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dario

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Posts posted by dario

  1. Please note there's  a new update: (details forthcoming)

     

    vivecosmosopenxrversion.PNG.5eabf4ab763dfabc0b8a95c1f333cdba.PNG

     

    If you are having trouble seeing the "Enable OpenXR" switch when you enable "Beta Program" please try the previous method of using the Private Test Program with the following activiation code: OPENXRBETADEV00

    openxrcive.thumb.PNG.b37cec6f9e7ddee29b87604147d455bc.PNG
     

    • Thanks 1
  2. @oldmanwoofaAre you starting VR development with OpenXR? If not, this forum is just for early development with OpenXR - the beta/private test programs we are referring to here is  in the context of using OpenXR which is still in preview with Unity and out of preview with UE4. There's no need for the beta branches if you're using existing toolkits like the SteamVR plugin.

    If indeed you are going for OpenXR development you're in the right place. For Unity, you''ll need to also add the package provided in this forum (pinned Unity post) to add the feature for the Unity OpenXR package, which is an additional "feature" package for supporting the Cosmos controller input (since the buttons are different - e.g. there's additional buttons). Note, this is an early preview as well since the Unity XR input APIs are still changing in the previews. We'll be posting updates and additional tutorials shortly.

    If you want to simply get started with OpenXR apps on the Vive Cosmos OpenXR runtime (SteamVR OpenXR runtime recommended for the Cosmos Elite),  enable the beta branch and select the Enable OpenXR switch (in the Vive Console) - if you're not seeing the switch please use the private beta branch as described in the main post in this thread.

     

     

     

     

     

  3. Thanks for the video, so it's not updating correctly, you should also see it update hmd firmware as well.  Try uninstalling the Vive Console and reinstalling (and clear related AppData). Always wait a bit after downloading an update as there's a second part that updates the hmd - make sure it's not behind the console window.

    best,
    Dario

  4. There are now 2 ways to enable the Vive OpenXR runtime for Cosmos:

    First from the Vive Console -> Settings -> Advanced -> 

    1. You should still be able to use the code OPENXRBETADEV00 in the Private test program section.

    2. Now with the latest update you should also be able to avoid entering a code and under the Beta program section once you update your Cosmos HMD (original faceplate only - not elite) you can see a new switch to enable/disable the Vive OpenXR preview runtime (requires hmd connected).  If you are experiencing issues please try method #1.

    OpenXRPreview.thumb.png.1dc4baa032fff9772c69145e5156c003.png

  5. Hi @michaelmagdy

    "HTC Vive Cosmos Elite and Regular SteamVR works fine with FS2020"  -  this implies that the SteamVR OpenXR runtime is already working for you.  This forum is primarily to support the Vive OpenXR runtime for the Vive Cosmos (inside out tracking) vs. the Vive Cosmos Elite (which use SteamVR tracking).  

    There seems to be some confusion regarding the OpenXR runtimes that MSFS supports. The "openxr runtime developer application from the Microsoft Store" is for Microsoft XR devices, namely in this case the Mixed Reality headsets.

    If you are already successfully running SteamVR with MSFS, then you are using SteamVR's OpenXR runtime. You can however switch to run the Vive OpenXR runtime for Vive Cosmos but would likely  require switching the faceplate to the inside-out tracking faceplate and using the Cosmos inside-out tracking controllers which do not require the SteamVR base stations.

  6. So @ironbladerI assume you were able to run MSFS (launched from MS Store) and toggle it to VR mode? And ths issue is now about setting the per-application settings?  @HackPerception is right, running apps should be listed so please try that.

    For those using the Vive Cosmos - we have a new update to the Vive OpenXR runtime which includes addressing a color / brightness issue.on MSFS.  Feel free to post any findings when using the Vive OpenXR runtime and/or the SteamVR OpenXR runtime.

     

     

  7. There is nothing else needed - you are set - your screenshot indicates:

    Current OpenXR Runtime: SteamVR

    As soon as you switch MSFS to VR it should use this runtime.

    for motion reprojection with SteamVR: Settings -> Video -> Per-Application Video Settings, and select an option for "Motion Smoothing."

  8. @Patrik, is this with both runtimes? We dont' have a way currently  to adjust it but I believe there's a brightness issue on MSFS's side. Awaiting VR simultator update with various fixes.

    @KeateWang try re-updating the private beta  pwd: OPENXRBETADEV00

    You shouldn't need to edit the registry manually - both the Vive OpenXR runtime for Cosmos and the SteamVR runtime will prompt you if you want to set the default OpenXR runtime.  Think of this as similar to when a browser asks you if you want to set it as the default browser when you open an html page.

  9. @Patrik please try today's new update 2.0.15.7  - improvements include re-centering issue

    @CDG please try Tuesday's SteamVR beta 1.16.2  - from Valve's release notes:

    If you encounter issues with this update, please post in the SteamVR Bug Report forum. If possible, please include a system report to aid in tracking down your issue. Replies to this post are not tracked for bug reporting purposes. Please use the forum linked above to report issues.

    OpenXR:
    Fixed vertex order for visibility masks to match the spec.
    Fixed crash on app startup on Linux.

     

  10. MSFS will run on the default OpenXR runtime set in the Krhonos Windows registry. With the Elite you have to use the SteamVR OpenXR runtime - so set that as the default from SteamVR settings. Once you toggle ctrl-tab to launch VR  (once ready to fly) it should work. I would also suggest to turn off desktop 2D view in VR before launching VR.  Are all other SteamVR applications working ok? If you're still seeing an issue with MSFS and Elite, it could be an issue with Valve's SteamVR/OpenXR runtime which is in beta (make sure you select the beta branch for SteamVR). Their runtime is in the process of becoming conformant (official adopter status).

  11. @AlGoldenwere you able to resolve? For others asking about this:
     

        public void OnGrabbed(BasicGrabbable grabbedObj)
        {
            ViveColliderButtonEventData viveEventData;
            if (!grabbedObj.grabbedEvent.TryGetViveButtonEventData(out viveEventData)) { return; }

            switch (viveEventData.viveRole.ToRole<HandRole>())
            {
                case HandRole.RightHand:
                    if (rightGrabbingSet.Add(grabbedObj.gameObject) && rightGrabbingSet.Count == 1)
                    {
                        ViveInput.TriggerHapticVibrationEx(HandRole.RightHand);
     

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