Jump to content

Search the Community

Showing results for tags 'htc vive pro'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


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


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


  • Files

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start



About Me

Found 7 results

  1. Hi, I work at a University and we are looking to deploy this software across some VR suites in one of our buildings. I have tried various methods but can't find a silent install switch to use with this to deploy across these machines. Is there a silent switch I can use, or is there an .msi installer etc.? Looking for something that will make silent deployment of the linked software possible.
  2. We are currently working with a few HTC Vive Pro Eye headsets for scientific research and have noticed that the pixels of the OLED panel strobe at 90Hz. We're aware this is possibly done to reduce motion blur, however it interferes with the intended use we have for them. Is it possible to turn off the pixel strobing in the HTC Vive Pro Eye? If so, how?
  3. Hello Forum, We are a group of students using HTC Vive Pro eye for Eye Tracking as part of our academic project. We need to get the eye tracking data at its maximum capture frequency, having tried the following methods we still fail to capture data at 120Hz, 1. We tried to set the Application.targetFrameRate to more than the default targetFrameRate but it did not work as the number of records did not change. We added it to the start function as in the link below: https://docs.unity3d.com/ScriptReference/Application-targetFrameRate.html 2. We tried implementing threads as mentioned in this link: https://forum.vive.com/topic/5897-getting-verbosedata-at-the-fastest-rate-possible/page/2/ . But Unity froze and the application stopped working. There are two codes, one Sample_MainThread.cs creates a new thread which creates an object of type Sample_GetDataThread.cs to get the data. There was a solution to add counter to the while loop which is in the class "Sample_GetDataThread.cs" to keep a counter and avoid unity from freezing. 3. Currently, we are using EyeDataCallback version 2 in SRanipal. We get data at 30-80 records per second and it varies. Please could someone suggest if this can be done and if yes how do we achieve it? Help will be much appreciated, Thank you!
  4. Hello ! I had the vive pro for like 7 months now. Everything was working so far. Even got full body tracking and the wireless adapter for dancing in a game called vrchat. To my problem: Whenever I used my vive via cable i had almost 0 lags whatever I did in VR Chat. Since I got the wireless adapter I am having major lag issues whenever more than 10 people + a mirror are near me. I also had A LOT of trouble with the adapter itself like not turning on anymore and suddenly disconnecting after 5 minutes. (This was the cable that went from the adapter to the powerbank) but now that I even bought a new PC with let's say, pretty ok specs I wanted to ask if anyone else has these major lag/high cpu usage problems? I get 100% cpu usage every time I am in a public world. Worth mentioning that no program is running in the backround. If I try to record something or try to be active on discord it sometimes even takes a minute until i can switch into the game and back to discord again. Also I experience a small stutter whenever I move my head to quickly. My specs are: Windows10 Motherboard: Z390 D CPU: Intel(R) Core(TM) i7 9700k CPU @ 3.60GHz with ENOUGH cooling 16GB of Ram RTX2080 SUPER I allready tried switching between the different channels. Is this normal? Thanks in advance!
  5. Hello, I am a software engineer at NASA's Johnson Space Center, and I've got some questions regarding the Vive's software interface. The objective of my team is to provide a virtual reality teleoperation interface to the Valkyrie robot, using two cameras to provide stereoscopic vision to somebody using the Manus VR gloves and HTC Vive Trackers to manipulate the robot's arms, so that they can see what they're doing. We've been using Unity to render the incoming camera images onto planes that are positioned in front of the cameras, whose resulting views are then put into the Vive screens through the black-boxy SteamVR array of scripts. However, there exist YouTube videos and other records of people being able to put incoming images into the VIVE screens directly without resorting to the roundabout methods I'm using now. I would like to know if any of you fine folks know how to access the VIVE's two screens and render JPEG images onto them. Please don't hesitate to ask for clarifications about this question! @Jad
  6. Would htc vive pro work if I buy DisplayPort 1.2 to HDMI 2.0 Active Adapter for my dell inspiron gaming 7567 laptop? My laptop does not have USB Type-C nor does it has a mini display port. It has HDMI and USB Type-A ports. Please recommend. Thanks.
  7. I have an issue with the Wireless vive program,, i have installed everything correctly and the program says "Impossible to find a headset", i followed the pictures, connected the powerbank and clicked on the wireless transmitter but nothing happens and it still says "Impossible to find a headset" (its written it french cause i am french). What do i do ? ;( https://puu.sh/F5owe/2510c04b4d.png
  • Create New...