Jump to content

Search the Community

Showing results for tags 'bug'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • VIVE
    • VIVE Community Forums
    • VIVE Technical Support
    • VIVE Developer Forums

Blogs

  • Viveport Blog
  • Viveport Reviews
  • Viveport SDKs and Downloads
  • Developer Blog
  • Vive Blog

Categories

  • Files

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


About Me

Found 18 results

  1. Hi, Wasn't sure where to really put this as its a bit more of a "bug report" than asking for support. I have been working to get the Focus 3 and a project ready for an upcoming release over the past week. As I was testing my project on the headset (standalone, not tethered) I encountered consistent crashing after completing specific actions in the project. The issues were hard to debug but I eventually figured out that it was a "Play Haptic Feedback" node which was causing the crash. I have primarily worked with the Quest 2 in the past, an had not experienced any crashes like this with that headset. I'm not sure if this issue with the crashing is hardware or software related, or if its more to do with how Unreal Engine (5.2 in this case) is handling it. When tethered and running from a PC, the issues do not occur. I just wanted to add this information here to provide awareness for any HTC employees as its an issue that doesn't seem provide any kind of debug logs. It seems like the haptics need some sort of clamp value so the crash doesn't happen? Again, I'm not super sure what exactly is handling it, whether its Unreal or hardware but hopefully this helps others in future! Thanks Kat 🙂
  2. Hello, Sometimes, some of my Focus3 return to the HTC Lobby and gets out of the Kiosk mode. It usually happens after a crash of the application running in the kiosk mode. Is it possible that the kiosk mode crashes ? I had the undertanding that this was not supposed to happen, that if my app crashes, the Kiosk mode relaunches it instead of going back to the lobby. Can I prevent this in any way ? Thanks !
  3. We are building for multiple platforms including oculus and as such we switch the XR plug-in at build time as required, but Wave XR runs whether it is supposed to be active or not. This results in logs being spammed as Wave XR is failing to find the device as it is running on a Quest 2. Wave XR adds a scripting define when it is enabled, but it seems this is not actually used to ifdef out the code that is registered as [RuntimeInitializeOnLoadMethod]. Please can we get a fix for this as it is making debugging more difficult on other platforms without having to completely remove the Wave XR packages from the project. Repro steps: Build with any other XR plug-in enabled and Wave XR disabled. Run and observe that the Wave XR code still runs and spams logs.
  4. When setting play boundaries, I can set up a simple room no problem. The issue is trying to set multiple rooms. I can trace the whole outline of the two rooms but the play boundary won't set it right after I complete the trace. I'll have one room boundary that looks okay but the boundary from the other room will just extend from the door entry to the other end with the play boundary the width of the door entry. I can't seamlessly walk from room to room because of this. Another BIG thing with setting the boundary is that you can't trace out an area and then add on to it. You have to trace the WHOLE proposed area. I find it dumb. Compared to other VR devices like the Quest, I can trace out a room, then add onto the area by tracing out another room and connecting it. The other problem is that if you mess up the tracing by accidentally making a squiggly line, I'll have to retrace the whole proposed area again because the boundary will set to the little overlap the squiggly line made, or the boundary won't cover the whole area because of it. This issue is the same for the mixed reality setup. I can set the walls of a room, but I have to redo the whole setup to add another room. I also don't know how to set the play area to the mixed reality room because the play boundary is the only thing I see, and I have to constantly set it again and again whenever I move around. Please fix this.
  5. Hi. I have a very annoying bug that throws me an error every frame that looks like this : Sometimes the error doesn't pop and this is what is displayed : This basically makes debuging the headset a real pain because there are Wave XR debugs everywhere, what can we do to disable it ?? Override LogFlag does nothing I don't even use wrist trackers, please help me with this I can't work without proper logs @Tony PH Lin @chengnay @Vivi Wu
  6. The feedback/suggestions I have: Because the OS is based off an Android, I think it would be really cool to see Nearby Share support for things like transferring files to/from the headset (like for sending screenshots and recordings to your phone) and sharing WiFi credentials to the device to make it super easy and seamless. Nearby Share was also recently opened up to Windows officially so this would could be used to transfer files to a Windows PC as well in the same implementation. I'm not sure if there is a rule stopping you like needing to offer the Play Store on an Android device that supports Nearby Share but it seems worth looking into since there are unofficial ports to get it working on Mac as well and possibly future support down the line with how Google frequently develops comparable apps for macOS and iOS. If Nearby Share can't be used, maybe at least a wireless transfer option if you are connected to a PC via the Vive Streaming Hub. I'm not sure how else to get files off of the headset except maybe over USB or accessing a cloud service through the browser but something wireless and with no extra login would be amazing. Frequently on the keyboard, I click what I think is like a shift key but it ends up being caps lock. I feel like the default for most virtual keyboards is to treat it as a shift key meaning you click it once and it will capitalize the next letter but then go back to lowercase. The current keyboard stays capitalized until you unselect it however which gets annoying quickly when entering passwords with some capital and some lowercase. It might be personal preference but also considering what the unofficial standard is from my experience as well, I think making it consistent with other platforms to reduce friction would be a good decision. You could also keep the caps lock option by implementing it how I frequently see where the first click is shift and if you click it again, it acts as caps lock and keeps everything capitalized. This one should be pretty simple and might be considered a bug but from the Vive Manager android app, you cannot select whether you want to use MAC randomization or not while entering WiFi credentials. This is important to me because I live on a college campus with managed WiFi and we need to put all of our devices on an allow list to get connected so I need to be able to quickly find the real device's MAC address This leads to a part 2 of this feedback where I think the device MAC address should be easy to find in the device settings. From what I can tell, you can find the "current" MAC address in device settings but that only works after you are connected to WiFi. To get my headset's MAC address, I had to enable the hotspot on my Windows PC, connect it to that network, view the MAC address from my PC, add it to my account, then reconnect the headset to the real WiFi. Without another device I'm not sure how I would figure it out which ruins the "standalone" aspect of the headset for many college students. Lastly, I think it would be nice to have a section for release notes after an app or game was updated. Currently, you can click the kebab menu button on a title to see more details like storage size and description so I think a release notes option would be great especially since this is already provided on my Steam games but not for my VivePort games. The bugs/issues I found: Phone mirroring is not working for me on my Pixel 7 Pro running Android 14. When I get all of the permissions set and open the app on my headset, it just puts my phone to this screen of cast devices (see image below) but the headset never appears there. Is the headset supposed to show up in this menu or is this menu not supposed to show up at all? My phone is on the same wifi as the headset and as you can see, other cast devices work correctly because the school does setup a personal area network for each user's devices so they can still see each other. I think the OS does not have anything handling 2FA prompts right now? Like when I try to login to my Google account which has a passkey, at the part where Windows will usually prompt me for my PC password to input my credential like using my passkey or a saved password etc, (see screenshot below for example) the Google login just gets stuck. So maybe it's just the passkey support that needs to be handled? I'm not sure but I also have things like SMS 2FA and a 2FA code generating app but I cannot even get to those options for the login because it gets stuck on the part that calls the native OS authentication prompts first. Best, Nick
  7. Hi! We've encountered a problem in Unity with the Wave SDK and managed to reproduce in in the sample project. If I put the headset to sleep mode and turn it back on, the controllers don't regain tracking properly in a Unity app. If I press the home button, the controllers are properly tracked on the overlay, but not in-app. The issue if visible on the following recording I've made with the sample project provided by the SDK (Assets\Samples\VIVE Wave XR Plugin\5.1.1-r.4\XR\Controller). After coming back from sleep mode, the left controller is not tracked any mode. Looking at the UI display the controller's position readout is correct, the model is just not updating (the video resolution is low but the numbers showing the controller positions are correct). Strangely the only thing that works on the left controller is the thumbstick proximity sensor and pressing it, nothing else is updating. Unity Focus 3 tracking lost after sleep modec - GIF - Imgur Details: Unity 2021.3.16f1 Input System 1.4.4 VIVE Wave XR Plugin 5.1.1-r.4 VIVE Wave XR Plugin - Essence 5.1.1-r.4 VIVE Wave XR Plugin - Native 5.1.1-r.4 WaveXR Plugin provider turned on in XR Plug-in Management
  8. Hello! The following is a bug report: We're currently facing a major problem in our HTC Vive Focus 3 support which confuses our customers and blocks our future endeavors with this device. Symptoms are: when the user resumes an Unreal activity from another VR content (including the lobby), then Unreal crashes with the following stack trace (see full log attached as a file): 01-02 17:14:20.548 22007 22049 D UE4 : [2023.01.02-16.14.20:548][462]LogViveOpenXRAndroidHMD: Wave OpenXR OnEvent 01-02 17:14:20.665 22252 22252 E DEBUG : failed to readlink /proc/22116/fd/196: No such file or directory 01-02 17:14:20.665 22252 22252 E DEBUG : failed to readlink /proc/22116/fd/205: No such file or directory 01-02 17:14:20.700 22252 22252 F DEBUG : *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** 01-02 17:14:20.700 22252 22252 F DEBUG : Build fingerprint: 'HTC/kona/kona:10/QKQ1.210528.001/749:user/release-keys' 01-02 17:14:20.700 22252 22252 F DEBUG : Revision: '0' 01-02 17:14:20.700 22252 22252 F DEBUG : ABI: 'arm64' 01-02 17:14:20.700 22252 22252 F DEBUG : Timestamp: 2023-01-02 17:14:20+0100 01-02 17:14:20.700 22252 22252 F DEBUG : pid: 22007, tid: 22116, name: Thread-6998 >>> com.vrm.unreal.OpenXRSample <<< 01-02 17:14:20.700 22252 22252 F DEBUG : uid: 10142 01-02 17:14:20.700 22252 22252 F DEBUG : signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0x7b5907a844 01-02 17:14:20.700 22252 22252 F DEBUG : x0 0000007c5f2a20e0 x1 0000000000000000 x2 0000000000000000 x3 0000007c7e186424 01-02 17:14:20.700 22252 22252 F DEBUG : x4 0000007c7e186424 x5 000000000000000c x6 0000000000000002 x7 00000000000ffe2c 01-02 17:14:20.700 22252 22252 F DEBUG : x8 0000007b5907a840 x9 0000000000000000 x10 0000000000000000 x11 0000000000000000 01-02 17:14:20.700 22252 22252 F DEBUG : x12 0000007c17090198 x13 0000000000000000 x14 0000000000000018 x15 00000000000008b5 01-02 17:14:20.700 22252 22252 F DEBUG : x16 0000007c9152cd50 x17 0000007d7f07e350 x18 0000007c4cbc8000 x19 0000007c5f2a20e0 01-02 17:14:20.700 22252 22252 F DEBUG : x20 0000007c5907b020 x21 0000007c7e187020 x22 0000007c17090188 x23 0000007c5f2a20e0 01-02 17:14:20.700 22252 22252 F DEBUG : x24 0000007c17090190 x25 0000007ce9922358 x26 0000007c17090198 x27 0000000000000020 01-02 17:14:20.700 22252 22252 F DEBUG : x28 000000000000f317 x29 0000007c7e186350 01-02 17:14:20.701 22252 22252 F DEBUG : sp 0000007c7e186310 lr 0000007c8b03db04 pc 0000007c8b03dd20 01-02 17:14:20.896 22252 22252 F DEBUG : 01-02 17:14:20.896 22252 22252 F DEBUG : backtrace: 01-02 17:14:20.896 22252 22252 F DEBUG : #00 pc 00000000094b2d20 /data/app/com.vrm.unreal.OpenXRSample-ZUC-F4sapH4CuB9fxXGFGA==/lib/arm64/libUE4.so!libUE4.so (offset 0x8152000) (FMallocBinned2::Private::GetOrCreatePoolInfo(FMallocBinned2&, void*, FMallocBinned2::FPoolInfo::ECanary, bool)+348) (BuildId: 975e8c85fa0e5b94f5e911eb84d30d0cd60c997e) 01-02 17:14:20.897 22252 22252 F DEBUG : #01 pc 00000000094b2b00 /data/app/com.vrm.unreal.OpenXRSample-ZUC-F4sapH4CuB9fxXGFGA==/lib/arm64/libUE4.so!libUE4.so (offset 0x8152000) (FMallocBinned2::FPoolList::PushNewPoolToFront(FMallocBinned2&, unsigned int, unsigned int)+168) (BuildId: 975e8c85fa0e5b94f5e911eb84d30d0cd60c997e) 01-02 17:14:20.897 22252 22252 F DEBUG : #02 pc 00000000093d5338 /data/app/com.vrm.unreal.OpenXRSample-ZUC-F4sapH4CuB9fxXGFGA==/lib/arm64/libUE4.so!libUE4.so (offset 0x8152000) (_ZN10TGraphTaskI22FTriggerEventGraphTaskE11ExecuteTaskER6TArrayIP14FBaseGraphTask22TSizedDefaultAllocatorILi32EEEN13ENamedThreads4TypeE+636) (BuildId: 975e8c85fa0e5b94f5e911eb84d30d0cd60c997e) 01-02 17:14:20.897 22252 22252 F DEBUG : #03 pc 000000000951d9f8 /data/app/com.vrm.unreal.OpenXRSample-ZUC-F4sapH4CuB9fxXGFGA==/lib/arm64/libUE4.so!libUE4.so (offset 0x8152000) (FQueuedThread::DoWork(IQueuedWork*)+1304) (BuildId: 975e8c85fa0e5b94f5e911eb84d30d0cd60c997e) 01-02 17:14:20.897 22252 22252 F DEBUG : #04 pc 00000000094e4c40 /data/app/com.vrm.unreal.OpenXRSample-ZUC-F4sapH4CuB9fxXGFGA==/lib/arm64/libUE4.so!libUE4.so (offset 0x8152000) (FMallocBinnedGPU::InitMallocBinned()+2876) (BuildId: 975e8c85fa0e5b94f5e911eb84d30d0cd60c997e) 01-02 17:14:20.897 22252 22252 F DEBUG : #05 pc 00000000092a2944 /data/app/com.vrm.unreal.OpenXRSample-ZUC-F4sapH4CuB9fxXGFGA==/lib/arm64/libUE4.so!libUE4.so (offset 0x8152000) (FVulkanCmdBuffer::FreeMemory()+612) (BuildId: 975e8c85fa0e5b94f5e911eb84d30d0cd60c997e) 01-02 17:14:20.897 22252 22252 F DEBUG : #06 pc 000000000929cc7c /data/app/com.vrm.unreal.OpenXRSample-ZUC-F4sapH4CuB9fxXGFGA==/lib/arm64/libUE4.so!libUE4.so (offset 0x8152000) (FVulkanCommandListContext::RHIBeginTransitions(TArrayView<FRHITransition const*, int>)+768) (BuildId: 975e8c85fa0e5b94f5e911eb84d30d0cd60c997e) 01-02 17:14:20.897 22252 22252 F DEBUG : #07 pc 00000000092a8564 /data/app/com.vrm.unreal.OpenXRSample-ZUC-F4sapH4CuB9fxXGFGA==/lib/arm64/libUE4.so!libUE4.so (offset 0x8152000) (FVulkanCommandListContext::RHIDrawIndexedPrimitive(FRHIIndexBuffer*, int, unsigned int, unsigned int, unsigned int, unsigned int, unsigned int)+1332) (BuildId: 975e8c85fa0e5b94f5e911eb84d30d0cd60c997e) 01-02 17:14:20.897 22252 22252 F DEBUG : #08 pc 000000000a865af8 /data/app/com.vrm.unreal.OpenXRSample-ZUC-F4sapH4CuB9fxXGFGA==/lib/arm64/libUE4.so!libUE4.so (offset 0x8152000) (FRHIAsyncComputeCommandListImmediate::ImmediateDispatch(FRHIAsyncComputeCommandListImmediate&)+1488) (BuildId: 975e8c85fa0e5b94f5e911eb84d30d0cd60c997e) 01-02 17:14:20.897 22252 22252 F DEBUG : #09 pc 000000000a867928 /data/app/com.vrm.unreal.OpenXRSample-ZUC-F4sapH4CuB9fxXGFGA==/lib/arm64/libUE4.so!libUE4.so (offset 0x8152000) (FRHICommandListExecutor::ExecuteInner(FRHICommandListBase&)+2564) (BuildId: 975e8c85fa0e5b94f5e911eb84d30d0cd60c997e) 01-02 17:14:20.897 22252 22252 F DEBUG : #10 pc 000000000a869740 /data/app/com.vrm.unreal.OpenXRSample-ZUC-F4sapH4CuB9fxXGFGA==/lib/arm64/libUE4.so!libUE4.so (offset 0x8152000) (BuildId: 975e8c85fa0e5b94f5e911eb84d30d0cd60c997e) 01-02 17:14:20.897 22252 22252 F DEBUG : #11 pc 000000000a85527c /data/app/com.vrm.unreal.OpenXRSample-ZUC-F4sapH4CuB9fxXGFGA==/lib/arm64/libUE4.so!libUE4.so (offset 0x8152000) (GetTypeHash(FDepthStencilStateInitializerRHI const&)+1176) (BuildId: 975e8c85fa0e5b94f5e911eb84d30d0cd60c997e) Environment: Vanilla Unreal Engine 4.27 (downloaded from Epic Launcher) Vive OpenXR Android plugin 1.0.3* (downloaded from Download: OpenXR for Mobile - Developer Resources (vive.com)) the HTC provided OpenXR sample unmodified (downloaded from Download: OpenXR for Mobile - Developer Resources (vive.com)) Using Vulkan as rendering backend (we can't use OpenGL ES) packaged in Development configuration Device info (see also attached property list through ADB) Release version: 5.4 System version: 5.0.999.676 Wave SDK Version: 5.1.0-u02 Steps to reproduce: Package OpenXR example project via the editor for Android with ASTC textures. Install the result with the generated batch files Launch the example app Go back to lobby via the Vive menu (don't "Quit content"!) Launch the example app again, this time though the OS tries to resume still alive activity Crash happens while a loading spinner is displayed and after which the user is thrown back to lobby. We could reproduce this with our own content as well, not only the example project. Desired outcome: The user should resume previous activity from the state where they left it by some other VR activity. (this works fine on Meta Quest 2 and Pro) Actual outcome: When the user is attempting to resume a previous VR activity written in Unreal Engine 4.27, they're thrown back to the lobby instead (with the crash logged in logcat) I hope this is enough information for resolving this problem. Thanks in advance! Appendix: * I noticed the download page mentions version 1.0.4 released in December, but the documentation PDF, the plugin and the example are all versioned 1.0.3. Is that a typo, or the artifacts are not uploaded yet? logcat_2023-01-02_17-13-54.6.log VF3_Props.txt
  9. VIVE Pro 2 VIVE Console 2.0.18.2 SteamVR 1.18.7 Unity Engine 2021.1.0f1 OpenXR plugin 1.3.1 Open a Scene (can be completely empty) Go to project settings Go to XR Plug-in Management Enable OpenXR Go to OpenXR Set Play Mode OpenXR Runtime to SteamVR (or System Default if SteamVR is the System Default OpenXR runtime) Click the Play button in the Editor Observe crash The crash logs which I am unable to provide indicate a Segmentation Fault. This is a frequent, intermittent issue. Unity generally crashes every 3 play attempts give or take. Any help is greatly appreciated. Thank you.
  10. VIVE Pro 2 VIVE Console 2.0.18.2 SteamVR 1.18.7 Unity Engine 2021.1.0f1 OpenXR plugin 1.3.1 Open a Scene (can be completely empty) Go to project settings Go to XR Plug-in Management Enable OpenXR Go to OpenXR Set Play Mode OpenXR Runtime to SteamVR (or System Default if SteamVR is the System Default OpenXR runtime) Click the Play button in the Editor Observe crash The crash logs which I am unable to provide indicate a Segmentation Fault. This is a frequent, intermittent issue. Unity generally crashes every 3 play attempts give or take. Any help is greatly appreciated. Thank you.
  11. Good day ! Everything was good BUT after May 20th (2021 year) update of Firmware headset to version (2.0.0.361) - after this update I have Extremely bad resolution + shimmer (flicker) on contours like any anti-aliasing turned off. I tried everything. Reset VIVE software, Graphics card driver, Graphics card firmware, full re-instal Windows-10, do manually settings in Config\default (turn off auto resolution and other..), settings in SteamVR --- Nothing. No effect. I'm sad and tired. I just exhausted by infinity attempt to fix that. But no one can help me, I had а conversation with VIVE Support Team in Moscow, they can't help me with it if be laconic. I will be glad for any help. GTX 1050TI G1 GAMING GIGABYTE Headset - HTC VIVE Cosmos P.S: also I didn't have Resolution Settings page in VIVE Console at time users with GTX 970 have and can set any resolution.. why ?
  12. Hello,I'm using the new input system with Oculus XR Plugin and OpenXR Plugin. I set the XR plug-in management to use OpenXR and to have HTC Vive, Oculus Touch and Valve Index inputs.After a input action's save and a Play in Editor, the Vive Controller disappear from the Input Actions. The actions already linked are still here, but I can't add new OpenXR input type.I don't know if this is a known issue. Is there a correction for that ? Unity Version : 2020.2.2f1 manifest.json of the project : { "dependencies": { "com.unity.2d.sprite": "1.0.0", "com.unity.analytics": "3.5.3", "com.unity.ide.visualstudio": "2.0.5", "com.unity.ide.vscode": "1.2.3", "com.unity.inputsystem": "1.1.0-preview.2", "com.unity.mobile.android-logcat": "1.1.1", "com.unity.nuget.newtonsoft-json": "2.0.0", "com.unity.probuilder": "4.4.0", "com.unity.progrids": "3.0.3-preview.6", "com.unity.settings-manager": "1.0.3", "com.unity.terrain-tools": "3.0.2-preview.3", "com.unity.test-framework": "1.1.22", "com.unity.textmeshpro": "3.0.3", "com.unity.timeline": "1.4.6", "com.unity.ugui": "1.0.0", "com.unity.xr.interaction.toolkit": "1.0.0-pre.2", "com.unity.xr.legacyinputhelpers": "2.1.7", "com.unity.xr.management": "4.0.0-pre.3", "com.unity.xr.oculus": "1.7.0", "com.unity.xr.openxr": "0.1.2-preview.2", "com.unity.modules.ai": "1.0.0", "com.unity.modules.androidjni": "1.0.0", "com.unity.modules.animation": "1.0.0", "com.unity.modules.assetbundle": "1.0.0", "com.unity.modules.audio": "1.0.0", "com.unity.modules.cloth": "1.0.0", "com.unity.modules.director": "1.0.0", "com.unity.modules.imageconversion": "1.0.0", "com.unity.modules.imgui": "1.0.0", "com.unity.modules.jsonserialize": "1.0.0", "com.unity.modules.particlesystem": "1.0.0", "com.unity.modules.physics": "1.0.0", "com.unity.modules.physics2d": "1.0.0", "com.unity.modules.screencapture": "1.0.0", "com.unity.modules.terrain": "1.0.0", "com.unity.modules.terrainphysics": "1.0.0", "com.unity.modules.tilemap": "1.0.0", "com.unity.modules.ui": "1.0.0", "com.unity.modules.uielements": "1.0.0", "com.unity.modules.umbra": "1.0.0", "com.unity.modules.unityanalytics": "1.0.0", "com.unity.modules.unitywebrequest": "1.0.0", "com.unity.modules.unitywebrequestassetbundle": "1.0.0", "com.unity.modules.unitywebrequestaudio": "1.0.0", "com.unity.modules.unitywebrequesttexture": "1.0.0", "com.unity.modules.unitywebrequestwww": "1.0.0", "com.unity.modules.vehicles": "1.0.0", "com.unity.modules.video": "1.0.0", "com.unity.modules.vr": "1.0.0", "com.unity.modules.wind": "1.0.0", "com.unity.modules.xr": "1.0.0" } }
  13. Hello, There is a bug in the Wave SDK for Unity with the material reflections from the skybox or from reflection probes. In the editor, the reflections appear correct, when viewed in stereo with a headset. The parallax of the reflections can be wrong depending on the axis the camera is facing : Reflections parallax is correct along +Z axis, but reversed along -Z axis and null along +/-X axis. With a correct parallax effect, the content of the reflections will appears to be behind the reflective object. But with a reversed parallax effect, the reflection will appear to be in front of the object, which is completely wrong. This was tested on a Vive Focus Plus and a Pico G2, with no difference. It was tested with the Wave SDK 3.1.6 and 3.1.4, with no difference. It was tested on Unity 2017.4 and Unity 2019.3 with no difference. On the Pico it was tested with the Pico VR SDK and it was correct, but it was incorrect with the wave SDK. Having done these tests, I think the bug is caused by the Wave SDK. I attached a unity project using Wave SDK 3.1.6 demonstrating reflections along each axis. When viewed with a headset, only the +Z reflections will look correct. If you test this unity project with an other VR SDK, They will look correct. I also attached two screenshots of the project using two SDKs. The first screenshot uses the wave SDK and the second uses the Pico VR sdk. Compare the trees in the left of the mirrors in the right and the left eyes. The left eye sees more trees in the wave sdk screenshot, but in the pico vr screenshot, it is the left eye that sees more trees. The difference is very subtle in 2D, but very visible in stereo. I hope this can be fixed. Thank you Bug Reflections WAVE SDK.zip
  14. ENGLISH : (sorry if there's some mistakes im french) Hi ! I bought an HTC Vive a long time ago (~2 years) and I was pretty happy about it, it worked well. I got some problem after like, 1 month of use, it started to do really weird things : one of the lenses was flashing and sometimes the video signal was disconnected for like 1~2 secs. Also, when the lenses were too much close from each other the video signal was disconnected. It was still working after this but after few days, the HTC Vive was not usable anymore. And the problem appeared : The HTC Vive was recognized by the Steam VR, and after like 10 secs, it wasn't recognized anymore. I contacted the support 3 times and sent the HTC Vive 3 times to them, and after each support interventions the HTC Vive worked.... For 1 day. I was thinking it was a problem during the confection of the HTC Vive but the support told me that my GPU had a problem. I got tired of it and gave up so I didn't used for like a year. But I recently had a new PC with a really good GPU and CPU, so I tried the Vive on it and : It still doesn't work. But now I'm motivated to make it work again. Can anyone help me make this HTC Vive work again ? Here is all the informations about my problem : My HTC Vive is recognized on Steam VR but when I turn on the controllers, the HTC Vive is'nt recognized anymore. There is nothing which is shown on the HTC Vive lenses. The sound works sometimes, I don't know why, (I got the Premium Audio Vive thing, I don't know if it causes problem). When the HTC Vive was still working : when lenses were too much close from each other the video signal was disconnected but when the lenses were separated, the signal came back. Those issues started when one of the lenses started to flash. Everything is up to date (Steam VR and drivers for Controllers or Link Boxes). Any help is appreciated even if it is only minor information __________________________________________________________________________________________________________________________________________________________________________________________________________________________________________ FRANCAIS : Salut ! J'ai acheté un HTC Vive il y a longtemps (~2 ans) et j'en étais plutôt content, il fonctionnait bien. J'ai eu un problème après un mois d'utilisation, il a commencé à faire des choses vraiment bizarres : une des lentilles du HTC Vive clignotait de toutes les couleurs et parfois le signal vidéo était déconnecté pendant 1 à 2 secondes. De plus, lorsque les lentilles étaient trop proches l'une de l'autre, le signal vidéo était inexistant (écran noir). Le HTC Vive fonctionnait toujours après ça, mais après quelques jours, il n'était plus utilisable. Et mon problème est apparu : Le HTC Vive était reconnu par Steam VR, et après environ 10 secondes, il n'était plus reconnu. J'ai contacté le support 3 fois et leur ai envoyé le HTC Vive à chaque fois, et après chaque intervention du support, le HTC Vive fonctionnait.... Pendant 1 jour. Je pensais que c'était un problème lors de la fabrication du HTC Vive mais le support m'a dit que mon GPU (carte graphique) avait un problème. J'en ai eu marre et j'ai abandonné, et je n'ai pas utilisé pendant un an. Mais j'ai récemment eu un nouveau PC avec un très bon GPU et CPU (processeur), alors j'ai essayé le Vive dessus et : Il ne fonctionne toujours pas. Mais maintenant, je suis motivé pour le faire fonctionner à nouveau. Est-ce que quelqu'un peut m'aider à faire fonctionner ce HTC Vive à nouveau ? Voici toutes les informations concernant mon problème : Mon HTC Vive est reconnu sur Steam VR mais quand j'allume les contrôleurs, le HTC Vive n'est plus reconnu. Il n'y a rien qui s'affiche sur les lentilles du HTC Vive. Le son fonctionne parfois, je ne sais pas pourquoi (j'ai le truc Premium Audio Vive, je ne sais pas si ça pose problème même si ça m'étonnerais). Quand le HTC Vive fonctionnait encore : quand les objectifs étaient trop proches les uns des autres, le signal vidéo était inexistant mais quand les lentilles étaient éloignées de nouveau, le signal revenait. Ces problèmes ont commencé quand l'une des lentilles a commencé à clignoter. Tout est à jour (Steam VR et drivers pour les contrôleurs ou les Link Boxes). Toute aide est appréciée, même s'il ne s'agit que d'informations mineures.
  15. Hi everyone , I bought Htc Vive Cosmos Yesterday. When i put the headset , I search in the menu (etc:Steam Library , Viveport) everthing is clean, but when I start a game ,I see in the headset the display/in game is LUMPY ! I write it down that way! You just see , when your arms moving (etc: Arizona Sunshine , Dirt rally 2.0) or some object is "pixelling" when you do nothing in the game , in the headset the game didn't "lag" just on the external monitor you see the game is lagging sometimes 40-90 FPS around , but in the headset randomly object "lumpy"... I tried every resolutions and videosettings (low-mid-high) in every games ! I have a 8700K, 2080 and 32 GB RAM's I hope everyone will understand ! @C.T. @stvnxu
  16. Hello folks, I am running into a problem interfacing with the OpenVR SDK when using two trackers with one controller. Specifically, the IVRCompositor::WaitGetPoses( ) function will sometimes return incorrectly transformed matrices to my C++ application. I was wondering if anyone has experienced a problem like this before, or if there is a known solution. The scenario: I place two VIVE trackers about 1 foot apart from one another, facing the same direction. I would expected that the matrices of each tracker (stored in TrackedDevicePose_t -> mDeviceToAbsoluteTracking) will be very similar. If I power up in this order - Tracker 1 On, Tracker 2 On, Controller On - the matrices of both trackers are indeed almost identical. However, if I power on in a different order - Controller On, Tracker 1 On, Tracker 2 On - The matrices of one of the trackers will be rotated exactly 90 degrees from what I would expect. The other tracker still retains the correct values/orientation as before. So now, even though both physical trackers are sitting in similar positions and orientations in the real world, their matrices returned by the VIVE SDK's WaitGetPoses( ) are different. In the same session, I can power on/off the controllers in different orders to change whether I get the correct or incorrect matrix values from the tracker. I am certain this is not a problem with my tracked device indices, nor a problem with overflowing array bounds, because the XYZ Position of the "Bad" Tracker is always correct - it is only the rotation of the tracker about that position in space that changes. So at least one value in every row in the matrix is what I expect. The correct Tracker[index == 3] 4x4 matrix (left) vs. the incorrect Tracker[index == 3] matrix (right) [ -0.99, 0.00, -0.17, -0.20 ] [ 0.99, -0.05, -0.12, -0.20 ] [ 0.00, 1.00, 0.00, 0.72 ] [ -0.01, 0.00, -0.99, 0.72 ] [ 0.01, 0.00, -0.99, 1.38 ] [ 0.05, 0.99, 0.00, 1.38 ] [ 0.00, 0.00, 0.00, 0.00 ] [ 0.00, 0.00, 0.00, 0.00 ] To specify the configuration I am using, my OpenVR SDK is version 1.0.10, my VIVE trackers are the newer model with the blue triangle, and my base stations are the older model. If anyone knows of a fix, workaround, or simply something to try, I would be very grateful for the help! Right now I am thoroughly stumped! Thanks! @chengnay
  17. I've uninstalled Vive software 3 times now and re-downloaded it. When I launch the Vive console app it will say that I no longer have access to the "private test program" and will kick me out of the beta updates, forcing me to run with the official patches. So basically i'm being forced to be left behind. When I try to join the beta program from Settings>Advanced>Beta Program it says "activation code not valid". This has never happened before, and is yet just another thing on a growing list of things that are broken about this product. Contacted Vive support, nothing helpful beyond uninstalling it via control panel and re downloading the software. Works for about an hour, then does the same thing.
  18. There is a bug in a clean install of the UE4 plugin. I get this error non-stop: WVRSimulator: Error: Failed to load Simulator library. This prevents me from packaging or launching the game @Tony PH Lin @Cotta
×
×
  • Create New...