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  1. Hi, I'm trying to understand fully the render pipeline that Vive Business Streaming uses to render a frame on the headset - specifically the use of reprojection. I can see that after the frame is distorted and masked there is a reprojection pass occurring which shifts that mask around when you jiggle your head (see the attached GIF); I'm assuming that this process is applied to all applications on the Vive Focus 3. My question though is: is there an earlier pass of reprojection that VBS specifically applies to the frame to account for the delay between when SteamVR renders the frame image and when it's received on the headset? I'm writing a custom SteamVR driver that overrides the headset's pose in SteamVR and want to understand if providing an alternative orientation in the SteamVR frame data will interfere with reprojection - so far I haven't been able to confirm this. Thanks, Ben
  2. @Alex_HTC: To elaborate, I tested a blank project with all Wave packages at 4.3.0, and I tested the WavePassthroughOverlayExample project which has all packages at 4.2.0, and neither work on PC. Are you confirming the opposite of@HackPerception's response though and saying that the Wave SDK should work with the Vive Pro? I'm getting mixed messages I think. All I want is working passthrough on Vive Pro.
  3. OK, I guess I was mislead by the mention of the Wave SDK in the first place then since the OP is about a Vive Pro. Unfortunately as I mentioned, the SRWorks SDK hasn't worked for us with a Vive Pro for a number of years, exhibiting the problem that this other user mentioned here. SRWorks passthrough has worked well enough for the Cosmos so we'd love to have the Pro 1 (&2) supported but are currently blocked.
  4. To provide a bit more data, a blank project that has had the Vive Wave Essense SDK package installed, as well as the linked GitHub project, throw DllNotFoundException: wave_api from WaveXR_RuntimeInitializeOnLoad.Awake() (these are using v4.3.0 and 4.2.0 of the Wave SDK packages respectively). Would love to understand how to get this to work as the SRWorks SDK hasn't worked with the Vive Pro for myself and others since its release (I experience the same complete application hang that this post details).
  5. Is there an example Unity project for the Wave SDK that supports PC VR? I haven't been able to use the Wave SDK on Windows - The Samples from any of the 3 packages throw a ton of compile errors in Unity 2020 LTS...
  6. My users and I are similarly experiencing complete unresponsiveness whenever the SRWorks SDK is invoked with a Vive Pro, including with the sample application. Here's the logs from the SRWorks_v0.9.7.1_Unity_Prebuild_Samples app: @Daniel_Y Initialize engine version: 2017.4.17f1 (05307cddbb71) GfxDevice: creating device client; threaded=1 Direct3D: Version: Direct3D 11.0 [level 11.1] Renderer: NVIDIA Quadro RTX 6000 (ID=0x1e30) Vendor: NVIDIA VRAM: 24276 MB Driver: Begin MonoManager ReloadAssembly - Completed reload, in 0.049 seconds <RI> Initializing input. <RI> Input initialized. <RI> Initialized touch support. OpenVR initialized! (Filename: Line: 672) UnloadTime: 146.991200 ms <b>[SteamVR]</b> Successfully loaded 21 actions from action manifest into SteamVR (D:/Archiving/ThirdParty/SRWorks_v0.9.7.1_Unity_Prebuild_Samples/Build-Unity/Experience/Vive_SRWorks_Demo_Data/StreamingAssets\SteamVR\actions.json) (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) <b>[SteamVR]</b> Initialized. Connected to lighthouse:LHR-259BDE66 (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) [ViveSR Experience] Waiting for ViveSR (Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) I also have confirmed that the "Test Camera" option of SteamVR displays the camera feeds correctly, so that doesn't seem to be the issue. Would love to have this option available to users but this definitely isn't functional at the moment.
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