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stvnxu

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Everything posted by stvnxu

  1. Hey @Ankkan, Thanks for sharing. I apologize for the issue you're currently experiencing. No, you shouldn't have to do a roomsetup every time. Should just be once. Let me help you fix this! I've just converted your post to a support ticket so be sure to check your email you used for this forum. We can communicate a fix there. Thanks for submitting your crash and error logs here. Super helpful. Could you also submit an issue report through Vive Console? Here are the instructions: Thanks, Steve
  2. Hi @rolfdiet, You shouldn't need to worry about the steam tutorial. I have limited experience with that tutorial, but I think that one is meant to test your audio. If your Cosmos controller works with your content, you should be good! So long as your Vive Console dashboard and/or SteamVR dashboard shows the controller icon is on. Let me know though if you are having issues still. Thank you, Steve
  3. Hi @rolfdiet, Thanks for letting us know about this. Currently, there is no option to turn it off. You can try to see if there's a way to brighten your environment you're playing your VR in. This will also optimize your tracking. Our team is working on a solution to handle this warning box and it'll be addressed in the next updates you'll receive. If you like and have the time, you can send us an issue report through your VIVE console about your tracking. The issue report will collect your logs and be sent to our engineering team to help address and improve tracking for the next updates. Here are the instructions to do this: Thanks for your patience. Steve
  4. Hey rolfdiet, Welcome to VR! Great question. The short answer is you can use either viveport or steam app, however, before launching either of those two - you should launch Vive Console. This will turn on your Cosmos and ensure everything is up and running with your computer. 1. On computer, the first step is to turn on VIVE Console. Make sure your headset and controllers are on. 2. Launch either Steam App or Viveport App. 3. Click the VR title you want to play. 4. Put on VR Headset Both of these are great platforms with a variety of different VR titles you can choose to play. Launch the platform based on what title you purchased it from. Steve
  5. Hi JP, Thanks for sharing your feedback and your kind words + patience! I do apologize for the issues you're experiencing with your controller tracking. The good news is that this is all software related that can and will be addressed in ongoing updates. Your feedback here is extremely helpful for us. If you like and have the time, you can send us an issue report through your VIVE console about your tracking. The issue report will collect your logs and be sent to our engineering team to help address and improve tracking in the next updates. Instructions are super easy and here's how to do it: Again, thanks for the feedback and your understanding. Please don't hesitate to reach out for any other questions, feedback, or etc. Steve
  6. @Dicehunter & @TomCgcmfc, I hear ya. I've personally submitted this request to our SW team. Please stay tuned. If I hear any updates, I'll be sure to let you know in this thread! Thanks, Steve
  7. @oxygen4004 In french using Google Translate: Veuillez excuser les erreurs grammaticales ici, car j’ai utilisé Google Translate pour ce commentaire. Nous avons reçu plusieurs utilisateurs sur la fonction de recentrage. Cette demande a été soumise à notre équipe logicielle interne. Il faudra évaluer si nous pouvons soutenir. N'hésitez pas à faire un suivi pour une mise à jour de cette fonctionnalité. Je vous remercie. Thank you! 🙂
  8. @Jean-François Watier Regarding the ability to shut down the boundary system, try this : Click Vive button on right Cosmos controller > *Opens Lens* > Click Settings > Scroll to Boundary Transparency > Set parameter to 0 Steve
  9. @Phr00t & @Jean-François Watier, Great and fair question! Unfortunately, I don't have a defined schedule from our SW team. What I do know is that within the past 2 weeks, we've done 4 updates. These updates will be ongoing and its purpose is to support, improve, and enhance your experience with the Cosmos. It'll only get better from here. Here's our official announcement via blog for more details: https://blog.vive.com/us/2019/10/07/vive-cosmos-continuing-update/ @Jean-François Watier - I'm fairly confident we'll have another major update before the end of this month. Hopefully that update to our tracking will meet your expectations. If not, I completely understand. Thank you for your support and patience here. If there's any additional issues, feedback, or questions you have, please feel free to start a new topic and I'll assist you with it. Thanks, Steve
  10. Hey @Kastle, Thanks for reaching out and apologies on this initial issue you're experiencing. Let's fix this. Adapter could be the problem, but we'll need more information to reach that conclusion. Let's check if the mini Displayport port is directly for your GPU. Presuming you have Nvidia, you can check through these steps: Right click desktop > Nvidia Control Panel > Click "Set PhysX Configuration" If you're mini DP is connected to your GPU, then we can presume what you proposed - the adapter. Another user (Phr00t) with a similar issue said, "It appears DisplayPort 1.2 runs @ 17.28GBPS, so you will need a cable or adapter that supports at least that speed." - Post link Hope this helps. Let me know what you find.
  11. Hey Blake, Thanks for reaching out. This sounds like a controller binding update needed. Here are the resources to fill you in on how to support Cosmos tracking: Controller models (if present in your experience): https://forum.vive.com/forums/topic/6069-cosmos-controller-models/?ct=1570812738 Controller Bindings: https://forum.vive.com/forums/topic/6666-adding-the-cosmos-bindings-with-steamvr-unity-plugin-243/?ct=1570814567 https://github.com/ValveSoftware/steamvr_unreal_plugin/releases Let us know if you have any follow up questions here. Thanks, Steve
  12. Hey @eneienei, thanks for your question. The answer is yes. Our team will be pushing ongoing software updates to improve Cosmos and your experience. Here's more details on the tracking updates from our official blog post: https://blog.vive.com/us/2019/10/07/vive-cosmos-continuing-update/ Steve
  13. @TomWanadev Yes, a public ticket will be created and sent to the email you assign when reporting your issue through Vive Console. From there, you can communicate and follow up with the ticket. 🙂 Feel free to follow up on the tracking space data in case I don't get back to you by Monday.
  14. @schwaBAM, Ah unfortunately, I can't recommend any 3rd party portable chargers. 😞 Also I noticed that you said your adapter was with an OG Vive. If that's the case, you still need a specific short cable that attaches from the HMD to the Adapter. The cables that you have with the wireless adapter only works with the OG Vive (they have different inputs).
  15. @Phr00t Thanks for detailing your troubleshooting process. This is awesome and helpful for the community members that may experience this issue. Keep us posted on what you find with your new cable. I know you've already found which DisplayPort that's dedicated to your GPU, but for those that need help identifying this, you can follow these quick steps: Right click desktop > Nvidia Control Panel > Set PhysX Configuration Shoutout to @Caesar T for this tip!
  16. @Arrown - Could you let us know what type of batteries you are using? We recommend alkaline batteries. We've also tested NiMH rechargeable batteries and found them to perform well.
  17. @hamez88 & @oxygen4004 & @TomCgcmfc Oh I understand what you're asking. With the current version, I don't believe that feature is available. This is great feedback though that I will share directly to our team to evaluate and potentially implement. I'll submit today and provide you any updates here when I hear back. Please feel free to follow up anytime by tagging me here or just PM me.
  18. @hamez88 Thanks for your kind words and patience! Yes, we have a team working closely with developers and their content to optimize for the Cosmos controllers. In addition, we are looking at other alternatives to maximize content compatibility. We will announce any updates through our blogs, social channels, and forum when ready. Thank you for understanding and stay tuned!
  19. Hi @TomCgcmfc, For which VR experience would you like to pick a direction? This functionality will depend on the developers of the experience to design that. Thanks, Steve
  20. Hey @schwaBAM, Thanks for reaching out 🙂. Great question and here's your answer from our blog post about this topic. For existing wireless owners, a new Cosmos Compatibility Pack will also ship in late October. The pack will ship with a new 21W power bank, the connection cable for Cosmos, and a new pad to attach to the headstrap. Due to the new inside-out tracking on Cosmos and other features, the headset draws slightly more power than the current Vive Wireless Adapter battery can support, so this battery is needed to power this headset wirelessly. In addition, Vive Cosmos processes all the camera tracking data solely in the headset and never sends the visual tracking data to the PC. While this means we are securing user privacy in their play space, this approach results in a higher headset power consumption. The compatibility pack will retail for US $49.99 or regional equivalent. Overtime, we’ll simplify the wireless adapter assortment so only the new battery is shipped to Vive Wireless Adapter customers.
  21. Hi @TomWanadev, Thanks for your message and questions! Your questions for 1), 4), and 5) - you are correct. They can all be addressed and improved through software updates which our team will be continuously pushing out to the VIVE Console. You'll be notified when to update your software and firmware. You can help us improve these issues by sending us a report with your logs. Instructions can be found here: I've reported your issue 2) to investigate and reported your feedback 3) to see if that's something the team can implement in the future. I'll submit your question 7) internally to see what i hear back - stay tuned.
  22. Hey there @Phr00t, Thanks for reaching out and sharing your concern! Love that you did the research and it's a great question. Lighting conditions can be solved by software fixes. We've already seen significant improvements currently in our BETA version v1.0.5. This has yet to be released to the public as we're going through some more user testing. In addition, these updates will be ongoing as our software is continuously being trained to handle various environmental conditions. Here's our official blog statement addressing your concern under tracking: https://blog.vive.com/us/2019/10/07/vive-cosmos-continuing-update/ Thanks, Steve
  23. Hi @Consul General, Apologies on the issue you're currently experiencing! To answer your question "Is HTC going to do further work on the lighting issue (past the 1.0.5 update)" - yes. The team will continue to push updates that'll improve the lighting issue. If you'd like and have the time, you can help us by reporting an issue through your VIVE Console. This will collect your logs and help our team address the issues for the next updates. Here are the instructions on how to do so:
  24. @Remmer_G Great question Unfortunately, you cannot adjust the boundary sensitivity in terms of how close before it appears. There are other settings you can do for the Chaperone system and you can play around with them through this path: VIVE Lens (click vive system button on right controller) > Settings > Boundary Color & Boundary Transparency. While it isn't recommended (for safety reasons), you could change the boundary transparency to the point where you don't see the chaperone at all.
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