Jump to content

CREWvzw

Verified Members
  • Posts

    21
  • Joined

  • Last visited

Reputation

6 Neutral

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. My pleasure, it took me a while to figure that one out as well
  2. Are you by any chance using the the VRExpansionPlugin? The Template_VR_Player_Controller has some logic to always start the player at the PlayerStart position, regardless of their position in the physical space. You can adjust this behaviour by doing the adjustments as shown in the screenshot.
  3. To confirm, you are not using LBEHybrid mode, correct? In that mode, you first start in VO mode and it does not use the shared map. I did notice that when working in the default Vive Focus 3 environment outside PCVR, the headset likes to offset its origin to where you are currently standing when you turn on the headset or wake it from sleep. This is to facilitate menu access. While the offset seems to be inconsistent, does the user start in the same virtual location everytime?
  4. The markers_list that I succesfully used for our own deployment was on a single-line rather than formatted like yours. Might that be the cause?
  5. The process can be rather finicky in my experience. What works best for me is after creating the map with Vive Manager, I confirm I have a map by walking around and checking tracking consistency. I then turn the Vive Focus 3 off and on. For some reason restarting the HMD is key. Just to be sure I doublecheck the map's consistency again. Then I export the map with the Vive Business + Interface. At this point I usually jump into my router to check the network usage by the HMD and see if it's uploading something. If it's uploading something, it usually takes 15 to 30 minutes for it to appear in the VB+ interface. If it appears as 0 bytes, I usually just try again.
  6. Hey there, Could you elaborate on how you exactly achieved this in Unreal Engine? The pipeline is a bit unclear to me. Which plug-in do we use, SteamVR? And how do we submit the alpha layer to SteamVR?
  7. Thanks for the detailed answer on a very specific issue on a very niche application! Much appreciated! It's good to know that the issue is not (immediately) my ignorance in networking and wifi
  8. I haven't encountered that, but you can scan the QR code with your phone and view the contents. You can then vet if it's correct JSON. The JSON should look something like this (sensitive content replaced) { "D": "DEVICE NAME (AS INPUTTED)", "U": "ORG NAME", "E": "ENROLLMENT PLATFORM PORTAL", "K": "KEYCODE (I ASSUME)", "W": "WIFI:S:SSID;T:WPA;P:PASSWORD;" } As it's simple plaintext, make sure you avoid characters for your DeviceName, WiFi SSID and WiFi password that are used in JSON syntax such as apostrophes, brackets...
  9. Hello, The Select Marker has appeared in the Vive Manager App. I'm not sure what brought it back. It might have been an update for the app or the headset. I also had to reset the headset and add it back to the Vive Manager App which might also have triggered the appearance.
  10. Hi, I've been testing the Vive Focus 3, its wifi capabilities and VBS performance the past week and I've noticed several issues. I've been testing with 4 Vive Focus 3 headsets and a pair of Ubiquiti U6E Access Points. WiFi 6E connection stability I've had considerable connection stability issue while connected via 6GHz, even when in the direct vicinity of the access point. I get frame stuttering, corrupted frames and higher latency. This while when I was testing the headsets with 5GHz, I had very good performance. I even had four headsets connected to a client at 100mbps static bitrate. However once I switched to 6GHz, I had trouble maintaining a connection to the access point, let alone establish a VBS connection. Even once I managed to establish a relatively stable connection, the performance of 6E was not good at all, especially compared to 5GHz. Roaming Aggressiveness I was testing how the Vive Focus 3 handles the handoff between two access points. I did not get it to work properly at all. The Vive Focus 3 stubbornly maintains connection to the first access point even when the headset is much closer to the second access point and the connection quality and performance was horrible. Is there any way to tweak this?
  11. Thank you! On the other system I tested OpenVRSpaceCalibrator which according to its documentation activates it automatically, so that explains that
  12. Hi, I'm trying to connect a Valve Index Controller while using a Vive Focus 3 with VBS. I've connected a Vive Tracker Dongle to the PC but when I go to SteamVR to pair the controller, I get the message 'Looking for your VR hardware' and I can't pair any devices. This set-up works on a different PC running Windows 10 but this issue is occuring on a new desktop running a fresh install of Windows 11. In attachment is an image showing that VBS is connected to SteamVR, the Watchman/Vive Tracker dongle is connected via USB and finally the error message.
  13. I've had a set of similar issues with enrolling devices. Are you at the correct stage of set-up after factory resetting your headset, with no batch configuration activated? You should see a prompt to connect your headset to Vive Manager. That's when you can activate the QR scanner. The QR scanner should also have a clear interface indicating you're in it. If it is indeed correctly, the QR code scanning is indeed rather finicky. It didn't work on my desktop monitor but it did when I opened the code on my laptop and adjusting the brightness.
  14. Hi, We're having this issue too when trying to follow the instructions for the Relocation Deluxe markers. All apps and software have been updated to the latest versions
  15. Hi all, I've also been trying to figure out the Focus 3's Aruco code scanning. I'm using PCVR with Vive Business Streaming When looking at the logs, I can tell that the Scene Alignment is activated. I also presume that to use this feature I need Unity with the OpenVR plugin (which is not mentioned anywhere in the documentation!). I followed the code example as described here and I've been getting little to no feedback. I can tell my DebugRequests are being received by the HMD, but in the Unity app I don't get any return values from it. The HMD also does not react in any way when pointed at the ArUco code. Has anyone had any success with this feature?
×
×
  • Create New...