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Tima

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Posts posted by Tima

  1. Hi @zzy

    I’ve got some problems.

    If I put my physical hand on table ( in fixed pose ) and very slowly turn my headset up and down my virtual hand stays at the same position relative to virtual camera but if I turn my headset a bit faster ( not very fast ) my virtual hand moves with virtual camera and sometimes returns back to initial position in virtual world.

    1.)    My frame rate is 90 fps

    2.)    No joints, I use only origin of the first point.

    3.)    Unity sample has no such issue

    4.)    I tried to set maxFPS to 90 in GestureOption the results are the same

    5.) The same test runs without issues if I replace Vive-wrapper with LM-wrapper. (both wrappers return only left hand position in headset system coordinates)

    Any help would be appreciated.

    BR

    Tima

  2. On 12/14/2020 at 2:19 PM, Tima said:

    Hi @zzy

    GestureOption options;
    const GestureFailure ret = StartGestureDetection( &options );

    throws Access violation in aristo_interface.dll.

    PS

    1.) Camera test passed in SteamVR all drivers are up-to-date

    2.) If i desable camera in SteanVR StartGestureDetection( &options ) returns GestureFailureCamera

    3.) Vive Pro

    Any help would be appreciated.

    Hi @zzy

    here is a minidump.
    https://gofile.io/d/l5Wyf2

  3. Hi @zzy

    GestureOption options;
    const GestureFailure ret = StartGestureDetection( &options );

    throws Access violation in aristo_interface.dll.

    PS

    1.) Camera test passed in SteamVR all drivers are up-to-date

    2.) If i desable camera in SteanVR StartGestureDetection( &options ) returns GestureFailureCamera

    3.) Vive Pro

    Any help would be appreciated.

  4. Hi @zzy

    We currently using leapmotion in our products but not fully satisfied with it.
    We would like to give a try to Vive hand Tracking but we can not migrate to x64 right now due to large code base.

    Is there any chance to release x32 ?

    BR

    Tima

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