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Marc Moukarzel

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Posts posted by Marc Moukarzel

  1. Hi @Radicals,

    Based on the images you shared, I believe that you are mixing both Wave SDK and Wave OpenXR. You should be using on of the two.

    If you are using the Wave SDK then in you XR Plugin-Management you should have the WaveXR tick box ticked (The WaveXR settings will not affect OpenXR content). Otherwise, if you are using OpenXR in you XR Plugin-Management you should have the OpenXR tick box ticked similar to the picture you shared and enable the Hand tracking feature from the OpenXR Feature Groups, ref image below.

    image.png.d572c5ebf6e293d58bed01193bd76460.png

     

     

  2. So I guess you are using the VIVE Wave OpenXR Plugin - Windows correct ? You can download the OpenXR "Controller Sample" from the package manager.

    image.png.f2f664e2699ceca8871989ace6c63080.png

    Also make sure that you have the following OpenXR Settings (under Project Settings > XR Plug-in Management > OpenXR )

    VIVE Wave OpenXR is enabled under OpenXR Feature Group and HTC Vive Cosmos Controller Support is selected as the Interaction Profile.

    image.png.392cd7af3b31f937e7ce511c6ca41f3e.png

  3. Hi @nsosa,

    In order to run application directly from VIVE Focus 3, you will need the WAVE SDK or OpenXR for Mobile VR to create VR content for Android (APK file). Kindly check the VIVE WAVE SDK and VIVE OpenXR For Mobile documentation as they contain all the needed information to get you started. You can build your content with Unity ,Unreal Engine or natively.

    You can also run SteamVR or PC VR OpenXR content on VIVE Focus 3 via VIVE Business Streaming. VIVE Business streaming allows you to steam PC content to VIVE Focus 3 through USB Cable or Wifi.

  4. Hi @DDFS,

    From my understanding is that in some cases you are unable to use you controllers? From your description, the controller setups should be fine  by using the motion controller component and you should be able to see the controllers at all times.

    Make sure VIVE Wave is the only VR pluging enabled. Turn off all other VR plugins especially OculusVR and SteamVR to prevent conflict.

    Is OpenXR plugin enabled ?

    You can Direct Preview available in Wave SDK if you would like to test directly from the editor.

     

  5. Hi @KieranLatham,

    Please make sure you have Start in VR selected. StartInVR.png.61518127133eca0b4b0079c4bbe5ece3.png

    You will also need the WaveSDK plugin in order to build content for Focus 3. You can download the latest Wave SDK here https://developer.vive.com/resources/vive-wave/download/latest/

    In case you already did this Make sure VIVE Wave™ is the only VR plugin enabled. Turn off all other VR plugins (especially OculusVR and SteamVR) to prevent conflicts.

    I would also recommend you check our Unreal Engine Getting Started Guide.

  6. Hello @aiddun,

    Focus 3 has larger framebuffer, eye-buffer size, wider FOV, different refresh-rate so there might be a performance difference based on same content running on Quest 2. We recommend setting Pixel Density to around 0.8 (Value could change depending on content) to lower the eye-buffer size and match the resolution of Quest 2 hence increase FPS.

    Recently we had optimization for Shader on our Wave SDK 4.4.0 and may gain around 5~10% GPU performance improvement. 

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