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Fink

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Posts posted by Fink

  1. Hi all.

    I swapped out my USB 3.0 A to A cable and now I am not getting the grey screen of death, at least for now. Temperature is about the same as before, hot but not too hot,around 90c.

    It was odd though because I first landed in the Steam Home (Vive beach home) and the fps was under 40 and wouldn't change. I then went into Origin and it jumped back up to around 89 fps average and the same with Viveport. I went back to steam home and it sat at around 88 fps. I haven't changed the super sampling or multiplier in steam so it is set at stock standard. As for apps, well they are all optimised for VR differently, some better some worse so i thought I'd keep it simple for now just to get a baseline.

    In any case there didn't seem to be anything CPU or GPU intensive other than VR occurring at the time so maybe since this device hasn't changed since the original Vive HMD is the Cosmos pushing too much data because of it's higher resolution or it might be a communications protocol thing? It would be nice to get a comment from a Vive engineer to see what their thoughts on the issue is.

    Thanks

    Fink.

  2. I posted this elsewhere but I'll re-post here FYI.

    Hi guys I just saw a old post on Reddit and the guy was having the same over heating and grey screen issues after 20 minutes or so reported here so he bought one of these 

    Rankie USB 3.0 Cable, Type A to Type A, 1-Pack 6 Feet

    and said that the problem went away. I'm going to go out and get one of these or similar and give it a try and see if it works. He was using a old Vive HMD though and it may just be that the Cosmos hasn't been properly tested (surprise) with this unit and is basically incompatible on a component level. 

    Fink. 

  3. Hi guys I just saw a old post on Reddit and the guy was having the same over heating and grey screen issues after 20 minutes or so reported here so he bought one of these 

    Rankie USB 3.0 Cable, Type A to Type A, 1-Pack 6 Feet

    and said that the problem went away. I'm going to go out and get one of these or similar and give it a try and see if it works. He was using a old Vive HMD though and it may just be that the Cosmos hasn't been properly tested (surprise) with this unit and is basically incompatible on a component level. 

    Fink. 

  4. 7 hours ago, alcpowell said:

    Hi Tom,
    Thanks for the advice.

    I thought it was a newer replacement, but wasn't sure so that answers my question.
    What i'm more interested in, is the possibility of just unplugging the wireless cable from the receiver and straight into that one, like I said, I have no intention of keep stripping the headset to switch cables. At the worst, i'd damage the short one long term possibly, which is replaceable. I'd just have to make a holder type bracket, to clip onto the headset, since the cable is too short to do anything else safely.

    Despite having 2 battery kits, I'm not getting enough game time ( wife allowing ) on the both of them.
    Like the fan idea @sphinckoma. ( Also the SS2 icon ) SS3 coming soon....:) I went to london to queue for that when it came out at hmv i think.
     

    I didn't do my due dilligance on the wifi...
    I'm concidering modifying an old motorcycle or caving helmet to mount it all on.

    thanks all
    AL

     

    Ha ha I thought the same thing using a old helmet. Just add Elon Musk's Neuralink sensors and you've got a Nija 900 wireless brain bucket! Great for use in isolation tanks because that's the only way to keep them cool enough to work 🙂

  5. 40 minutes ago, joellipenta said:

     

    @HoZy I haven't used the wireless in a few days but here's the first entry of what you mentioned:

    [2020-01-19 21:57:18.374 -5 0x1954 INFO LOG] M_Temperature=31, R_Temperature=25

    Here's 33 minutes later:

    [2020-01-19 22:30:58.374 -5 0x1954 INFO LOG] M_Temperature=91, R_Temperature=72

    Hi All.

    @HoZy

    @joellipenta

    @stvnxu

    @C.T.

    Same experience here:

    Starts at 09:09: M_Temperature=32, R_Temperature=31

    (ControlCenter)Link Condition Change : peerSignalQuality = 3, performanceQuality = 3

    Terminates at 09:20: M_Temperature=90, R_Temperature=71

    (ControlCenter)Link Condition Change : peerSignalQuality = 255, performanceQuality = 3

    (ControlCenter)CallbackDeviceStatus : SDK_WIGIGFSM_STATE_STOPPED(3), reason = SDK_CURRENT_STATE_REASON_LINK_LOSS(1)

    (ControlCenter)CallbackDeviceStatus : SDK_WIGIGFSM_STATE_SCANNING(4), reason = SDK_CURRENT_STATE_REASON_REQUESTED_BY_APPLICATION(9)

    That took 20 minutes though the temp is rising fast here in Sydney today, is was at 24 C in the room at the time I tested it.

    I would like someone from HTC\Vive to comment on this topic to know if this is some sort anomaly, a known issue, a fault or something else.

    Clarity is always appreciated 

    As someone said they did the fan mod and it still is having issues so what is the require operating temperature for this device. After all when purchasing the wireless device there is no mention of any temperature limitations or that you have to also go out and buy a small fan to plonk on top of it and hack into the battery to get it working for more that 15 minutes 🙂 

     I think a comment from one of the engineers or employees and some guidance on the issue is in order so can we please have a comment?

    Thanks

    Fink

     

     

     

    • Like 1
  6. 47 minutes ago, Glaucoma Predator said:

    Where do you all live that these units over heat.

    I'm in Australia but should it matter where on the Earth you live for your devices to not overheat? I mean, my PC with super hot graphics card works, my TV, Blu-ray, xbox stereo, fridge (just kidding about that last one 😎) all have no issues even on really hot days it's just this one device that people are having the issue with so yeah in my view it could probably have done with a fan or another heat sink. I just saw a review where they measured 52 C sitting on top of the head which anyway you look at it is not good. Unfortunately I didn't see it until after I bought it just the ones that said how good it was when it works lol. I guess I can just build myself a specially refrigerated room with a few nice pics on the walls and really bright lights, everything should work great 🤔 just sayin'. 

    Fink. 

  7. Hi @A-Jey

    I'm working at the moment (supposed to be) but i did manage to just jump into "Prose" which still looks pretty dark but it is a outside night scene under the stars so it maybe  intentional to look like that, I won't know until I can try a indoor scene maybe later tonight, that is why i asked the question about the scope of the "fix". I'm just happy Lone Echo works as I paid full price for it 🙂

    Fink

    • Like 1
  8. I've just tried the update and for me it's a great improvement. Just a little bit of drift at the side of my head but otherwise very well done. To the team who did this update a big thank you for persevering, it was a nice way to finish off the year and wishing a happy new year to you all.

    Cheers!

    Fink.

    • Like 2
  9. Hi again.

    I have another question. I am curious as to how the engineers are approaching this issue with the controller instability?

    Are they approaching the problem by integrating the acceleration and Gyro sensor data from the controllers or are they just relying on the visual sensors? Due to the design a integrated approach would seem to be the best approach. Even after the last update they still fly around when close to the HMD visual sensors so clearly that path is not working and has obvious limitations.

    Also not everyone is in a position to setup external sensors in their environment nor are they probably willing to go to the extra expense until these issues are resolved as we need to be confident in the product going forward.

    I look forward to your response.

    Thanks Fink.

    • Like 1
  10. 43 minutes ago, VibrantNebula said:

    Thanks @Fink - I haven't tried that .dll firsthand and I can't make those types of recommendations from an HTC employee account - liability and so on. Really appreciate you posting that here - I believe this is the best methodology.

    @coleco I hope you have some luck with that methodology - as I said in my earlier post, FO4 and Skyrim are actually two worst case scenarios for SteamVR input remapping overall because they're using Creation engine. Virtually any other SteamVR title has a better outlook when it comes to remapping support. Please note that if you encounter a SteamVR title that doesn't have proper input mapping for Cosmos - you can try going into the Controller Settings for that tile and checking to see if there is a already a community made binding configuration for that game - we've published a bunch for popular games and other community members have also published them as well.

    Well I didn't think it would be "objectionable" to post it here in any sense as the recommendation was to modify the Steam hosted game DLL and not the Cosmos software in any way. In my view Bethesda should be the ones to provide the update to their software so that it can work with a new HMD on the market but of course the chances of that happening are very remote and if it helps anyone enjoy their Cosmos even more then why not? 😉   

  11. 8 hours ago, coleco said:

    Thanks for that information - that is what I was looking for, something more conclusive.    

    I may show some more patience and investigate this further after the holidays.  I do see where some folks apparently get the games to work the way they want them too.   I was hoping to avoid a lot of behind the scenes copying and pasting stuff into folders etc.  Again if I was more intelligent it may not be an issue, but I remember how I slaved over previous mods etc in different VR systems (mostly my fault with incompatabilites) and would prefer not to go that route again. 

     

    Thank you for the post!

    Hi there.

    A person called CABAListic on Steam has modified a DLL for the index that gets the Index controllers working in Fallout 4 VR it also works for the Cosmos. If you want to try it follow the simple instructions below and then use my community bindings "(Fink) for the controllers . It works really well and the controls fell native to the game. Potentially it can be used for any game that uses this DLL.

     

    There are two parts to get it working:

    1. I created a modified openvr_api.dll that tricks the game into thinking you have an Oculus system. Download it from here: 
    https://github.com/fholger/openvr/releases then copy the DLL to your FO4VR installation directory, overwriting the DLL already there.

    2. Modified controller bindings, because the default legacy bindings don't work for Touch emulation. I uploaded my bindings to the workshop, but if you can't find them, this is what you need to do:
    In the VR dashboard, go to Settings -> Controller settings. Select Fallout 4 VR from the list, then edit the default legacy bindings.

    Fink

    Merry Xmas

    • Like 1
  12. 1 hour ago, Dickytwo said:

    I spent some time today trying this update both in low daylight (reasonably dim as was raining all day) plus with bulb light with the blinds down ,and I have to say it was pretty good.

    I tried both Beat Saber and Fallout VR (Fallout VR with controller fix which works very well with Cosmos controllers) and I didn't find many issues. The only tracking issues was when the controller was down at waist level and out to the sides (both intermittent) and always when close to the headset. They then stopped tracking for a period of time until picked up again. Kneeling down to the floor was flawless in tracking which has been a big issue previously.

    The biggest issue still for me is when the controllers are next to the headset, it just can't see them. This beta has done virtually nothing for that. From my experience today, if that was fixed then we would be nearly there with tracking for an inside out headset. But it is a big issue, so please put this at the top of your list HTC.

    From other people's comments that this beta is worse, I haven't seen that, but I can understand it as this headset needs to have so many environmental conditions in place. Just stating my experience today.

    Try running the room setup and see what happens. I think that is when things go bananas with the tracking it was okay until I did that.

  13. 5 hours ago, Phr00t said:

    There is an option that is disabled by default, which in my short testing, changing may have made tracking better. Curious on what other people think.

    Open this file with Vive Console and VivePort CLOSED and SteamVR NOT RUNNING:

    <viveport install directory>\VIVE\Updater\App\ViveVRRuntime\ViveVR\ViveVRServer\config\default.vrsettings

    Find the "externalPredictPose" section.

    Change "diablePredictControllerPose" from true to false, so it looks like this:

       "externalPredictPose" : {
            "enable" : true,
            "disableHMDVel" : true,
            "disableControllerVel" : false,
            "diablePredictHMDPose" : false,
            "diablePredictControllerPose" : false
       },

    I find it odd HMD pose prediction is enabled for the headset, but not for the controllers by default. I'm not sure if it was just a placebo effect, but setting the section to the above seemed to make for a better tracking experience. Try it out!

    NOTE: diable is how it is, it is an HTC typo, not mine!

    I rolled back to the stable version after that last beta update made my controllers unusable. I played some fallout 4 and the scopes were all over the place  and aiming was impossible. I made the change you recommended and now I can actually aim properly. It's still a little unsteady when really close to the  HDM but much better so either it works or there is some other variable that changes from day to day. So for me until proven otherwise this is a keeper. Thanks they should pay you for troubleshooting 😉

    Fink

     

    @stvnxu @C.T.

    • Like 1
  14. 22 hours ago, C.T. said:

    VIVE Cosmos 1.0.8.5 – Beta Release Notes
    Released November 26th 2019 

    [System]

    • Improved system stability for use over longer durations.

    [Tracking]

    • Controller
      • Optimized tracking trajectory for boxing style movements and archery games.
      • Support simultaneous movement of occluded and non-occluded controller within the headset's field of view.

    [Vive Runtime]

    • Added fallback controller type, support added from SteamVR Beta 1.9.4 onwards.

    [Vive Console]

    • Solved a bug where the HMD firmware update might be interrupted during a software update.
    • Synced camera pass-through settings with Lens.

    [OOBE & Room Setup]

    • The how to wear the headset video now lets the user know they don't need to take off their glasses.
    • Room setup can be triggered when in an untracked state by a long trigger press for 2 seconds (previously 3 seconds).
    • Improved the OOBE flow when requesting a GPU driver update.

    Tried this out for a hour or so and it was sort of okay until I ran the room setup then the tracking is all over the place. It's like the very first release of the firmware as if someone maybe mixed up their configs and released the wrong version. It makes nearly everything i tried unplayable and I haven't had many issues for previous releases probably because until now I haven't re-run the room setup. Also I have a very well lit room.

    This Statement is not factual from my experience:

    [Tracking]

    • Controller
      • Optimized tracking trajectory for boxing style movements and archery games.
      • Support simultaneous movement of occluded and non-occluded controller within the headset's field of view.

    Going back to the none beta version to see if that will at least make the Unit usable. 

    I hope this feed back helps

     

     

  15. Some improvements thanks.

    SteamVR console activates with the left Vive button but refuses to go away when you click it again leaving you stuck on the Steam console.

    Also out of the HMD if it is still active I can't open the steam application window unless I close the Vive console.

    Still lose tracking or it jitters around unless I turn up the light in the room to full.

    I hope this feedback helps you to improve the product.

    Thanks Fink.

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