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bobadiscombobulated

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Posts posted by bobadiscombobulated

  1. 12 hours ago, jiunlin said:

    @bobadiscombobulated In VBS 1.13.2, we identity if current running content is built by UE and do inverted ALPHA handling if yes. However, I am wondering if the identification failed in your case. Did you run in UE Editor? Currently, VBS checks the content files structure for UE identification.

    Hey @jiunlin, I actually reverted back to 1.12.8 for now and that seems to work okay (with the appropriate version of app to the device). I have just been running it in editor so far. I haven't tried a build as yet.

    With Unreal 5.3.1 I should add.

  2. On 10/19/2023 at 9:49 AM, jiunlin said:

    Hi there,

    We figure out the root cause of incorrect passthrough with UE contents. It is due to the ALPHA value is inverted from UE. We will have solution to identify UE content and correct the ALPHA value accordingly in coming VBS release.

    @jiunlin Hi, I'm just testing VBS 1.13.2 with your own passthrough sample in the vive_openxr_sample_2.1.0_UE_5.3 project.

    It seems to do the reverse of what it should.

    Solid objects (the "floor" actor in the sample) show the passthrough, while the surrounding sphere, where I'd expect to see the passthrough video remains blank. Am I missing something here?

    VBS app is 1.0.19.2 on the device. After hitting "A" (enabling the passthrough) the object with grid texture, below, shows the passthrough. This is the opposite of what I'd expect.

    image.thumb.png.f23dad809f22dd3766741c56a3097c15.pngss

    image.thumb.png.9a4b424fca35111eb78ef0887ffb711b.png

     

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