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Posts posted by joellipenta
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37 minutes ago, C.T. said:
few more things you could try,
1. update USB driver Link,
2. look for disable inputs and enable it. (sometimes it works)if still not working, send me one dxdiag report, let me circle around colleague for ideas.
I was able to remove the Bigscreen Audio driver (never going to use that anyway). USB drivers are all up to date. Only thing that has changed was the swapping of the stock Cosmos faceplate with the External Tracking Faceplate. Attached the DxDiag report. Thanks!
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I purchased the External Tracking Faceplate and having the Cosmos coupled with the base stations, Index controllers, and this faceplate, everything is working great! However, my headset's mic is no longer recognized by my PC so I can no longer chat while playing The Forest making this a major problem. I was able to use my ear buds as a workaround but I cannot for the life of me figure out why the mic no longer shows in Windows. The only inputs showing (and I do not have any other mics physically connected to the PC) are:
Microphone (Bigsreen Audio Stream 1.2) <-----no clue what that is or how it got there since I installed but never used Bigscreen
Headset Microphone (Oculus Virtual Audio Device)I have tried different USB ports, restarting, refreshing device manager, but am not sure why it's not showing all of a sudden. Any thoughts?
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48 minutes ago, joellipenta said:
I have a Vive Cosmos and have been patiently waiting for the External Tracking Faceplate to arrive. Well, it finally did and I was ecstatic! I swapped the faceplates, plugged in my brand new 1.0 stations, paired the brand new Index controllers, and everything worked great! As I was getting ready to stop for the day, SteamVR said the controllers, base stations, and headset needed an update. I updated everything successfully and went to bed. I went to play today and now one of the base stations will not power on at all. I tried both power cables and nothing. Please tell me I'm not screwed after waiting all of this time for this external tracking solution! I can't get it powered on no matter what! Thanks!
Cancel this. I tried copying the firmware from the working base station and could not get my PC to recognize it no matter what. Turns out it was the cable. New cable, copied firmware from "good" to "bad", and I'm back in business. Whew. Thanks!
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I have a Vive Cosmos and have been patiently waiting for the External Tracking Faceplate to arrive. Well, it finally did and I was ecstatic! I swapped the faceplates, plugged in my brand new 1.0 stations, paired the brand new Index controllers, and everything worked great! As I was getting ready to stop for the day, SteamVR said the controllers, base stations, and headset needed an update. I updated everything successfully and went to bed. I went to play today and now one of the base stations will not power on at all. I tried both power cables and nothing. Please tell me I'm not screwed after waiting all of this time for this external tracking solution! I can't get it powered on no matter what! Thanks!
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2 hours ago, Fink said:
Hi all.
Has anyone tried full body tracking with the Microsoft Kinect and the base Cosmos configuration with optical controller tracking?
I have old Xbox One Kinect sitting around that I only use to pause Videos when my hands are full so I thought I might re-purpose it for use in VR. I'll probably give it a try anyway but I thought maybe someone had tried it and could chime in on whether it was worth the effort or not?
Cheers!
Fink
I actually dug out my old Xbox 360 one and planned on testing it in the next few days. I'll give it a shot and see how it goes!
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With the latest updates, I think it's safe to say I don't think you've made a mistake. The tracking is vastly improved from its initial state and while there can be a few random occurrences of the controller flying away due to occlusion, these instances are few and far between for me. Ultimately, it'll depend on what you play. I play Beat Saber (poorly) with no issues, Boneworks works great now with the latest update, Half-Life:Alyx was GOTY and played really well for me.
In the end, I think it's worth it to give it a shot. If you're interested in the superior tracking, then you may want to invest in the Elite kit. However, the Cosmos as it stands now in my opinion is acceptable for use without the additions of the base stations.
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On 4/6/2020 at 1:51 PM, stvnxu said:
@joellipenta - Let us know too on your end as I know you were our champion on this topic. Thank you for the patience.
@stvnxu Confirmed in another thread but it does indeed work now with the latest update! I've played about two hours with no issues! Thanks!
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20 hours ago, Jad said:
@joellipenta We have a fix in the beta line for Vive Console. Could you opt into the beta and confirm it's working for you? Thanks!
Beta release 1.0.11.2So I played about an hour this morning. I tested climbing, getting close to walls, etc. and IT WORKS. Not once did I get flung off "into the windy void". The tracking was much improved and rifles worked close to 100% (still had some jankyness when aiming down-sight with the rifle, but not nearly as much as previous beta versions). Thanks for this and I can finally get back into Boneworks!!
Once I'm done with Half-Life:Alyx, that is....
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I have the new beta and can confirm it's the most stable build yet, but have not tested with Boneworks yet (HL:A has taken all of my time). I'm going to do some testing tomorrow and I'll report back. Thanks!
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27 minutes ago, stvnxu said:
@joellipenta - Let us know too on your end as I know you were our champion on this topic. Thank you for the patience.
Will do! I will give this a shot tomorrow and report back. Thanks!
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18 hours ago, Shevron said:
Yeah I've felt a huge improvement with the latest beta, even in other games.
My issue with reloading is not the tracking. It's literally a physical issue. The controllers' light domes smack into eachother when you try to slide the chamber, so you're never able to actually physically reach it. You have to contort your hands in weird positions to sort of reach it.
And in the heat of the battle you keep forgetting about it since you can't physically see them. It makes me go all "AAARGH!!!"
Ahhh I know what you mean. You're right. It can definitely be challenging pulling the slide back. I bump the controllers as well. I will say that holding the pistol with both hands does work pretty well now in the new beta as well. Definitely need to do that in dark areas with the flashlight!
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17 hours ago, Shevron said:
OK just spent a couple of hours on Alyx, and by god it's good.
Also zero VR "exhaustion" after 2-3 hours, and I only stopped cos the zombies were freaking me out a bit >_<
Image is crisp and clear on the Cosmos, and head tracking is perfect. Controllers can be a bit moody here and there, but 95% of the time they're 100% playable.
I only have 1 complaint tho (you can call it two kinda) .... reloading the gun! Man these controllers make it stressful.
1) Getting the mag from over your shoulder sometimes throws the tracking completely out of whack, and of course always happens when a zombie is rushing you and you're panic reloading (!!)
2) Pulling the gun chamber is an exercise in frustration! You try to slide the chamber, and the controller circly bits just smash into each-other and you can never reach the slider properly.
(also is there a way to keep this forum signed in?? Keeps kicking me out after an hour or so)
I agree 100% with you. The reloading can be tricky but I think that's amplified by how tense reloading during fights is supposed to be. It does work really well with the latest beta update though. I almost never have issues with the controller flying away anymore.
What's weird is, I do get exhaustion with this game. I've had no issues with other games but I feel like the intensity of this game due to its near photorealism is messing with me a bit so I can only play for 45 minutes or so at a time. That being said, this is what VR was meant to be and I can't wait to see where VR goes from here.
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5 hours ago, Risby said:
I was thinking of buying this game, how much of it is unplayable with this bug?
It can be frustratingly unplayable. Sometimes it won't load at all. Sometimes you'll play for a while, get close to a wall and then POOF you fly out of the map into the "windy deadzone". Back when the game first came out and there was no checkpoints, you can imagine the frustration of playing a level for an hour and then having all of that nullified because you flew out of the world. Sometimes it works, most times it doesn't. Your mileage may vary though.
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Can't wait for this! I've had the Index controllers sitting here for a few weeks and I've been itching to try them with this headset.
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3 hours ago, HoZy said:
At the title says, I'm pretty annoyed with HTC Vive/Cosmos as a whole right now.
From day one we have had tracking issues and still have them.
There is no "Upgrade kit" in the foreseeable future with a rebate for current Cosmos owners to upgrade to an Elite system. Since our face plate & controllers are useless.
It is more cost effective to purchase a new Cosmos Elite than to upgrade.Feels pretty shitty to be honest.
I feel the same way. This was my first experience with VR and while I knew what I was getting into with new hardware, I didn't expect to feel slighted seeing all of these releases. I assumed tracking would be up to par by now and it isn't. It's good for most things, but shooters are rough. I purchased 1.0 base stations and have them mounted. Purchased Index controllers when they were last in stock. Now, have to shell out a final $200 for the faceplate just to have reliable tracking. Oh yea, still have pixelated issues with the wireless even though my PC is more than beefy.
So, I'm with you. When I use my Cosmos and I'm fully immersed, it really is a great headset with a lot of pros. Then I look at the dust in my wallet and let out a little sigh.
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22 minutes ago, ACME said:
Thanks for this information. Guess the wait continues. I'll gladly beta test it 😂
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@Tindelltech If you already have base stations and Vive wands, you'd just need the external tracking faceplate which is said to be $200. As for when it will be available, I cannot say. It can't come soon enough though because I have the base stations mounted and I'm ready to rock!
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So it has been a while since I came back to this but I have been doing a lot of testing lately and this glitching definitely is tracking related, not so much the wireless. I can barely play games like Boneworks without it crashing. Other games where you get close to geometry have these issues as well. It's incredibly frustrating to be in the middle of a level in Boneworks and I get too close to a wall and all that time is lost. I will be (begrudgingly) getting the external tracking plate (as well as base stations AND new controllers since this is my first VR) set so I'll be putting well over $1300 at this point for the Cosmos, wireless, external tracking, controllers, etc. This is pretty ridiculous and at this point, I'm pretty mad at myself for keeping this headset when I could've gotten a Vive or Vive Pro (or even an Index) and spent less money and spent more time playing.
I appreciate the improvements made with the tracking via the beta program, but I fear that certain games will just never work properly with the Cosmos as it was sold to me. I have to say, I'm a bit dejected. I don't feel it's right to have to spend hundreds of more dollars to get a stable experience. Looks like I don't have too much of a choice.
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I feel that this is much more stable than the last beta. I don't find it much better than the public release, but it does seem to handle grabbing from the back much better (arrows or long swords, for example). I only had one or two times so far where the occlusion was an issue, but so far, so good!
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11 hours ago, Sago36 said:
Have you tried replicating a grey screen by covering the wireless prongs?
I tried this and reproduced the issue immediately. However, this is just the grey screen. The issue with the "falling" or "glitching" is still an issue. I just had this happen in Gorn for the first time. Wasn't even near a wall. Was fighting some baddies and just appeared in nothingness with the sound of falling. This is starting ti get really frustrating. I'm looking forward to the external tracking faceplate (even though I only own a single basestation and no Vive wands since this is my first VR headset). I really hope these issues get resolved because I really would prefer the wireless freedom and ability to take this setup anywhere that the Cosmos provides.
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On 1/31/2020 at 9:15 AM, stvnxu said:
Yes, agreeing with you on it being tracking related (grey screens are symptoms of that). I'll have engineering look into this over the weekend. In the meantime, I'll hypothesize maybe it's your room if it's strictly just tracking:
- Could you try adjusting the lighting of your room to optimize the inside out tracking?
- Try to put away any reflective surfaces.
- Re-do your room setup and set another front orientation than the normal ones you've done.
- When you play Boneworks, are there any patterns you can identify on when the crash happens? For example, is it every time you crouch and pick up something? Is it every time you face a certain part of your room?
Thanks again for your patience in all this. We'll work to identify your issue.
Steve
@stvnxu Did some more testing wireless this morning and Boneworks crashed about 18 minutes in while playing around in the Sandbox mode. Typically when I get these "falling crashes/glitches", I'll be near a wall of some other geometry. Today though, I wasn't. It just went to the black falling screen with the falling sound. I didn't see anything in the Event Viewer except an error referencing Steam Tours so I grabbed that log and several others. Saw some errors in the Steam Boneworks logs but I don't know enough to decipher them. Thanks!
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34 minutes ago, stvnxu said:
Yes, agreeing with you on it being tracking related (grey screens are symptoms of that). I'll have engineering look into this over the weekend. In the meantime, I'll hypothesize maybe it's your room if it's strictly just tracking:
- Could you try adjusting the lighting of your room to optimize the inside out tracking?
- Try to put away any reflective surfaces.
- Re-do your room setup and set another front orientation than the normal ones you've done.
- When you play Boneworks, are there any patterns you can identify on when the crash happens? For example, is it every time you crouch and pick up something? Is it every time you face a certain part of your room?
Thanks again for your patience in all this. We'll work to identify your issue.
Steve
@stvnxu I did run through the room setup two days ago. Nothing reflective. Some bright windows I partially covered so it should have a nice balance. I never get high/low light warnings.
As for occurrences while playing, I notice it happens a lot while climbing or near walls. As if I'm squeezing through the geometry. I'd chalk it up to this game alone if it didn't happen in Doctor Who as well.
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39 minutes ago, stvnxu said:
@Fink Thank you. My thoughts exactly!
@joellipenta - Your crash in Boneworks may be a unique case compared to everyone else's reported here (which seems to be resolved by a 3.0 cable) because you're experiencing the same symptom in both wireless or wired situations. As Fink had shared, could you play it again and then after the crash, open your windows event viewer to take a screenshot of the errors that happen at the time of the crash.
Search Event Viewer > Launch application > Windows Logs > System
(Link to instructions)@stvnxu I purchased the same cable as @Fink and am still experiencing the issue. Considering it's happening wired and wireless, I'm switching back to wireless now (I love that freedom!). As I was testing this morning, I noticed that if I start the game and then move outside the boundaries, when the game launches, the issue occurs. This makes me think it's tracking related. I reviewed the Event Viewer and saw some crashes related to Origin's Web Service (which was corrupt and I've since uninstalled), but nothing else related to Boneworks since it's not a true "crash" (you have no choice but to simply exit the game). Hope this helps!
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45 minutes ago, stvnxu said:
Was this crash in Boneworks the same exact symptoms experienced with wireless?
Do you experience any issues playing other games ?@stvnxu Yes, this was the same crash where I'm "falling" and hear the same falling noise. When playing wireless, in some games, I did notice some pixelation, but nothing major.
Headset mic no longer recognized?
in VIVE Console Software
Posted
Thanks for the suggestion! Just tried but could not get the Cosmos mic to appear. I also tried resetting the headset via the Vive Console and still, nothing. I am on the beta branch if that makes a difference and it did previously work.
Out of curiosity, the mic isn't embedded in the original Vive's faceplate, is it? Just wondering where its physical placement is. Thanks!