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  1. Hi there, I would like to know, how accurate the VIVE Pro 2 VR-System can track motions of the head. I'm going to use VIVE Pro 2 on my research and want to know whether the tracking accuracy is enough for research paper. I want information about 6DOF. Is there any survey result on the tracking accuracy of VIVE Pro 2?(example: mean of distance between measured position and actual position) Kind regards Taichi
  2. Hey We're trying to use Hand Tracking on the Vive Pro 2 in unreal, we have it working with a normal Vive, but it gives the error in the logs: LogVHTEngine: Error: Start camera failed, retrying... LogViveHandTrackingComponent: Error: VHTEngine start failed: Camera The cameras are working correctly as they work when tested in SteamVR. According to the Aristo log its trying to start a Cosmos camera (which fails cause we're not using a cosmos), so it hangs for a while looping through looking for the camera: Start Cosmos high resolution camera error: NoCameraDevice Start Cosmos camera error: NoCameraDevice It then loops through NoCameraDevice a bunch, before giving up. I've attached the log, I'm assuming this is because the Vive Pro 2 is new and isn't supported yet, wondering when support would be added for this, and if there's a possible work around for now? Thanks Alex Aristo.log
  3. TL;DR Is there a way to effectively disable Async Reproject permanently? Is it possible to run an application at its real frame rate (<90 Hz) without interpolated frames? Context I'm working on a mixed reality project developed in Unity that runs at 30 FPS (due to heavy computation) and I am using the HTC Vive Pro 2 as the HMD. The real world frames are provided by a ZED Mini camera, attached on top of the two Vive Pro 2 front cameras. We do not use the cameras for inside-out tracking, nor the base station. In our project tracking is explicitly solved through Aruco markers and that part just works. We employ the HTC Vive Pro 2 just as a display. I noted that the rendering on the HMD suffers from a "ghosting" effect when the user turns his head around. I suppose that the problem is caused by the "Motion Reprojection" (or Async Reprojection) that is done under-the-hood to maintain a 90 Hz framerate on the HMD while our application can only provide frames at 30 Hz. Why I think it is caused by reprojection: The SteamVR Mirror Screen does not show this ghosting effect; If I disable the heavy part of computation in my app and make it run ~90 Hz, we don't see the effect any longer. Also from 30 to 90 Hz the effect seems to disappear somehow gradually. This is an image of what we perceive by looking inside the HMD. Note that the above (right) image has been created ad-hoc just to let you understand the issue, but we have no way of actually capturing the true issue as it does not appear in the Mirror Screen. The arrow in the (right) image shows the direction of the camera movement. I could not find any way to disable this feature and allow me to stream 30 Hz video stream to the HMD. Strangely enough, I took a SteamVR System report and it shows that Async Reprojection is disabled, but later in the report it shows Here's what I've tried up to now: Hit the Shift+A key binding in the SteamVR mirror screen to disable "Async Reprojection", but this did not effectively disable the reprojection (both VIVE Console and SteamVR System report show reprojected frame count >> 0) Double checked that ZED camera is not performing any inside-out tracking Created a clean new project with just ZED Mini CameraRig: by forcing the application to run a framerate < 90 Hz the ghosting effect starts to appear, and it intensifies the lower the frame rate is. I run ZED Unity Plugin's "Dark Room" demo and found out that even if the application runs at 120 FPS (as shown in Unity's Stats tab), the ghosting effect is visible when ZED Mini is set to a framerate lower than 90 Hz. Additional information: Windows 10 latest update i9-11900K NVIDIA GeForce RTX 3080 Laptop (v511.65 drivers) 64 GB RAM DirectX 12 Even if my hardware should be compatible, I cannot enable "Hardware-accelerated GPU scheduling" (windows settings tab does not show me the switch to enable it) Question Am I right on thinking that the problem is the "Async Reprojection"? If so, do you have any suggestion on how to disable it / effectively run an application at its real frame rate, i.e. without interpolated frames? @C.T.
  4. VIVE Software – Beta Release Notes Released January 17th 2022 VIVE Console [General] Added more AMD GPU supports for Vive Pro 2 higher resolution modes. [OpenXR] Allowed developers to choose between VR/MR experience for blending the content with real environment. Added support OpenXR extension “XR_HTC_facial_tracking”. Added support OpenXR extension “XR_MSFT_scene_understanding”. Added supports application depth on D3D11 graphic plugin. Fixed a game engine editor stop crash issue.
  5. VIVE Software – Public Release Notes Released January 14th 2022 VIVE Console [General] Improved on motion compensation quality. Fixed a bug where VIVE console doesn’t appear on the screen. Fixed the crashing issue when exit VR from VIVE console. [OpenXR] Enable XR_MSFT_scene_understanding. Enable XR_HTC_facial_expression for VIVE facial tracker (Experienced release). Fixed rare engine editor crash on releasing hand tracking API layer.
  6. Hey, so i just bought the vive pro 2 and when i loaded up a game i noticed that the game was extremely blurry I've measured the ipd multiple times to get the ipd accurate so that shouldn't be the problem. it is so blurry i can barely read the text that is on the screen not only that but the vive headset and the controllers are vibrating, shaking in-game. wonder what's causing that. wondering if anyone got a fix or know whats causing this
  7. VIVE Software – Public Release Notes Released October 8th 2021 Vive Console [General] Fixed a performance issue after playing certain content over long period Fixed a bug where VIVE console doesn’t show up when SteamVR monitor is minimized Hot fix for specific AMD GPUs that crashed with Vive Software update [Cosmos] Bug fixes on Vive Dashboard (Lens) Fixed a bug where Vive Lens in a rare chance will not display properly when enabling motion compensation on some workstation [Cosmos Elite] Added localization to headset button function under advance tab [Vive Pro 2] Added DSC support for newly released GPUs Fixed a bug where users may not able to select Ultra/Extreme mode when installed multiple GPUs on one system [OpenXR] Added OpenXR runtime option in Vive Console (click Menu -> Advanced -> OpenXR Runtime) Fixed an error which causes game engine to crash between the switch of editor mode and play mode Re-map VIVE Cosmos Controller to other controllers
  8. I had a flickering display which got fixed in an update, but sadly now myself and others on Reddit are seeing vertical lines with head movement. If you keep still they go away. This has been an issue on headsets before, most notably the Valve Index, but I believe the cured it by adding "Column Correction" or something. Here's an image showing the exact symptom. It's from a Reverb G2, but it's the same thing we all see... Q329F0j.jpg (2188×1460) (imgur.com) It's very distracting and immersion breaking, once you see it you can't unsee it. Some have said it was an update that brought this issue and they didn't have it before. I can't say either way for myself as my display flickered too much
  9. So I just got my Vive Pro 2. I had an original Vive, upgraded to Vive Pro in 2018( followed by the wireless adapter a year later) and now I've supported HTC again by upgrading to the VP2 and going back to wired to take advantage of higher rez and refresh rate......... So....a few questions I hope somone with knowledge can answer, first I've played with the settings in Vive console and done default display which is Ultra ( 4896x2448, 90hz) and also bumped it up to Extreme ( 4896x2448, 120 Hz)......I understand mabey not noting any difference in 90 vs 120 HZ but frankly I see zero difference in resolution or clarity over the Vive Pro at all ( Half Life Alex, No Man's Sky, Walking dead, or even Home)...I have Steam VR at default which is 100 percent I guess. Is there somthing I'm missing?.....Also, No Man's Sky seems to be a choppy graphical mess now. Granted it's been a year since I played it on Vive Pro but it was butter smooth then, so IDK if it's Vive new software or the game. Second and last, it appears that in all 3 of these games when I move my character in game, either walking or turning my head my FOV shrinks. Like dark circles or tunnel vision. If I stop moving the darkness retracts. I never noticed this before and it's game ruining for me really. In addition to all this the general FOV feels like less than the Vive Pro despite being higher on paper, the clarity seems the same or less even despite apparently being a significant jump over the Vive Pro. My specs: i9 9900k, EVGA 3090 FTW, 32 gig ddr4 3200mhz, Samsung 960 pro 1 TB M.2 SSD Somone please help me with this........and change my mind. Thanks in advance.
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