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CREWvzw

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Posts posted by CREWvzw

  1. On 4/9/2024 at 9:35 AM, JavierAvila said:

    CREWvzw thank you very much for answering my question, it's exactly what I was looking for, you have saved my life.

    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.

    image.thumb.png.eec434632c7995adcdd571d81cb80edb.png

    • Like 1
  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. On 10/11/2023 at 1:36 PM, Uncroyable said:

    Hey Alex

    Yes i'm exaclty on that step.

    I copied the Json created with  "MarkerSettingGenerator_1.5.5" on the phone and tried multiple times but i always get the error. I also tried to switch between LBE and Hybrid mode with same results.

    Here's the json file:

    markers_list.json 115 B · 2 downloads

    Thanks for your support

     

     

    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.

    • Like 1
  6. On 6/13/2023 at 1:00 PM, Jerome said:

    Hello,

    I tested with a simple UE 4.26 project with a vive Focus 3.

    Don't know if it's a problem with Unreal gine and this version but it seem Blending is done on the color intensity (if an object is white it will be "opaque", if it's 50% grey it will 50% transparent. I don't know if there the right way to pass alpha with UE ?
     

    And VR part / camera view seem not be in the same coordinate, there is a lot of parralax between VR and reallity, object doesn't fit were they should, very strange effect, I will try with UE 5.2

     

    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?

    • Like 1
  7. On 6/15/2023 at 5:21 PM, Heretiiik said:

    Hi,
    without going into too much of a detail of the poor 6E performance, there is a bug in headset's Qualcomm wifi chipset when paired with Qualcomm powered access point (which Ubiquity and for exmaple Ruckus uses) that causes this behaviour. There is currently no viable workaround but qualcomm is working on a fix which should be released in following months. In the meantime using 5GHz band or non Qualcomm based AP ( we tested Cambium XE3-4 and NETGEAR RAXE500 and both work completely fine ) is the only solution.

    As for the issues with roaming, the headsets should support 802.11r. We are currently using roaming on one of our sites and works fine. However it required a lot of tweaking on the AP side to make it work and we are using for load balancing rather than extending coverage.

    Hope this helps.
    Cheers,
    Heretiiik

    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. On 5/24/2023 at 11:43 AM, klasdjl said:

    I'm facing issues when reading the QR code it gives me an error:

    Failed: invalid json content

    Has anyonen faced the same issue? I updated the Focus 3 to the latest build and did by the instruction:

    1. Factory reset VIVE Focus 3.

    2. Make sure the generated QR code is showing on your computer screen. See Generating a QR code to enroll devices

    When i'm scanning the code i get that error. I have tried different device names etc. with no success. Any ideas?

    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. 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?

  10. 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.

    InkedIssuesTracker.jpg

  11. 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.

    • Thanks 1
  12. 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?

  13. I am trying to perform factory resets on our Vive Focus 3s but they always automatically load a batch configuration when a reset is performed.

    I assume this is because I once created a batch configuration in the Vive DMS with the option to "Store Batch Configuration On Device" activated. Because my Organisation has been enrolled in the VADMS trial, the Device Management Systems on https://business.vive.com/ have been disabled for this organisation and I am unable to create a new batch configuration with the option to "Delete Existing Batch Configuration On Device".

    To try and get around this, I opened an alternative organisation and I created a new batch configuration with the option to "Delete Existing Batch Configuration On Device" activated. I then factory reset the headset with this batch configuration and I can see that it loaded the new one. I then removed the SD card from the headset, perform another factory reset and I see that it still loads the original batch configuration! Which upon closer reading is actually what should be expected...

    So in a nutshell I am softlocked from true factory resets on our headsets, as I am unable to create a new batch configuration with the original Organisation as the old DMS system has been locked out for us. While looking around in Android Debug to try and find if I can remove the batch configuration myself, I notice the folder /mnt/cota but unfortunately I can not access that folder with the default permissions set.

    I believe this is hampering our ability to enroll these devices into our VADMS system with the QR Code method as shown by HTC VIVE in this video. Correct me if I'm wrong of course, but I keep trying to activate the QR Code Scanning by pressing the headset button three times but nothing happens.

     

  14. 3 minutes ago, C.T. said:

    If your VBS app is already up to date, you don't need to update it manually. 
    FYI, 1.0.15.7 is the latest one. and the one embedded on the 5.0.999.698 is 1.0.12.77. 

    Yes exactly. I checked the VBS App version on the headset and it's 1.0.12.77. The headset is running firmware version 5.0.999.698

    When I try to update it via the VBS Desktop app, it says it can not find the headset to update. Do I simply connect the headset via USB as the instructions say? Or should I mount the drives? Or should I uninstall the VBS App and then reinstall via the Desktop App?

  15. When using Vive Business Streaming, sometimes my computer resources get hogged and everything becomes sluggish. This usually happens when a headset is not connected to VBS, loses connection or goes standby. When looking at Task Manager, I notice SteamVR's VR Compositor taking up all GPU resources

    I haven't immediately pinned down the issue but I think I can recreate in several ways:

    1. Launch VBS, launch SteamVR and launch an Unreal Project (all without having a headset connected to VBS)
    2. Launch VBS, launch SteamVR, vonnect headset and launch an Unreal Project. After a while, the headset will switch to idle and the resource hogging starts

    All of this is alleviated by either (re)connecting the headset to VBS or closing down the programs. 

  16. Hi,

    I recently purchased a Vive Focus 3 and I would like some clarity on certain aspects. I am currently working in Unreal Engine 4.27 and 5.1.0

    From what I understand, the Wave SDK is aimed at standalone applications running on the headset. Is it possible to use features from the Wave SDK, such as passthrough underlay/overlay, when using Vive Business Streaming? Or am I then limited to OpenXR implementations?

    Is it possible to test and develop these features without constantly creating new builds? According to the documentation for VRTestApp, I can run VR Preview with it. However when I do that, I have no controllers and when running the Passthrough Overlay sample, it does not work. Is it because I am working in an OpenXR context then?

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