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MGordonIMVR

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  1. After investigating this issue for a few days I have found that opening the Nvidia Share Overlay (alt + z) causes the crash to recover with 100% consistency, I have no idea why this would be. Also the crash was consistently happening even when using an official tether cord to the headset, completely bypassing any wireless network. No other devices were connected to the PC.
  2. I am using the Focus 3 and Vive Business Steaming (VBS) to wirelessly run our Unity application through SteamVR, but several of our users are unable to use it due to constant Frame Loss Timeouts, resulting in both our application and SteamVR to crash. We control the systems our clients are using and provide them a dedicated router to connect to the headset with, so the headset is the only device on the network and then the router hardwired to the PC. The crash happens when exiting the main menu and loading into the application proper. In the past we have temporarily solved the issue by lowering VBS's settings, Bitrate down to 20Mbps and the graphics settings to performance, but now the problem persists even with the lowered settings. We have tried updating and degrading graphics drivers and VBS. Using the headset corded is not an option as our program heavily relies on the Eye Tracker and they can't both be plugged in at once. These problems only seem to be effecting certain clients, in house we are running an identical PC + router combo and our unable to recreate the issue. Is there anything other than connection strength that could be causing this error? Is there a way to force the headset to wait longer before termination a connection, similar to using windows registry to make it wait longer on a hanging program?
  3. @KyleC Thank you, I uninstalled the SRanipal version I had and installed the VIVE Console via Steam and it solved my crashing issue and got my eye tracking working again.
  4. I downloaded VIVE_SRanipalInstaller.msi from here : https://developer.vive.com/eu/support/sdk/category_howto/how-to-update-vive-eye-tracking-runtime.html and it asks to repair or uninstall, uninstalled and reinstalled restarting in between and still my SR_Runtime version says 1.3.2.0. Is that link out of date?
  5. I also have VIVE OpenXR Plugin - Windows version 1.0.9
  6. Hi, I was previously using the Vive Pro Eye and its eye tracking features, as that has been discontinued I got my hands on a Focus 3 and its Eye Tracking Module, but now Unity is crashing upon loading into any scene that is using the eye tracking. If I disable the eye tracking the crash does not occur, and I narrowed it down to the line "Error result = SRanipal_API.Initial(SRanipal_Eye.ANIPAL_TYPE_EYE, IntPtr.Zero);" in SRanipal_Eye_Framwork.cs that is causing the crash. I have the latest SRanipal SDK (1.3.6.6), the latest SRanipal runtime (1.3.2.0) and using Unity 2020.3.31f1. I have found this guide on setting up face tracking that says I need "SRanipal Runtime Version : 1.3.6.8 or later" which doesn't seem to be out yet. https://forum.htc.com/topic/14087-vbs-pc-vr-how-to-use-facial-tracking-on-focus3/ Does the Vive Focus 3s eye tracking currently support Unity Windows OpenXR over VBS? or am I missing something else?
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