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SmallStudio

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  1. Furthermore, when I play in the editor I get the following error :

    DllNotFoundException: waveopenxr assembly:<unknown assembly> type:<unknown type> member:(null)
    Wave.OpenXR.ViveFoveation.ApplyFoveationHTC (Wave.OpenXR.XrFoveationModeHTC mode, System.UInt32 configCount, Wave.OpenXR.XrFoveationConfigurationHTC[] configs, System.UInt64 flags) (at Library/PackageCache/com.htc.upm.wave.openxr@1.0.5/Runtime/Features/Foveation/Scripts/ViveFoveation.cs:71)
    SetFoveation.Start () (at Assets/02_Scripts/SetFoveation.cs:28)

    DllNotFoundException: waveopenxr assembly:<unknown assembly> type:<unknown type> member:(null)
    Wave.OpenXR.ViveFoveation.ApplyFoveationHTC (Wave.OpenXR.XrFoveationModeHTC mode, System.UInt32 configCount, Wave.OpenXR.XrFoveationConfigurationHTC[] configs, System.UInt64 flags) (at Library/PackageCache/com.htc.upm.wave.openxr@1.0.5/Runtime/Features/Foveation/Scripts/ViveFoveation.cs:71)
    SetFoveation.Start () (at Assets/02_Scripts/SetFoveation.cs:28)
    

    I guess it is because there's just the Android so and no corresponding Windows dll?

  2. Hi! We've been working with the eye and lip trackers for the Vive Focus 3, we got it working at the API level, with Unity. I was wondering if there was a way to get the demo head file so we can debug and prepare our blendshapes better?

    We can see the model in the documentation, here in the blendshapes for the eye and the mouth/lip pages.

    Or may be I missed a sample package somehwhere with the exemplae model in it?

    Thanks!

  3. Hello!

    I'm trying to give the proper budget (draw calls, triangles, shader complexity) to my team so they can build level and character assets accordingly. We are building our experience on Unity 2021 using the Wave XR Plugin. So far the only official figure I found are from the Wave SDK documention and describe budget for what I guess is the Focus Plus :

    • 50,000-100,000 triangles or vertices
    • 50-100 Draw Calls

    However, It doesn't come close to the figures given by Meta for the Quest 2 (or even the Quest 1) despite rocking the same chip. I'm also seeing some messages on the forum of users experiencing performances issues on the Focus 3. Does HTC have some official guidelines or figures regarding those GFX budget? Do you guys have any feedback based on you're experiences?

    Best!

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