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Tony PH Lin

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Posts posted by Tony PH Lin

  1. Hi @Fuzzypeg,

    Sorry for late reply.

    May we know the Wave SDK version you use?

    Because we have enabled the code to avoid "RuntimeInitializeOnLoadMethod".

    As below:

    05-16 05:15:30.411 11686 11710 I Unity   : WaveXRSettings.Awake()

    05-16 05:15:30.411 11686 11710 I Unity   : Wave.XR.Settings.WaveXRSettings:Awake()

    05-16 05:15:35.157 11686 11710 I Unity   : WaveXR_InitOnLoad: OnRuntimeMethodLoad

    05-16 05:15:35.157 11686 11710 I Unity   : Wave.XR.WaveXRRuntimeInitializeOnLoad:OnRuntimeMethodLoad()

    05-16 05:15:35.157 11686 11710 I Unity   : WaveXR_InitOnLoad: Not XR. Disabled.

    Thanks.

  2. 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.

    s-1.jpg.e40f449d04d2fcba49e117560708426c.jpg

    Please make sure the OpenXR plugin is disabled.

    s-2.png.42126c9fb6a9a43204920763e35d6db4.png

            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.

    s-3.png.72de89d6dc9f5f6731a35f4771f3009a.png

  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. 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.

    • Like 1
  5. 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.

  6. 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.

    nvidia-2.png.d900bc6cfc216b130787e187ef8f5b81.png

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