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Tony PH Lin

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Everything posted by Tony PH Lin

  1. Hi @VincentCXR, We downloaded the log and checked. And found the log is incomplete compared with logcat command log. The developer told us that the log derived from SideQuest and I found the tool is special for Oculus Quest. The log might just keep the log which meaningful to Quest and filter other logs. We cannot get the key information what we want from the log. Please make sure the OpenXR plugin is disabled. And use Android Studio to get the full log. (Please log the Development build app) https://developer.android.com/studio/debug/logcat Set Build Configuration as Development in project settings of Unreal Editor to build Development app.
  2. Could you check if the “Show launch image” is disabled? Could we have the full launching log of development app to check further if the problem still not be resolved? Thanks.
  3. Hi, Current there is no public SDK/plugin to provide camera raw image data for you to proceed such kind of applications. We're considering this kind of enterprise application use case, and there might be further opportunity to have this functionality. Could you contact our region sales team to bring the request for further cooperation? Thanks.
  4. Have you checked if you have enabled below setting? Check from Advance -> Camera Setting -> Enable to record passthrough... option
  5. Hi @arbh, There is no plan for open camera access permission due to the privacy concern. If you have great idea to integrate with other solutions you mention, you can contact with our region sales for enterprise application. We did grant this access right on Focus 3. Thanks.
  6. Hi @ericw, Thanks for showing the interest. Foveation support is one of key feature that we're working on. Due to migration our plugin to new Unreal 5.1, we need more time to verify the related support with Foveation. I'll keep you posted when we can deliver in future plan asap.
  7. Wave Unreal 5.1 support is supported on our latest SDK release. Check it out, thanks. https://developer.vive.com/resources/vive-wave/download/latest/
  8. Hi @bebezzang, Passthrough is one of new MR related features, so there is not supported in current direct preview version. We will consider this as future feature list. Thanks for the feedback.
  9. Hi @bebezzang, Anchor and passthrough are MR related features, so there is not supported in current direct preview version. We will consider this as future feature list. Thanks for the feedback.
  10. Hi @Thomas B., There is no public Wave SDK API design to turn off the system. However as you mention about VADMS, please contact with our enterprise team to ask this kind of specific purpose requirement to fit your system design. Thanks.
  11. Hi @BenS, We're targeting to provide a patch version to support Unity 2022 LTS shortly. Will keep you posted. Thanks.
  12. Hi @Ring, We're glad to inform you Wave 5.3.0 is online now, and also Direct Preview is supported URP. Please have a trial, thanks.
  13. Hi @Schreppy, We recommend you to visit Wave SDK 5.3.0 which we just released and also update ROM to FOTA 4 to try the hand tracking with improvements. If you still have some issues, you can leave the message on Vive Wave SDK category to get better response. Thanks.
  14. Hi @Michael Armstrong, Sorry I need to correct the previous deliver message. The patch solution isn't included in Wave 5.3.0 updating version. We have a separate test version if you'd like to have trial. Meanwhile, we're investigating how to manage the release with JDK version which Unity changes from 2022.2. Thanks.
  15. Hi JinZhou, As my previous post, it requires the support from StreamVR runtime so there is no method we can do at this moment for Vive Pro 2. We have further plan to support passthrough from Vive Cosmos since it's running on Vive runtime. Thanks.
  16. Hi @JinZhou, From your description and attached photos, you use OpenXR Mobile version running on PCVR (Vive Pro 2) so it can't be workable. Because it requires runtime level to provide passthrough, and Vive Pro 2 use SteamVR runtime so it's not supported. You can use OpenXR Mobile version with passthrough on Vive Focus series, and also Vive XR Elite. Thanks.
  17. You can use PM function on this Forum to send to me. Let me know if you have the problem, thanks.
  18. Hi @JinZhou, Please ensure to enable the “VIVE Focus 3 Composition Layer (Passthrough)” and “VIVE Focus 3 Composition Layer” extensions concurrently. Thanks.
  19. We're going to update new Wave SDK 5.3.0 with Unity plugin to resolve the issue on 2022.2 shortly, Thanks.
  20. Hi @Ring, Just let you know we will support URP in next release which is around June, and will keep you posted. Thanks.
  21. Hi @jodduir, Thanks for your feedback. We have another excited news to share that we open source the Mixed Reality demo project on Github which you may have seen in MWC, GDC demo activities or news report. Check it out to learn more deeper with our code base sharing. https://github.com/ViveSoftware/Jelbee-MR-Demo
  22. We doubt there might be some performance setting regarding to Graphic card. Sorry it's captured in Chinese but we also see you use T.C in your environment. Could you try to change below setting? If there is still issue, we may set up debug call with you to further clarify based on your available time slot. Will PM you if needed. Thanks.
  23. Could you also try to set Nvidia Graphic card as default, now the default is set to Intel?
  24. Hi @Ring, @Lacota, Could you try to disable or close VBS first and try Direct Preview again? Because both these features share the same modules. If the symptom is disappear, now we're working a better way to manage the launch sequence between two features. Thanks.
  25. There is also a video to introduce about the Mixed Reality Demo Experience. Check it out!!
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