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Vivi Wu

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  1. Hi StrangerGames, Thanks for your questions and feedback on VIVE Forum. We prepare the tutorial for this flow : Here's some steps to help you change from VIVE Sense to OpenXR. Please check [ PC VR / Windows ] Move from VIVE Sense to OpenXR
  2. Hi @StrangerGames, We prepare a tutorial for this flow based on your feedback : Please check [ PC VR / Windows ] Move from VIVE Sense to OpenXR Thanks for your question and support🙂 .
  3. Here's some steps to help you change from VIVE Sense to OpenXR. Please check [ PC VR / Windows ] Move from VIVE Sense to OpenXR
  4. Hi developers, For VIVE Sense we won’t be releasing any new versions. And we'll keep updating OpenXR regarding Hand Tracking, Eye and Facial tracking and Scene Understanding extensions, so we welcome you to join OpenXR for development. Following is the steps to help you change from VIVE Sense to OpenXR: Step1 . Uninstall previously installed corresponding runtimes e.g. SRAnipal runtime for facial tracking and SRWorks runtime for scene understanding. Step2 . Install OpenXR package for supporting hand tracking, facial tracking, and scene understanding. Via VIVE OOBE if you are a VIVE Cosmos developer. Via VIVE Console for SteamVR if you are a VIVE Pro series developer. Step3 . Set Active OpenXR according to your HMD. The notification of activating OpenXR runtime should be prompted when you open VIVE Console or SteamVR. Set to VIVE OpenXR if you are a VIVE Cosmos developer. Settings -> Advanced -> Set "Current Active OpenXR Runtime" to Vive OpenXR Set to SteamVR OpenXR if you are a VIVE Pro series developer. Settings -> Advanced -> Click "Developer" Module -> Set "Current OpenXR Runtime" as SteamVR For more information about OpenXR PC VR Plugin and tutorials, please visit Here.
  5. Hi @StrangerGames, You can check the tutorial - Here And make sure that you have installed or update the latest VIVE software from SteamVR or OOBE, and check your SR_Runtime
  6. There’re many inquires on how to use Unity Direct Preview. Now we have the new Direct Preview released. Please refer the new video here : What's Direct Preview: In the development process, building APKs repeatedly in Unity is time-consuming. Direct Preview lets developers skip the build process by letting developers preview in both the Unity Editor and their headset simultaneously. System Requirements: Microsoft® Windows® only. Microsoft DirectX® 11 is needed. Minimum graphics card: NVIDIA® GeForce® GTX 980. NVIDIA® GeForce® GTX 1080 is recommended for dpServer for better performance. It is also recommended to update the graphics card driver to the latest version. Here is Direct Preview tutorial we provide to you: Project setting : 00:13 - 01:38 Direct Preview connect with USB: 01:38 - 03:02 Direct Preview connect with WiFi : 03:02 - 04:40 DirectPreview_v3.mp4 For more information & FAQ for Wave Direct Preview, please visit Here.
  7. Hi @mikeViewPort Khronos don't have the specification for OpenXR hand gesture yet. If there's any news, we'll publish it on VIVE website and VIVE Forum. Thanks.
  8. It’s been over a year since we introduced Hand Tracking support for Wave SDK. Now we introduced Hand Tracking also support OpenXR for both AIO (Android) & PC VR (Windows) development. AIO (Android) / OpenXR Hand Tracking & Wrist Tracker Tutorials: Support Devices : Focus3 Unity: Getting Start with Hand Tracking Video Wrist Tracking See Your Hands in XR Interact with Objects Remotely Unreal: Hand Tracking and Hand Interaction Wrist Tracke PC VR (Windows) / OpenXR Hand Tracking Tutorials: Support Devices : Vive Cosmos series, VIVE Pro series, VIVE Focus 3+VBS VBS with Focus3: [VBS & PCVR] - How to use Hand tracking [VBS & PCVR] - How to use Wrist tracker Unity: How to Integrate Hand Tracking Data Into Your Hand Model Unreal: Integrate Hand Tracking Data Into Your Hand Model
  9. PC VR contents could now enjoy Focus 3 Wrist tracker via VIVE Business Streaming. Two modes of VIVE Wrist Tracker Enhancing hand tracking Wear on wrist to improve hand tracking experience. The buttons on Wrist Tracker can be used to open Dashboard and application menu for better playing content with hands. SteamVR will not see VIVE Wrist Tracker devices. As standalone tracked device SteamVR will see VIVE Wrist Tracker as tracked device. VIVE Wrist Tracker can be mounted on accessory and VBS will pass accessory input data from VIVE Wrist Tracker USB port to remote PC content VBS options for VIVE Wrist Tracker Go to VBS > Settings > Preferences > Tracking ☑️ Use VIVE Wrist Tracker for hand tracking VIVE Wrist Tracker will be not be a tracked device to SteamVR, instead it will be used for enhanced hand tracking. Therefore, you won’t see VIVE Wrist Tracker device in SteamVR. 🟦(Uncheck) Use VIVE Wrist Tracker for hand tracking VIVE Wrist Tracker is used as a tracked device, and VBS will emulate as VIVE Tracker to SteamVR. You will see device icon on SteamVR monitor. ☑️ Emulate VIVE Wrist Tracker as VIVE Tracker VBS will fully emulate VIVE Wrist Tracker as VIVE Tracker to PC VR contents. Existed PC VR Contents which support VIVE Tracker should be able to run seamlessly with VIVE Wrist Tracker over VBS. NOTICE: the mounting will need to change due to the mounting of VIVE Wrist Tracker are physically different to VIVE Tracker and will cause poses difference. 🟦(Uncheck) Emulate VIVE Wrist Tracker as VIVE Tracker VBS reports VIVE Wrist Tracker as standalone tracked device to SteamVR. Most contents supports VIVE Tracker could still work. Use VIVE Wrist Tracker for hand tracking: Please visit here Use VIVE Wrist Tracker as VIVE Tracker: VIVE Wrist Tracker button events & USB data Checked “Emulate VIVE Wrist Tracker as VIVE Tracker” Input binding file same as for VIVE Tracker. Contents cannot receive USB data in raw format, but VBS will translate to input events and sent as “tracker device” to contents. Unchecked “Emulate VIVE Wrist Tracker as VIVE Tracker” Input binding file is different to VIVE Tracker. Contents can receive USB data in raw format via OpenVR IVRIOBuffer interface. VBS will do no change to the data. Left tracker device name: "vive/trkerex/left” Right tracker device name: "vive/trkerex/right" OpenXR developers Support XR_HTCX_vive_tracker_interaction extension Must uncheck “Use VIVE Wrist Tracker for hand tracking” and check “Emulate VIVE Wrist Tracker as VIVE Tracker” options in VBS Support XR_HTC_vive_wrist_tracker_interaction extension (Currently support Unreal Engine only) VBS 1.12.5 (or newer) and SteamVR 1.26 (or newer) are required Must uncheck “Use VIVE Wrist Tracker for hand tracking” and uncheck “Emulate VIVE Wrist Tracker as VIVE Tracker” options in VBS Must check “Emulate VIVE Wrist Tracker as VIVE Tracker” option Button input binding with Unreal Engine For wrist tracker button input binding, both Unreal Engine and SteamVR needs to be well config. Below are the steps to setup Wrist Tracker button. Use VIVE Wrist Tracker for hand tracking In VBS Console (* VBS 1.08 is required) Enable “Hand tracking” Enable “Use VIVE Wrist Tracker for hand tracking” Connect VBS with Wrist Tracker paired, Wrist Trackers will be hidden to SteamVR due to used for hand tracking. Wrist Tracker buttons will be interpreted as controller buttons “Y” and “B” to SteamVR. You will need to bind your actions to “vive_cosmos_controller”’s “Y” and “B” buttons in SteamVR input binding interface. Left System button is used to trigger SteamVR dashboard, right Menu button is for quick menu, content won’t receive these two button events. Use VIVE Wrist Tracker as VIVE Tracker In VBS Console (* VBS 1.08 is required) Disable “Hand tracking” if you want to set tracker role to Held In Hand. Disable “Use VIVE Wrist Tracker for hand tracking” Enable “Emulate VIVE Wrist Tracker as VIVE Tracker” (This option is in VBS 1.08) Connect VBS with Wrist Tracker paired In SteamVR Settings Controllers -> Manage Trackers -> Choose tracker role which in pair, like “Left foot”, “Right foot”. At this step, action pose is automatically bound. Show Old Binding UI -> Choose your application -> Create a new custom binding file for each tracker role assigned, like “vive_ tracker_left_foot” or “vive_tracker_right_foot” “System button” on Wrist Tracker is defined as “/input/power” “Menu/Y button” on Wrist Tracker is defined as “/input/menu” In Unreal Engine Project Settings -> Input -> Action Mapping -> Click “+” to add an Action (for example it’s “TrackerButton1” and “TrackerButton2” In your MotionController component for tracker, choose the Motion Source that you previously assigned to tracker Tracker_Foot_Left, Tracker_Foot_Right In SteamVR Settings Controllers -> Show Old Binding UI Bind the action “TrackerButton1” to “/input/power” Bind the action “TrackerButton2” to “/input/menu” Now the tracker poses are reported to SteamVR as “vive_ tracker_left_foot”, “vive_ tracker_right_foot”, and button events are recognized by SteamVR as “/input/power”, “/input/menu” and then mapped to Unreal Engine as actions “TrackerSystemBtn”, “TrackerMenuBtn”. More detail: VBS for Developers - VIVE Wrist Tracker_V2.pdf VBS for Developers - hand tracking.pdf
  10. PC VR contents could now enjoy Focus 3 hand tracking via OpenVR Skeleton Input API or OpenXR hand tracking extension. No additional porting effort is required. VBS leverages Focus 3 which easily switch between controller and hand interaction by simply pick up or put down controllers. VBS also supports pinch gesture as controller trigger button, so that you could play various VR contents with just hands. Such as The Lab: Xortex. VBS hand tracking for developers There are two open SDKs that VBS supports to bring Focus 3 hand tracking to PC contents. Developers can adopt open standard SDK to implement his hand tracking contents without being locked in proprietary hand tracking SDK. · OpenVR Skeleton Input https://github.com/ValveSoftware/openvr/wiki/SteamVR-Skeletal-Input · OpenXR hand tracking https://www.khronos.org/registry/OpenXR/specs/1.0/html/xrspec.html#XR_EXT_hand_tracking OpenXR hand tracking Tutorial: · Unity: https://developer.vive.com/resources/openxr/unity/tutorials/hand-tracking/ · Unreal: https://developer.vive.com/resources/openxr/unreal/unreal-tutorials/handtracking/ To enable/disable nature hand tracking data from AIO headset: Go to VBS > Settings > Preferences > Tracking ☑️Hand tracking Nature hand tracking enabled. VBS will emulate a controller for each hand to SteamVR and translate pinch gesture to trigger event. Therefore, contents which don’t support hand tracking can still work. Simple put down controller to switch to nature hand, pick up controller to switch back to controller mode. 🟦Hand tracking (Uncheck) Suppress nature hand tracking data VBS will still emulate hand poses (eletric hand) based on controller input status. Therefore, contents requires hand tracking can still work but not having nature hand poses. ☑️Hand tracking ☑️Hand tracking and controller at the same time With Focus 3 June FOTA update, VBS (1.08) supports nature hand tracking and controller tracking at the same time. Hence, you can use one controller and one nature hand at the same time for particular VR experience. ☑️Hand tracking ☑️Use VIVE Wrist Tracker for hand tracking VIVE Wrist Tracker will be not be a tracked device to SteamVR, instead it will be used for enhanced hand tracking. Therefore, you won’t see VIVE Wrist Tracker device in SteamVR. ☑️Hand tracking 🟦Use VIVE Wrist Tracker for hand tracking(Uncheck) VIVE Wrist Tracker is used as a tracked device, and VBS will emulate as VIVE Tracker to SteamVR. You will see device icon on SteamVR monitor. More detail: VBS for Developers - hand tracking.pdf VBS for Developers - VIVE Wrist Tracker_V2.pdf
  11. For PC VR content, we provide more plugin and tutorials for OpenXR PC VR on VIVE official developers website. Now, for Focus 3, user can connect PC VR content by using VIVE Business Streaming . Supported Devices: Vive Cosmos series, VIVE Pro series, VIVE Focus 3+VBS Tutorials: Unity: Installing VIVE OpenXR PC VR Plugin Getting Data of Facial Tracking - Developer Resources (vive.com) Hand Tracking - Developer Resources (vive.com) Unreal Engine: Integrate Hand Tracking Data Into Your Hand Model Integrate VIVE OpenXR Facial Tracking with MetaHuman Facial Expression Maker Interact with the Real World: OpenXR Scene Understanding Focus3 + VBS: [VBS & PC VR ] - How to use Facial Tracking on Focus3 [VBS & PCVR] - How to use Hand tracking [VBS & PCVR] - How to use Wrist tracker Supported engines: Unity and Unreal Engine (Plugin Download) ※ Vive Focus3 for facial tracking, please update your Focus 3 version : 5.0.999.646 or later. Unity Feature Name Cosmos VIVE Pro Series VIVE Pro Eye VIVE Focus3 + VBS Hand Tracking ⬤ ⬤ ⬤ ⬤ Scene Understanding ⬤ ⬤ ⬤ VIVE Cosmos controller ⬤ ⬤ Facial Tracking ⬤ ⬤ VIVE Focus 3 controller ⬤ Unreal Engine Feature Name Cosmos VIVE Pro Series VIVE Pro Eye VIVE Focus3 + VBS Hand Tracking ⬤ ⬤ ⬤ ⬤ Scene Understanding ⬤ ⬤ ⬤ VIVE Cosmos controller ⬤ ⬤ Facial Tracking ⬤ ⬤ ⬤ Game Engine OpenXR Support ⬤ VIVE OpenXR Plugin Support ※ If you want to develop the mobile content of Focus 3, please visit OpenXR for mobile.
  12. Hi developers, We have been working on and keep updating OpenXR regarding Hand Tracking, Eye and Facial tracking and Scene Understanding extensions, so we welcome you to join OpenXR for development. For VIVE Sense we won’t be releasing any new versions. However, you’ll still be able to run the original apps (which are created by VIVE Sense plugin) on the VIVE devices as usual. And please send us your feedbacks if you still have further questions.
  13. Hi developers, We have been working on and keep updating OpenXR regarding Hand Tracking, Eye and Facial tracking and Scene Understanding extensions, so we welcome you to join OpenXR for development. For VIVE Sense we won’t be releasing any new versions. However, you’ll still be able to run the original apps (which are created by VIVE Sense plugin) on the VIVE devices as usual. And please send us your feedbacks if you still have further questions. Also we have some notes on SRanipal Runtime: You don't need to do additional installation for SRanipal Runtime. Just install or update the latest VIVE Software from SteamVR or OOBE. After installing or updating the latest VIVE Software, check your SR_Runtime.
  14. Hi developers, We have been working on and keep updating OpenXR regarding Hand Tracking, Eye and Facial tracking and Scene Understanding extensions, so we welcome you to join OpenXR for development. For VIVE Sense we won’t be releasing any new versions. However, you’ll still be able to run the original apps (which are created by VIVE Sense plugin) on the VIVE devices as usual. And please send us your feedbacks if you still have further questions. Also we have some notes on SRWorks Runtime: You don't need to do additional installation for SRworks Runtime. Just install or update the latest VIVE Software from SteamVR or OOBE.
  15. VIVE Palm Pinch has been improved (Focus 3 FOTA 4.0 [3.0.999.418]). VIVE Palm Pinch has been refined to avoid accidentally triggering it. See the following posts to learn more: How to trigger Palm Pinch Recent improvements to Palm Pinch
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