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stvnxu

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Posts posted by stvnxu

  1. @Wearied Thanks for sharing this information! Your explanation was very clear, but I do have one question to clarify specifically on the terminology. Viveport is the app store so I'm a bit confused as to how it could be in the same conversation as tracking.. unless you're referring to the vive console, which is the software that tracks the Vive Cosmos (like SteamVR). Let me know if this was a mix up or it is actually viveport that you think is causing this.

    Nonetheless, I'll prepare a report to send to Eng team. Thank you

    Steve

    • Like 1
  2. On 3/31/2020 at 11:01 PM, asdfrewq said:

    Just sent another report. This time, after the controllers were wildly out of sync during gameplay, I reset the env data and entered room setup and the camera image was there but not updating (still image) I was still able to scan the room, and the screen turned white again after that step.

    @C.T. What's the usual timeframe for getting some sort of resolution? My country is on the brink of lockdown, if I need to return the device, I'll need to do it sooner rather than later.

    Hi @asdfrewq - I don't have visibility between you and C.T's private messages, but to answer your question you may hear back until Sunday/Monday. The team is currently out of the office due to holidays.

    Thanks for your patience.
     

  3. Hi developers,

    If you're currently developing an application using our Wave SDK, then we'd like your participation in our new monthly survey! We want to listen to you as we believe feedback is the most important element in the development ecosystem. Your participation is a way to directly communicate with us about your experience using our SDK including challenges, frustrations, ease of use, feature request, etc. Our process is to then receive and treat your information as constructive to further improve in areas needed. 

    The link to this survey is provided here: Wave SDK Feedback Survey 

    The survey will close on April 15th, and the next one will be sent on May 1.

    image.png.f1720535941ee3defa15efa301f55b85.png

  4. Hi developers,

    If you're currently developing an application using our SRWorks SDK, then we'd like your participation in our new monthly survey! We want to listen to you as we believe feedback is the most important element in the development ecosystem. Your participation is a way to directly communicate with us about your experience using our SDK including challenges, frustrations, ease of use, feature request, etc. Our process is to then receive and treat your information as constructive to further improve in areas needed. 

    The link to this survey is provided here: SRWorks SDK Feedback Survey 

    The survey will close on April 15th, and the next one will be sent on May 1.

    image.png.e066d8bb6de985bbf9eefaeb48304cef.png

  5. Hi developers,

    If you're currently developing an application using our Hand Tracking SDK, then we'd like your participation in our new monthly survey! We want to listen to you as we believe feedback is the most important element in the development ecosystem. Your participation is a way to directly communicate with us about your experience using our SDK including challenges, frustrations, ease of use, feature request, etc. Our process is to then receive and treat your information as constructive to further improve in areas needed. 

    The link to this survey is provided here: Hand Tracking SDK Feedback Survey 

    The survey will close on April 15th, and the next one will be sent on May 1.

    image.png.063a99f25a006b1336cea8358404d2c4.png

  6. Hi developers,

    If you're currently developing an application using our Eye Tracking SDK, then we'd like your participation in our new monthly survey! We want to listen to you as we believe feedback is the most important element in the development ecosystem. Your participation is a way to directly communicate with us about your experience using our SDK including challenges, frustrations, ease of use, feature request, etc. Our process is to then receive and treat your information as constructive to further improve in areas needed. 

    The link to this survey is provided here: Eye Tracking SDK Feedback Survey 

    The survey will close on April 15th, and the next one will be sent on May 1. 
     

    "The purpose of this survey is to collect feedback from developers using the Eye Tracking SDK. Feedback is important because it can point out aspects of the product that needs improvement and/or new ideas that can be implemented to further increase the product's value. The goal is to listen, understand, and prioritize this information to improve the overall developer experience."

    image.png.9172059bf03527221afc73ea8fb93fc4.png

  7. @5tavros, Oh yeah I'm confident they'll be able to resolve it for ya. Just a heads up, the team helping resolve your issue are based in Taiwan and they're heading into their holidays this week. If they don't respond to you later today, then you may see a delay until next week. Feel free to follow up with me here if you don't hear anything by Monday. I can help escalate.

    Luckily Steam has plenty of VR experiences to keep you occupied 🙂 *Cough* half life alyx *cough*

    Steve

     

  8. 16 hours ago, Shevron said:

    Through personal experience. If you are short sighted, and use glasses to function in everyday life, you're gonna need glasses in VR. Without them everything is a blur. So much that after getting the Cosmos, I realised I wasn't focusing properly, and got my prescription revised at an optician. Perfect vision in VR ever since.

    I actually bought a Cosmos cos it was the only headset that would feel comfortable with my glasses on. I tried a friend's Oculus and the experience with glasses was genuinely horrible.

     

    Edit: I kan spel gud

    I feel you! I'm at -7 so my lenses are thick and frames are slightly bigger than average. Was happy there was no friction when flipping up and down my visor (still my favorite feature btw). 

     

  9. Hi @5tavros

    Apologies on the issue you're experiencing! If I'm understanding you correctly where the Cosmos is having issues launching games only on Viveport, but has no issues with Steam, then this seems like its Viveport specific. I've generated a ticket #36495 to the Viveport team. You should be hearing from them directly via the email used for your forum account. They'll be able to communicate + resolve your issue and feel free to share here when done. 

    Thanks,
    Steve

  10. @MrTotoro - Try checking out our user guidelines for putting on the headset.  https://www.vive.com/eu/support/cosmos/category_howto/putting-the-headset-on.html

    I feel there's not exactly a right or wrong answer, it can be different for each user. This is my method if it helps:

    1. Unpeel the Velcro strap on top so there's slack. 
    2. Flip up the visor and place it against your eyes while holding the front.
    3. Position the front vertically by moving up and down and adjust the IPD horizontally
    4. Once you've found your sweet spot, flip down the visor and tighten the wheel all while holding the front. 
    5. Pull and peel the Velcro strap on top to tighten. 

     

  11. Hi @llealloo,

    Thanks for sharing here and apologies on the issue you're experiencing! To my understanding, there is no setting available to users in calibrating the accelerometer. As @w.y shared, we couldn't reproduce it on our end. But don't fret, we're here to help!

    Let's start by first collecting more information to identify all the variables. 

    • Could you record and share a clip of the issue you're describing? 
    • Please provide me your PC specs that you're using to run the Cosmos Elite + wireless.
    • Are you experiencing this accelerometer jitter in all your other VR experiences? including your SteamVR home? 
    • Could you try using the Cosmos Elite wired and see if you're still experiencing the same issue? 

    Steve

  12. Change the base station that has Channel A to C. You want to always use Channels B+C.

    Let me know if that resolved it. Also, feel free to contact our customer support. They're quicker in response and is a sure way to get your issues resolved if you're on a time crunch. 

    Thanks,
    Steve

    • Thanks 1
  13. 19 hours ago, jhintze said:

    @stvnxu

    I have a HTC Cosmos. (Edit: The vanilla HTC Cosmos)

    I will give the guide a good look. I actually was looking for a guide like this, but I guess I didn't search enough, or in the right place.

    But after I'm done with Half-Life Alyx, of course!

     

    Thank you!

    Great. Keep us updated on your progress. 

    Been watching Half-LIfe Alyx stream all day. Looks so good. I'm holding back until I finish Half Life 2 to be more in tune with story. Let us know how it is for you! (no spoilers please)

  14. hi @jhintze,

    Could you share what headset model you're using to clear any miscommunication?

    The steamvr controller binding is an awesome feature to leverage because not all VR experiences were tuned to the various controller inputs available. It can be tricky especially for me, and I've referred to this guide to help me through it: https://steamcommunity.com/sharedfiles/filedetails/?id=1545634111 Some of the screenshots may be outdated, but the core principles are there. 

    Hope this helps.

    Steve

  15. 32 minutes ago, lamyipming said:

    Launching SteamVR directly will not automatically detect my wireless headset, unless I start Vive Console on my own.

    Any fix?

    Hey @lamyipming!

    If you're referring to the wireless adapter, then the launch of the Vive wireless sw is required. From my understanding, this isn't an issue to fix. It is simply a requirement. 

     

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