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Gabor_Infinit

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  1. Hi @VIVE_chengnay, Thank you for the tip, I tested 5GHz network on two different routers. I will check the router's DFS option and let you know the result.
  2. Hi @VIVE_chengnay, I tested using USB cable for streaming and it solves the problem, however it is not an option for us. Is it possible that this problem is router type dependent? Has anyone tried Focus 3 and Ultimate tracker for PC VR Streaming with success?
  3. Hi jiunlin, Instead of a link to VBS PC SDK I see this message: Sorry, we can't show this content because you do not have permission to see it. Do I need some subscription or license to access that?
  4. As soon as I connect an Ultimate tracker to the Focus3 headset, the streaming performance indicator in Vive Business Streaming becames red, SteamVR's lobby starts stuttering. When I start a VR application SteamVR shows good refresh rate, but in the headset it is unusably slow. As soon as I switch off the tracker, VBS indicator becomes green and moving in SteamVR lobby is smooth. I use 5Ghz Wifi connection, tested with two different routers. Tested with different bitrate and transmission settings in VBS with no success. Please advice how to setup Ultimate tracker with Focus3 to use it for PC VR streaming.
  5. I have the same problem. I would like to use these features in an Unreal 5.3 PC VR application. The API uses OpenVR.Debug.DriverDebugRequest() calls, which were available in custom UE4.27 engine, where steamvr plugin was modified. In UE5.3 there is no steamvr plugin, so there is no chance to access this API.
  6. I was struggling with a similar problem with Focu3, I was not able to use OpenXR for PC VR Unreal application. On my computer I have an Oculus installation as well, so there are two OpenXR providers: Oculus and SteamVR. Altough I set SteamVR as current OpenXR runtime in SteamVR settings (you can check it in registry: HKEY_LOCAL_MACHINE\SOFTWARE\Khronos\OpenXR\1), I had to set the following environment variable as well: XR_RUNTIME_JSON=C:\Program Files (x86)\Steam\steamapps\common\SteamVR\steamxr_win64.json Summary: To use OpenXR in Unreal 5.1 (or 4.27) with Focus3 (I believe it is similar with XR Elite-Vive Streaming Hub ) Disable SteamVR plugin in your Unreal project, engine OpenXR plugin is enabled by default. In SteamVR OpenXr settings set SteamVR as current OpenXR runtime. Check HKEY_LOCAL_MACHINE\SOFTWARE\Khronos\OpenXR\1 ActiveRuntime registry key. Set environment variable: XR_RUNTIME_JSON=C:\Program Files (x86)\Steam\steamapps\common\SteamVR\steamxr_win64.json It is possible to use Unreal's built in OpenXR or ViveOpenXR plugin for Unreal (latest version is 2.0.0.). In VBMS there is a Register to enable OpenXR extensions button. It is only for OpenXR extensions such as facial tracking, it is not needed for basic VR apps.
  7. Problem solved: I had to set XR_RUNTIME_JSON environment variable to C:\Program Files (x86)\Steam\steamapps\common\SteamVR\steamxr_win64.json.
  8. I am trying this new plugin version with Vive Focus3 using VBS 1.11.8c beta, SteamVR 1.26.6 and UE 5.1 to use OpenXR in a Windows PC application. Unreal does not recognise the connected headset, VR Preview is not available. I tested the sample application and other OpenXR projects (SteamVR plugin disabled) as well. Also tried previous Vive OpenXR 1.6.0.r2 version and older UE4.27 version with no success. SteamVR set as default OpenXR provider. At this moment there is no way to get the headset recognised by Unreal through OpenXR , only if SteamVR plugin is enabled. Please advise how to setup OpenXR for Unreal 5.1 to run Windows PC application. Thanks.
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