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Jad

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Posts posted by Jad

  1. On 10/9/2020 at 5:08 PM, bkfichter said:

    @VibrantNebula

    Seems like a pretty close-minded answer. You might want to consider this use case as many of your users are working with the base stations and trackers for other purposes: virtual production, research, etc. You can force the use case on users or expand your market to where it leads you. As your competition increases in the HMD world, you may consider other use cases for your base stations as you are one of the few that have that advantage. As for me, I don't own a vive headset and I would sure hate to return the two base stations and tracker i just bought and find another solution because there is no support for a use case the product should naturally achieve. Let me know now if I should return them.

    Hi @bkfichter yes we are looking at use cases for virtual production along with others. Could you share more about the project(s) you are working on? 

  2. 17 hours ago, RedShift said:

    I'm waiting for it. Can you tell me when I can get the module?  

    If it is because I need proof of purchase certification and application development of Pro eye,

    I will send it to you by email.

     

    @Dario @Jad

    @RedShift We currently don't have any dev kits available but will keep you in the loop if this changes. Thanks. 

  3. Virtual reality wouldn’t be where it is today without the incredible talent and creativity of our developer community. At HTC VIVE, we are always working to enable developers to build the content and applications that power experiences across the spectrum of reality and we eagerly listen to their feedback. We’re excited to share some updates to our Hand Tracking SDK and give you a look at what’s coming next. 

     

    Now in early access, the VIVE Hand Tracking SDK is a cross-platform tool to track hand position and gesture recognition using the front camera(s) of the VIVE, VIVE Cosmos, VIVE Pro, VIVE Focus Plus and VIVE Focus. Finger tracking (21 points) is available for VIVE Pro Eye, VIVE Cosmos, VIVE Cosmos Elite, VIVE Focus Plus and VIVE Focus. We made recent improvements to add confidence in hand result, add pinch level, and reduce jitter. 

     

    Here are some of the release notes for VIVE Hand Tracking SDK v0.9.3 [Early Access]: 

    • Update deep learning models for all platform. Improved accuracy while maintaining same latency. 
    • Improve hand depth calculation to match with see-through better. This includes Cosmos see through and SRWorks SDK. 
    • Speedup detection on Windows (up to 30%). 
    • Add support for Valve Index. 
    • Update mesh for hand model. 
    • Update auto-rig script to support more hand models. 
    • Support define custom gestures in skeleton mode. 
    • Added more samples and utilities. 

     

    The complete list is found in the documentation included with the download. 

     

    Additionally, there's a short presentation on the VIVE Hand Tracking SDK from the VRTO 2020 conference in June here: https://www.youtube.com/watch?v=YnAP0LxM0UE 

     

    Later this month, we’ll also have more to share on the blog about the new features and improvements to the recently updated Wave 3.2 SDK, for all-in-one headsets such as the VIVE Focus Plus. Meanwhile, if you’d like to learn more about developing with us, please go to https://developer.vive.com/ and follow us on Twitter @htcdev

    • Like 3
  4. On 6/19/2020 at 5:27 PM, davidicus said:

    Just started getting "calibration failed" errors before being allowed to follow the dot.
    Have tried powering off/on Link Box, running 'sr_runtime.exe' as admin, and updates.
    Interesting, but perhaps unrelated: just before this started, I was able to calibrate with my actual IPD, instead of a much smaller one, for the first time.

    Hi @davidicus could you try the steps here

    And if you still continue to experience any errors, please PM me and we can troubleshoot it further. 

     

     

  5. On 6/15/2020 at 11:34 AM, rothnroll said:

    @Dario @Jad : We would also love to have a sensor / DK as soon as possible in the context of a COVID-19 project. I would appreciate if you could inform us when a module is available.

    @rothnroll yes we will keep you in the loop. Thanks for your interest. I would also like to know more about your project and will reach out directly.

  6. On 4/22/2020 at 9:10 PM, BrookeK said:

    Are there any exceptions for research institutions? I'm a PhD student at Stanford and would like to use the Vive Pro to demonstrate a modification to the rendering pipeline for an academic paper?

    Hi these specs are not available to share but I will reach out directly to learn more about your research. Thanks!

  7. On 5/12/2020 at 11:45 AM, hollandera said:

    I am wanting to us the SRanipal functions on systems with and without eye tracking capability (on the Vive-without-Eye systems it falls back to nose tracking).

    The issue is that I am the only one on the team that can make a build that works (I assume) because I am the only one with a Vive Pro Eye.  This is not optimal on a team with 6 developers who want to be able to build our app.

    If @Daniel_Y, @Corvus, or @Jad have any suggestions I would love to hear them. @Hank_Li

    ------>Ari

    @hollandera Let us know if you are still encountering any issues and I can follow-up with you directly. Thanks. 

  8. On 5/15/2020 at 5:44 AM, Arto said:

    @Jad Any update on when we might expect the SRWorks update to be available? I just purchased a Vive Cosmos specifically for SRWorks development, and am rather disappointed to not be able to use it given this SteamVR blocker.

    @Arto  @deron3 @chlorescent02 @Jbraam This issue has been addressed in the latest SRWorks v0.9.3.0 release here: https://developer.vive.com/resources/knowledgebase/vive-srworks-sdk/ Please download and try it out. Thanks!

    • Like 1
  9. On 5/6/2020 at 5:52 AM, mbaat said:

    Hi,

    I am using a Vive Pro with a wireless adapter and ViveSR 0.9 in Unity 2019.3.2 and I am getting a white plane instead of the camera image. The camera is turned on in SteamVR and i have downloaded and installed the ViveSR runtime. Could the problem be related to the use of the wireless adapter?

    Thanks

    @Daniel_Y @Jad

    @mbaat yes there are potential bandwidth issues when using SRWorks and wireless.  If you switch to wired, it should be ok. Let me know if you still experience any issues on wired. 

  10. 12 hours ago, Extrys said:

    Hello, im the lead develooer of SquirrelBytes and we are working on Hyperstacks, a  multi device VR game,

    We needed to know if you HTC Gives free Developement/Experimental kits, to developers for development and testing purposes
    somelike oculus start program

    we need to explore the posibilities the new headsets offers, also for testing and develop for the lastest controllers and hand tracking that HTC is includong lately

    If there where any way to request developement kits for HTC, what would be the requirements

    Thanks a lot have a gread day,and stay safe

     

    @Jad

     

     

    Hi @Extrys. Our content team will connect with you directly to learn more about your experience. We also noticed Hyperstacks is coming soon to Viveport as of today. Thanks for reaching out. 

    • Like 1
  11. On 4/3/2020 at 10:45 AM, muella91 said:

    Thanks for your answers.

    You were right, the orientation depends on the assigned roles. I checked the orientations of different roles. All roles, except the "hold in hand" role have the same orientation. Furthermore, the "hold in hand" role seems to switch its orientation from time to time... 

    @muella91 Thanks let us know if you continue to experience any issues. 

  12. 7 hours ago, joellipenta said:

    So 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....

    @joellipenta Thanks for confirming! Let us know if you need anything else and enjoy your time in Cosmos with Half-Life: Alyx and Boneworks.

    • Like 2
  13. 1 hour ago, joellipenta said:

    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!

    Ok thanks. Let us know if you continue to see the issue or if it's resolved on your side. Thanks!

    • Like 1
  14. On 2/27/2020 at 8:21 AM, joellipenta said:

    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.

    @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 1.0.11.2

    image.png.2ff1f3fa42fdc3d6a9c8e38ea486293d.png

    • Like 2
  15. On 3/16/2020 at 8:54 AM, STom said:

    Hi, 

    We would like to create an AR/XR experience where individuals can play a soccer game in their real environment. So basically we would place a 360 camera on the head of the player and track his/her feet and hands with VIVE Trackers and create a virtual ball and goal. 
    To minimize latency, we would like to upload directly the video signal that comes from the 360 camera to the headset, so we opted out streaming services. 

    Could anyone please advice us if there is already a solution for this, or even where to start? 

    Thank you!

     

    @Jad

    Hi have you considered using the Vive Pro stereo pass-through cameras and the SRWorks SDK to mix the stereo camera view and the virtual world? https://developer.vive.com/resources/knowledgebase/intro-vive-srworks-sdk/

  16. On 2/26/2020 at 5:40 PM, VolsungaSaga said:

    Hello,

    I am a software engineer at NASA's Johnson Space Center, and I've got some questions regarding the Vive's software interface.

    The objective of my team is to provide a virtual reality teleoperation interface to the Valkyrie robot, using two cameras to provide stereoscopic vision to somebody using the Manus VR gloves and HTC Vive Trackers to manipulate the robot's arms, so that they can see what they're doing.

    We've been using Unity to render the incoming camera images onto planes that are positioned in front of the cameras, whose resulting views are then put into the Vive screens through the black-boxy SteamVR array of scripts. However, there exist YouTube videos and other records of people being able to put incoming images into the VIVE screens directly without resorting to the roundabout methods I'm using now.

    I would like to know if any of you fine folks know how to access the VIVE's two screens and render JPEG images onto them.

    Please don't hesitate to ask for clarifications about this question!

     

    @Jad

     

    Hi DM sent. You can use the SRWorks SDK. I will follow-up with you directly. Thanks. 

  17. On 2/7/2020 at 8:49 AM, 4GD said:

    Hi,

    I've been having some issues with steamvr crashing which seemed to be somehow caused by the vive wireless app but nothing was reproducible enough that I thought it worth reporting.

    But over the last few days I've noticed that it is also causing unreal engine to crash. If I either close the wireless app, or I disconnect the battery to headest/the battery runs out, it will immediately cause unreal engine to crash with no warnings and nothing written to unreal logs.

    I'm not sure what information I should provide to help work out what the issue is but if someone lets me know I'd be happy to provide any further details.

    Thanks.

    @Jad

    Which version of UE4 do you see the issue? 

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