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Tony PH Lin

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Everything posted by Tony PH Lin

  1. Hey @ya5, Since we don't have much experience with the Godot engine, maybe someone from the Forum could provide you with advice? Our efforts are focused on supporting Unity/Unreal as that's where the VR developer based is. Thanks.
  2. Hi @User_17265, Since this is the old post, could recommend you to try our current version from https://developer.vive.com/resources/vive-sense/sdk/vive-srworks-sdk/0930/ And let us know if you still have the problem. Thanks.
  3. @Beta_Tester, sorry as I know there is no easy step to roll back to previous ROM version. As I know, there will be another Dev ROM (with newer tuning version as I mentioned earlier) for selected partners. It's an alternative way to add you into white list to push to a new Fota. However I'm not sure if it's the option you can accept or you can wait our formal release of System Upgrade which may happen around mid of Sep. Thanks.
  4. Hi @Beta_Tester, Thanks for your feedback, and after we invited more people to try some can observe the descriptions as you provided "the image displayed appears to move too much. Everything also "appears" to be much closer than before." Currently we have another internal versions under tuning, and once it's ready we may have your comments again. Thanks.
  5. Hi @monetl, Is this still an issue for you or you already find a way to resolve? Thanks.
  6. Hi @Justin_K, Please check the PM with some clarified messages. Thanks.
  7. Hi @imarin18, After internal checking, here is the feedback for your inquiry. The 110 degrees FOV is the maximum field of view you can see through the lens at specified eye-relief in our optical simulation. The actual vertical/horizontal/diagonal FOV depends on manufacturing deviation and calibration result. It should be close to 110 degrees on vertical and 106 degrees on horizontal. Thanks.
  8. Hi @Jawani, Since we can't find the related files from your original download link, could you attach the logs directly on the forum? or upload it on other cloud like google drive or drop box for our checking? Thanks.
  9. Hi @Beta_Tester, We did make changes to improve the lens distortion symptom on this Beta Developer ROM. May I know what's app you have experienced this symptom? In Viveport Launcher or other apps? If in Launcher, please go to Setting, and you can see a small version no. on right button side like 1.4.62, or other no. Please let us know since this new change need to be effective when app is rebuild based on SDK 3.2. In addition, could you help to provide full logs for our further check if you still have? Thanks.
  10. Hello Developers, Anyone in the thread still hit the issue? If you have problems, please provide logs in $(Driver)\Users\$(UserName)\AppData\LocalLow\HTC Corporation\SR_Logs for further checking. Thanks.
  11. Hi @AtomicOtaku, Could you provide logs in $(Driver)\Users\$(UserName)\AppData\LocalLow\HTC Corporation\SR_Logs? Thanks.
  12. Hi @HeyItsJazz, We just released the latest version 0.9.3.0 to resolve several crash, performance and stability issues. Suggest you to download this to have a try and let us know if your issue is still existed or not. Thanks.
  13. Hi @alwyuyang, I saw your question seemed to be resolved from another post, am I right? If you still hit the problem, please provide the log as PM by right-click on Robot icon and select "Pack log" Thanks.
  14. Hi @JPalmer8, Could you provide the log as PM by right-click on Robot icon and select "Pack log"? Thanks.
  15. @Arto, @ayumu_naga, @Alexis_G, The latest SRWorks 0.9.3.0 has been uploaded to website. Please check it out and let us know if you still have the issues on this topic, thanks. https://developer.vive.com/resources/2020/05/26/vive-srworks-sdk-updated-0-9-3-0/
  16. To All, Here comes the video introduction of latest new Experimental Features for 3.1.94 Early Access. Please enjoy and download to start trial. You can refer more info. from below link.
  17. Hey All Developers, We'd like to know your thoughts and suggestions about the advantages and key features to use either UE 4.23 or 4.24 on Mobile platform. Then we can more focus on the Unreal specific version and most valuable features you care about to enhance the best performance for mobile contents. Thanks. Best regards, Tony
  18. Many developers are asking how to measure the related height of the player in the game on Vive Focus Plus. Since the tracking characteristic from QCT, there is no absolutely position info. in the space. However we provide an alternative way that you can still take a reference to receive the height of player and adjust dynamically inside your game. Please refer below steps to receive the absolutely height by measure the distance between HMD/controller by touching ground and trigger event to record “Y-axis” value. Let us know if it's workable and helpful for you. Steps: 1. Inside WaveVR -> head, set “Origin” to “Origin On Head” 2. In your code, re-center the position of head: Interop.WVR_InAppRecenter (WVR_RecenterType.WVR_RecenterType_RotationAndPosition); 3. Put the dominant controller on the ground and trigger any event for content. 4. Inside your code, get the y-axis value of the controller and add minus sign to receive the height: ex: -WaveVR_Controller.Input (WaveVR_Controller.EDeviceType.Dominant).transform.pos.y
  19. Hi @atonalfreerider, Thanks for your sharing, and I do believe it's very helpful and useful info. for developers.
  20. Hi @LoLeLu, Could you try the suggestions from Sean Lu? It should be workable for your case. Thanks.
  21. Hi @JayKay @grimshawdev, Please provide me your gmail account for access create. Thanks.
  22. HI @shanks, You can download the latest SDK 3.1.4 from below link. https://developer.vive.com/resources/knowledgebase/wave-sdk/ BTW, there will be an ROM upgrade plan in Dec. But you can ignore the ROM version on your device side, since we make our latest SDK compatible with previous ROM version across different devices. Thanks.
  23. Hi @h-shirakami, There are two places use the API. Please try modify the value in line 269. 1. WaveVR_Render.cs line 269 (refer attached photo) 2. WaveVR_Render.cs line 417 (refer attached photo)
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