific parts with Wave SDK, we'll share our findings to the community. Thanks.
  15. Hi , Fantastic jobs. Thanks and looking forwarding to seeing the additional two video clips.
  16. Hi , It seems if you rotate the head more quickly, the judder may be more obvious. If rotates slowly, you will not see judder. Am I right? I am afraid there is no convenient way for your requirement so far. Could you try to submit frame with pose argument which predicted 1.5X frame time (ex. Focus 1.5X13.33 ) via WVR GetPoseState function? It may reduce the judder you met. We will plan to support using overlay with different eyes or other way to handle your case in the future. Thanks.
  17. Hi , Do you check your APP FPS? If you want to show still image always in front of you head even pose change. You can try https://hub.vive.com/storage/app/doc/en-us/WVR_SetOverlayFixedPosition.html#wvr-setoverlayfixedposition Thanks.
  18. Hi , Could you let us know the names if we can purchase or get these Shader from Asset Store? We'd like to try as experiment then we may make some feedbacks. Thanks.
  19. Hi , A quickly update that we're going to have ROM upgrade within one week soon. After that, you can test the related functionality and let us know if there is still an issue. Thanks.
  20. Hi , Sorry for the late reply. After checking, it seems the related functionality is missed on your ROM version (1.93). We will roll out the new version (1.94) soon, and I'm still waiting for the exact date and I believe not too long. BTW, 1.4.18 to 1.4.20 is the version upgrade for Viveport application for your reference. Thanks.
  21. Hi , Semi-related uestions: Can i remove the prompt for resyncing the hand tracker/controller? -> Not clearly understand your question. Do you like ask if you can use Vive Tracker with Focus? Or you'd ask anything about Hand Tracking? Thanks.
  22. Hi , Thanks for your feedbacks, and we're sorry it's not supported yet at current version. We will provide this on next major release around the mid of July.
  23. Hi , We see the log indicates the ROM version isn't supported. Could you let us know if you have done SYSTEM UPGRADE? and what's your ROM version? Thanks. 2019-04-18 17:22:54.180 W/WVRFoveat: InitFoveat: glTextureFoveationParametersQCOM is NOT SUPPORTED
  24. Hi , Yes, I received it and will reply you after RD checking. Thanks for your input.
  25. Hi , Thanks for inquiry. Could you provide us the full log via "adb logcat" via PM? We can help to check what's happen on your side. Thanks.
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