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  1. PC VR contents could now enjoy Focus 3 Wrist tracker via VIVE Business Streaming. Two modes of VIVE Wrist Tracker Enhancing hand tracking Wear on wrist to improve hand tracking experience. The buttons on Wrist Tracker can be used to open Dashboard and application menu for better playing content with hands. SteamVR will not see VIVE Wrist Tracker devices. As standalone tracked device SteamVR will see VIVE Wrist Tracker as tracked device. VIVE Wrist Tracker can be mounted on accessory and VBS will pass accessory input data from VIVE Wrist Tracker USB port to remote PC content VBS options for VIVE Wrist Tracker Go to VBS > Settings > Preferences > Tracking ☑️ Use VIVE Wrist Tracker for hand tracking VIVE Wrist Tracker will be not be a tracked device to SteamVR, instead it will be used for enhanced hand tracking. Therefore, you won’t see VIVE Wrist Tracker device in SteamVR. 🟦(Uncheck) Use VIVE Wrist Tracker for hand tracking VIVE Wrist Tracker is used as a tracked device, and VBS will emulate as VIVE Tracker to SteamVR. You will see device icon on SteamVR monitor. ☑️ Emulate VIVE Wrist Tracker as VIVE Tracker VBS will fully emulate VIVE Wrist Tracker as VIVE Tracker to PC VR contents. Existed PC VR Contents which support VIVE Tracker should be able to run seamlessly with VIVE Wrist Tracker over VBS. NOTICE: the mounting will need to change due to the mounting of VIVE Wrist Tracker are physically different to VIVE Tracker and will cause poses difference. 🟦(Uncheck) Emulate VIVE Wrist Tracker as VIVE Tracker VBS reports VIVE Wrist Tracker as standalone tracked device to SteamVR. Most contents supports VIVE Tracker could still work. Use VIVE Wrist Tracker for hand tracking: Please visit here Use VIVE Wrist Tracker as VIVE Tracker: VIVE Wrist Tracker button events & USB data Checked “Emulate VIVE Wrist Tracker as VIVE Tracker” Input binding file same as for VIVE Tracker. Contents cannot receive USB data in raw format, but VBS will translate to input events and sent as “tracker device” to contents. Unchecked “Emulate VIVE Wrist Tracker as VIVE Tracker” Input binding file is different to VIVE Tracker. Contents can receive USB data in raw format via OpenVR IVRIOBuffer interface. VBS will do no change to the data. Left tracker device name: "vive/trkerex/left” Right tracker device name: "vive/trkerex/right" OpenXR developers Support XR_HTCX_vive_tracker_interaction extension Must uncheck “Use VIVE Wrist Tracker for hand tracking” and check “Emulate VIVE Wrist Tracker as VIVE Tracker” options in VBS Support XR_HTC_vive_wrist_tracker_interaction extension (Currently support Unreal Engine only) VBS 1.12.5 (or newer) and SteamVR 1.26 (or newer) are required Must uncheck “Use VIVE Wrist Tracker for hand tracking” and uncheck “Emulate VIVE Wrist Tracker as VIVE Tracker” options in VBS Must check “Emulate VIVE Wrist Tracker as VIVE Tracker” option Button input binding with Unreal Engine For wrist tracker button input binding, both Unreal Engine and SteamVR needs to be well config. Below are the steps to setup Wrist Tracker button. Use VIVE Wrist Tracker for hand tracking In VBS Console (* VBS 1.08 is required) Enable “Hand tracking” Enable “Use VIVE Wrist Tracker for hand tracking” Connect VBS with Wrist Tracker paired, Wrist Trackers will be hidden to SteamVR due to used for hand tracking. Wrist Tracker buttons will be interpreted as controller buttons “Y” and “B” to SteamVR. You will need to bind your actions to “vive_cosmos_controller”’s “Y” and “B” buttons in SteamVR input binding interface. Left System button is used to trigger SteamVR dashboard, right Menu button is for quick menu, content won’t receive these two button events. Use VIVE Wrist Tracker as VIVE Tracker In VBS Console (* VBS 1.08 is required) Disable “Hand tracking” if you want to set tracker role to Held In Hand. Disable “Use VIVE Wrist Tracker for hand tracking” Enable “Emulate VIVE Wrist Tracker as VIVE Tracker” (This option is in VBS 1.08) Connect VBS with Wrist Tracker paired In SteamVR Settings Controllers -> Manage Trackers -> Choose tracker role which in pair, like “Left foot”, “Right foot”. At this step, action pose is automatically bound. Show Old Binding UI -> Choose your application -> Create a new custom binding file for each tracker role assigned, like “vive_ tracker_left_foot” or “vive_tracker_right_foot” “System button” on Wrist Tracker is defined as “/input/power” “Menu/Y button” on Wrist Tracker is defined as “/input/menu” In Unreal Engine Project Settings -> Input -> Action Mapping -> Click “+” to add an Action (for example it’s “TrackerButton1” and “TrackerButton2” In your MotionController component for tracker, choose the Motion Source that you previously assigned to tracker Tracker_Foot_Left, Tracker_Foot_Right In SteamVR Settings Controllers -> Show Old Binding UI Bind the action “TrackerButton1” to “/input/power” Bind the action “TrackerButton2” to “/input/menu” Now the tracker poses are reported to SteamVR as “vive_ tracker_left_foot”, “vive_ tracker_right_foot”, and button events are recognized by SteamVR as “/input/power”, “/input/menu” and then mapped to Unreal Engine as actions “TrackerSystemBtn”, “TrackerMenuBtn”. More detail: VBS for Developers - VIVE Wrist Tracker_V2.pdf VBS for Developers - hand tracking.pdf
  2. I am using the Focus 3 and Vive Business Steaming (VBS) to wirelessly run our Unity application through SteamVR, but several of our users are unable to use it due to constant Frame Loss Timeouts, resulting in both our application and SteamVR to crash. We control the systems our clients are using and provide them a dedicated router to connect to the headset with, so the headset is the only device on the network and then the router hardwired to the PC. The crash happens when exiting the main menu and loading into the application proper. In the past we have temporarily solved the issue by lowering VBS's settings, Bitrate down to 20Mbps and the graphics settings to performance, but now the problem persists even with the lowered settings. We have tried updating and degrading graphics drivers and VBS. Using the headset corded is not an option as our program heavily relies on the Eye Tracker and they can't both be plugged in at once. These problems only seem to be effecting certain clients, in house we are running an identical PC + router combo and our unable to recreate the issue. Is there anything other than connection strength that could be causing this error? Is there a way to force the headset to wait longer before termination a connection, similar to using windows registry to make it wait longer on a hanging program?
  3. I am now using Unity with OpenXR Windows to develop for VIVE XR Elite. I found out that I have to use DX11 as the graphics API to make sure streaming works well after I press the 'Play' button in Unity. But I need to use OpenGL for some packages. Once I change the graphics API to OpenGL, I found that the steaming would not work any more. I mean, there is nothing in XR Elite but the Unity works fine according to its Game view. How to use OpenGL while streaming works well? Is it possible?
  4. Issue: Applications sometimes crash during openxr initialization/startup when XR_APILAYER_VIVE_facial_tracking (ViveOpenXRFacialTracking.dll) is loaded. versions: VBS - 1.10.4 ViveOpenXRFacialTracking.dll - 0.1.6.0 Unity - 2021.3 OpenXR plugin - 1.6.0 Repro: Cannot be reproduced consistently. Happens mostly when VBS is running without steamvr and openxr is initialized manually inside unity script. Sample app: Unity application with unity OpenXR plugin v1.6.0 https://docs.unity3d.com/Packages/com.unity.xr.openxr@1.6/manual/index.html One of the OpenXR plugin samples (InterceptFeature) can be used. + simple script (attatched in files) that would start and stop openxr loader on key press. To achieve said crash: 1/ start VBS (without steamvr) 2/ start unity app 3/ press M (StartXR) 4/ if application did not crash kill vrserver.exe and goto step 3 Workaround A: Disable facial tracking layer in system registry. HKEY_LOCAL_MACHINE\SOFTWARE\Khronos\OpenXR\1\ApiLayers\Implicit - set facial tracking dword to something != 0 Workaround B: Disable facial tracking layer using DISABLE_XR_APILAYER_VIVE_FACIAL_TRACKING_1 environment variable XRSwitch.cs Editor.log htc_openxr_facial_tracking_20230118.txt crash.dmp htc_facial_tracking_crash.evtx
  5. Hi, I have a problem with smooth streaming via VBS when I try to use more than 1 headset. Every headset has it's own PC which configuration is enough to work properly - fast loading, good quality etc. But when I try to use second and another headset, I got very slow loading, buffering and worse quality. I use Ubiquiti U6 PRO (a/b/g/n/ac/ax 5400Mb/s) and all headsets are connected to it. My internet speed is around 1Gb/s. I tried multiple options in Ubiquity and VBS, but a problem still occurs. Do you have any Idea what is happening? What else can I do? Or you have your own setup that works?
  6. 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.
  7. Unreal Engine does not provide OpenVR IVRDebug interface in SteamVRPlugin, therefore DriverDebugRequest() is not available for game project use. What you need to do to use DriverDebugRequest() in Unreal Engine: Link your Epic Games account to GitHub account and get authorized by Epic Games. https://www.unrealengine.com/en-US/ue-on-github Modify and rebuilt Unreal Engine according to our GitHub repository https://github.com/ViveSW/UnrealEngine/tree/4.27-DriverDebugRequest You should be able to call DriverDebugRequest() from your Unreal project now! If you want to check our sample project for a Blueprint example: Download sample project : UE 4.27 sample projectDDRTest_Proj.zip Switch the sample project’s Unreal Engine version to your local build Generate project file for sample project Now you can open the sample project and check Level Blueprint for the example of USteamVRFunctionLibrary::DriverDebugRequest() Note: For debug usage, search for “DebugRequest” or “SendV2RParamToServer” In Steam/logs/vrserver.txt to check if DriverDebugRequest() works properly.
  8. PC VR contents could now enjoy Focus 3 Facial Tracking via OpenXR Facial tracking extension or VIVE Sense - Eye and Facial Tracking. Support information: Eye gaze supported Support combined data and separate-eye data Facial Tracking: Eye expression(blendshapes) supported Lip expression (blendshapes) supported Prerequisite: Update your Focus 3 Version : 5.0.999.646 or later Install SR Runtime (Please joint Beta program) Install or update the latest SR Runtime included in VIVE Software form SteamVR (2.1.22.1 or later)or OOBE (2.0.22.1 or later), and check your SR_Runtime status (SRanipal Runtime Version : 1.3.6.8 or later) VBS Facial Tracking for developers There are two open SDKs that VBS supports to bring Focus 3 Facial Tracking to PC contents. Choose one of the plugin below to use: [ Recommend ] Use VIVE OpenXR PC VR Install OpenXR PC VR plugin and enable Facial Tracking feature Unity - https://developer.vive.com/resources/openxr/unity/download/latest/ Unreal Engine - https://developer.vive.com/resources/openxr/unreal/unreal-download/latest/ Tutorials: Unity: https://developer.vive.com/resources/openxr/unity/tutorials/getting-data-of-facial-tracking/ Unreal Engine: https://developer.vive.com/resources/openxr/unreal/unreal-tutorials/facial-tracking/ Use VIVE Sense - Eye and Facial Tracking Install Eye and Facial Tracking plugin Install or update the Eye and Facial Tracking SDK to 1.3.6.6 or later. Tutorials: https://developer.vive.com/resources/vive-sense/eye-and-facial-tracking-sdk/documentation/ To enable facial tracking data from AIO headset: Make sure the VBS version is 1.09.8 or later Install VBS app in your headset Go to VBS > Settings > About> Version> Click Install
  9. Hi, I was previously using the Vive Pro Eye and its eye tracking features, as that has been discontinued I got my hands on a Focus 3 and its Eye Tracking Module, but now Unity is crashing upon loading into any scene that is using the eye tracking. If I disable the eye tracking the crash does not occur, and I narrowed it down to the line "Error result = SRanipal_API.Initial(SRanipal_Eye.ANIPAL_TYPE_EYE, IntPtr.Zero);" in SRanipal_Eye_Framwork.cs that is causing the crash. I have the latest SRanipal SDK (1.3.6.6), the latest SRanipal runtime (1.3.2.0) and using Unity 2020.3.31f1. I have found this guide on setting up face tracking that says I need "SRanipal Runtime Version : 1.3.6.8 or later" which doesn't seem to be out yet. https://forum.htc.com/topic/14087-vbs-pc-vr-how-to-use-facial-tracking-on-focus3/ Does the Vive Focus 3s eye tracking currently support Unity Windows OpenXR over VBS? or am I missing something else?
  10. Hello, we are trying to implement hand tracking for the Focus 3 into our Unity application. It works, but is significantly slower than expected. Our final product targets the Windows platform, the content is then streamed via WiFi 6 to the headsets. Test setup: - Unity 2021.3.6f1 - XR Plug-in Management -> Open XR + Vive Wave OpenXR feature group - Open XR: -> VIVE Wave OpenXR: Hand Tracking - > [active] - Sample scene [HandTrackingExample] from the package: [VIVE Wave OpenXR Plugin - Windows] - A [XR Controller (Action based)] component renders a controller at the wrist position using [Action: devicePosition] As one can see in the video, the hand movenment is smoothed, making it slower and dragging behind the actual position. Is it possible to turn this behaviour off, or work around it? ViveHT_Test.mp4
  11. PC VR contents could now enjoy Focus 3 hand tracking via OpenVR Skeleton Input API or OpenXR hand tracking extension. No additional porting effort is required. VBS leverages Focus 3 which easily switch between controller and hand interaction by simply pick up or put down controllers. VBS also supports pinch gesture as controller trigger button, so that you could play various VR contents with just hands. Such as The Lab: Xortex. VBS hand tracking for developers There are two open SDKs that VBS supports to bring Focus 3 hand tracking to PC contents. Developers can adopt open standard SDK to implement his hand tracking contents without being locked in proprietary hand tracking SDK. · OpenVR Skeleton Input https://github.com/ValveSoftware/openvr/wiki/SteamVR-Skeletal-Input · OpenXR hand tracking https://www.khronos.org/registry/OpenXR/specs/1.0/html/xrspec.html#XR_EXT_hand_tracking OpenXR hand tracking Tutorial: · Unity: https://developer.vive.com/resources/openxr/unity/tutorials/hand-tracking/ · Unreal: https://developer.vive.com/resources/openxr/unreal/unreal-tutorials/handtracking/ To enable/disable nature hand tracking data from AIO headset: Go to VBS > Settings > Preferences > Tracking ☑️Hand tracking Nature hand tracking enabled. VBS will emulate a controller for each hand to SteamVR and translate pinch gesture to trigger event. Therefore, contents which don’t support hand tracking can still work. Simple put down controller to switch to nature hand, pick up controller to switch back to controller mode. 🟦Hand tracking (Uncheck) Suppress nature hand tracking data VBS will still emulate hand poses (eletric hand) based on controller input status. Therefore, contents requires hand tracking can still work but not having nature hand poses. ☑️Hand tracking ☑️Hand tracking and controller at the same time With Focus 3 June FOTA update, VBS (1.08) supports nature hand tracking and controller tracking at the same time. Hence, you can use one controller and one nature hand at the same time for particular VR experience. ☑️Hand tracking ☑️Use VIVE Wrist Tracker for hand tracking VIVE Wrist Tracker will be not be a tracked device to SteamVR, instead it will be used for enhanced hand tracking. Therefore, you won’t see VIVE Wrist Tracker device in SteamVR. ☑️Hand tracking 🟦Use VIVE Wrist Tracker for hand tracking(Uncheck) VIVE Wrist Tracker is used as a tracked device, and VBS will emulate as VIVE Tracker to SteamVR. You will see device icon on SteamVR monitor. More detail: VBS for Developers - hand tracking.pdf VBS for Developers - VIVE Wrist Tracker_V2.pdf
  12. VIVE Business Streaming Software - 1.07.13a – Release notes Released May 26th, 2022 Release Highlights More Bitrates options available Support Bitrate up to 200Mbps, with new UI behavior which allows you to adjust the bitrates to fit your network setup. VBS Console – 1.07.13a Support more Bitrate settings and change the UI for better UI behavior. Support Vive Wrist Tracker to connect to accessories and provide button event raw data in Tracker mode (set to hand role). Fixed a potential launch issue on some computers due to a 2022-4 Windows updates for W10. Fixed a bug where unity sometimes could not start show correct scene due to invalided IPD value. Fixed several minimize behavior issues. Fixed a bug where sometimes SteamVR cannot restart while updating VBS. Fixed an issue which could cause VBS unable to uninstall. Finetuned VBS installation error handling to avoid stopping from a bug from windows. VBS Client (1.0.10.1) - Be sure to update through VIVE Business App Store, some of the changes require the latest client version Improved Wrist Tracker stability when using as tracker mode. Support Vive Wrist Tracker to connect to accessories and provide button event raw data in Tracker mode (set to hand role). Stability fine-tuned. Fixed open dashboard and connection type toast overlay message could show incorrect size. Fine-tuned the fixed IP connection behavior. Fine-tuned Focus 3 controller trigger clicking event.
  13. Hey, I've been trying to get hand tracking working on my Vive Focus 3 in Unity while using VBS. These are the docs I'm currently using Setup — Vive Hand Tracking SDK 1.0.0 documentation. I've not been able to get SteamVR to detect the cameras on the headset through VBS, am I right in assuming that is not supported by VBS currently and that hand tracking is Android only? Thanks in advance for any responses.
  14. VIVE Business Streaming Software 1.05.1a – Beta Release Notes Released October 15th 2021 VBS Console – 1.05.1 [General] Fixed a microphone noise issue on rare conditions
  15. VIVE Business Streaming Software 1.05– Beta Release Notes Released October 7th 2021 VBS Console – 1.05 [General] Support microphone Fixed an issue where console not exit in some conditions VBS Client - 1.0.7.11 (update through Vive Business App Store) Support microphone
  16. VIVE Business Streaming Software 1.04.0 – Beta Release Notes Released August 31st 2021 VBS Console – 1.04.0 [General] Fixed an issue which VBS fail to launch on some AMD gaming laptops Improved controller joystick movement in wireless condition [Server] Supported multiple IP display on VBS console when detecting more than one network adapters. VBS Client - 1.0.6.2 (update through Vive Business App Store) Improved content compatibility by refining the grip and skeleton actions such as Pavlov / CDC Traininglab/ Traffic Jam Improved the performance when enable “always show floor bound” on Focus 3 Fine-tuned on controller low frequency vibration events, for example, Angry birds VR
  17. VIVE Business Streaming Software 1.03.5 – Beta Release Notes Released August 12th 2021 VBS Console – 1.03.5 [General] Fixed a bug where VBS console does not completely minimized into system tray Fixed a bug where VBS console showed empty title in windows taskbar [Server] Fixed an issue could cause black screen with SteamVR 1.17.8 or order due to invalid FOV value VBS Client - 1.0.4.1 (update through Vive Business App Store) Improved prediction accuracy on controller rotation movement
  18. VIVE Business Streaming Software 1.03.4 – Beta Release Notes Released July 28th 2021 VBS Console – 1.03.4 Improved performance and stability Direct to VBS tech Forum from clicking the version number on VBS console Welcome to raise any issues and suggestions on the forum VBS Client – 1.0.4 (update through Vive Business App Store) Fixed a bug where virtual boundary could show up unexpectedly after resume
  19. VIVE Business Streaming 1.03.3 – Beta Release Notes Released July 16th 2021 Wireless Streaming Reduced stuttering and improved frame rate in wireless mode SteamVR Supported Steam VR FOV scale function Fixed a bug where SteamVR monitor will show inconsistent icon color in some cases Console Supported error code page redirection when clicking the error message on console Fixed a bug where VBS console cannot be completely minimized Content Experience Refined controller vibration levels for OpenVR contents (Be sure to update the VBS app first by sign in using your HTC Account and update VIVE Business Streaming when you see the update notification appear on the VIVE Business Streaming tile)
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