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Found 24 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. Hi, I've been trying to get hand detection going for my project and this is going to be a bit lengthy, because I've already tried out so many things, so here goes: First I started with hand tracking in OpenXR. I followed the tutorial described here: https://developer.vive.com/resources/openxr/openxr-pcvr/tutorials/unity/how-integrate-hand-tracking-data-your-hand-model/ Had to fix a couple of problems in the tutorial code, notably adding declaration for locations: private static XrHandJointLocationsEXT locations; And also a few other problems. So the script now compiles and runs, but unfortunately when I call res = feature.xrLocateHandJointsEXT(feature.m_leftHandle, locateInfo, ref locations);, the locations.isActive is always 0. I've debugged as far as I could, but I just don't seem to be getting hand tracking updates. Any suggestions would be very appreciated as I am not very familiar with OpenXR or unity. I'm using Unity 2021.3.5f1. Also camera is enabled in SteamVR settings and tested. It just looks like hands are either not detected or camera input is not reaching OpenXR. I also tried to create a completely new project and just run the sample code, launching HandTrackingScene.unity from the samples folder, that we can import with VIVE OpenXR for Windows. That also didn't work- same thing, the hands don't even appear. And same thing happens in Unity 2020.3.13f1. All I do is follow this tutorial: https://developer.vive.com/resources/openxr/openxr-pcvr/tutorials/unity/installing-vive-openxr-pc-vr-plugin/ And then the OpenXR setup part of this tutorial: https://developer.vive.com/resources/openxr/openxr-pcvr/tutorials/unity/how-integrate-hand-tracking-data-your-hand-model/?site=tw& And then I only run the sample project and it doesn't do anything. If I look at the code and print out a debug statement, then it is obvious that line 46 in UpdateHandData.cs always evaluates to FALSE: so the branch of: if (locations.isActive == 1) never executes. The source code of public int xrLocateHandJointsEXT(ulong handTracker, XrHandJointsLocateInfoEXT locateInfo, ref XrHandJointLocationsEXT locations) inside HandTracking_OpenXR_API seems to be closed source, so I don't know what happens beyond. I guess one more useful thing to add: I can get the hand tracking to work on Unity 2019.4.30f1 using the Hand Tracking SDK: https://hub.vive.com/storage/tracking/unity/setup.html But that requires to use OpenVR, which is deprecated in later unity versions. Unfortunately Unity 2019 is not an option for me, because I need to also run ROS-TCP-endpoint and that one only works on Unity 2020.2.x and above. I also tried out importing SteamVR plugin Version 2.7.3 (sdk 1.14.15) - February 23, 2021 into Unity 2021.3.5f1 and that allows me to use the old Hand tracking SDK with OpenVR. But that gives me two new (albeit less severe) problems: 1) Unity crashes the moment I stop my app 2) When I start my app, StemVR displays a complaint in the headset about missing actions.json file in the "Assets\StreamingAssets\SteamVR" folder. The error says: the action manifest for [Testing]<my project name> was not found. I created an empty actions.json file there and it still can't find it, so I don't know what else to try. I desperately need help on this please! I am working with a VIVE PRO headset. I am using Windows 11. Thanks.
  3. Running Steam VR - as the title says, only when exiting a game does it grey out - sometimes takes a couple games but consistently does it - reboot Steam VR and its good - can play for an hour without issue till i exit a game - i can boot up play a game for 3 minutes then try to exit and it greys out. Tired a different wireless receiver, same issue. Tried different PCI-e Slots, no change. tried moving wireless sensor, tethered does not occur - only noticed this issue AFTER upgrading to Win 11 - HTC Vive Pro, i9-12900k CPU, Nvidia 3080 GPU, 32 gig RAM, Win 11 - any help would be appreciated - thanks
  4. Hi everyone, I really need help here. I have a vive pro with the wireless adaptor. everything was working perfectly for 2-3 months. since I update StreamVR (maybe a coincidence) my helmet goes to a black screen every time I use it BUT I still hear the audio and people who are looking at the computer see what im doing in the game. Sometimes after 5min, 15 min or 30min. I reach out to tech support (amazing service) but they couldn't find the problem. We look at a tone of parameters and nothing changed. I changed the cable from the helmet to the wireless adaptor, I changed the adaptor , the antenna and the card that goes in the computer and still the same issue. The only thing I haven't try is another helmet. My guest (not a technical expert but I have some knowledge) that it's maybe the connectors in the helmet. Any advice or experience you can share with me? Any help will be appreciated. thanks a lot Eric
  5. 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
  6. Hello. I'm a Japanese student researching whether VR sickness can be improved by adjusting the frame rate. I'm sorry for my poor English, I'm running it through a translator. Let's cut to the chase. Using unity, I was able to successfully change the FPS on my PC screen using the following method. void Start () { Application.targetFrameRate=30; //30fps QualitySettings.vSyncCount = 0; } and the vSyncCount setting in unity has also been changed to "Don't Sync". However, when I connected it to the Vive pro, it automatically did this Application.targetFrameRate=-1 The value of -1 seems to be an automatic adjustment. As a result, FPS will be 90, which is the refresh rate value. But, I want the FPS value to vary between 10~90. Is there any way to prevent Application.targetFrameRate = -1? I would appreciate your advice.
  7. Hello. I'm a Japanese student researching whether VR sickness can be improved by adjusting the frame rate. I'm sorry for my poor English, I'm running it through a translator. Let's cut to the chase. Using unity, I was able to successfully change the FPS on my PC screen using the following method. void Start () { Application.targetFrameRate=30; //30fps QualitySettings.vSyncCount = 0; //This line works without it. } and the vSyncCount setting in unity has also been changed to "Don't Sync". However, when I connected it to the Vive pro, it automatically did this Application.targetFrameRate=-1 The value of -1 seems to be an automatic adjustment. As a result, FPS will be 90, which is Vive pro's refresh rate value. But, I want the FPS value to vary between 10~90. Is there any way to prevent Application.targetFrameRate = -1? I would appreciate your advice.
  8. I imported SteamVR Plugin and Vive Hand Tracking SDK from the following URL into an empty project I created in Unity Editor 2020.3.19f1. Vive Hand Tracking SDK 1.0.0 : https://hub.vive.com/storage/tracking/unity/setup.html SteamVR Plugin 2.7.3 (sdk 1.14.15) : https://assetstore.unity.com/packages/tools/integration/steamvr-plugin-32647 A When I opened the sample project(Assets/Samples/VIVE Hand Tracking SDK/1.0.0/Sample/Sample.unity) and enter Play Mode it worked fine, but when I exited Play Mode, Unity crashed. Please let me know if there is a way to exit Play Mode normally. Editor used Unity Editor 2020.3.19f1 SDK used Vive Hand Tracking SDK 1.0.0 : https://hub.vive.com/storage/tracking/unity/setup.html SteamVR Plugin 2.7.3 (sdk 1.14.15) : https://assetstore.unity.com/packages/tools/integration/steamvr-plugin-32647 Operation procedure Connect the VIVE Pro and launch SteamVR from Steam. Create an empty project in Unity Editor 2020.3.19f1. Import SteamVR Plugin 2.7.3. Import Vive Hand Tracking SDK 1.0.0. Follow the instructions in the window to complete the settings. Open the sample project(Assets/Samples/VIVE Hand Tracking SDK/1.0.0/Sample/Sample.unity) and enter Play Mode. Exit Play Mode after confirming that virtual hands are displayed. Expected result Exit play mode normally. Actual results Unity Editor crashes.
  9. Hello. Several questions for people who owned both headsets: - Do vive wands 2.0 consume more battery charge compared to 1.0? - Any jittering, sudden loss of tracking on newer wands and Pro headset? - Are base stations 2.0 more likely to fail than 1.0s? - In general, which hardware version had more problems in your experience?
  10. How can we make the PassThrough content as a texture streaming like we use a webcam? In other words, I want to render the PassThrough to a plane as a texture. Platform: Unity3D 19, Windows Device: VIVE pro
  11. I have access to two Vive Pro Headsets. They are usually used in wireless mode and everything works fine. Now I have one headset for a temporary setup in standard/wired mode and have graphical issues (see picture attached) with red, blue and green dots flying arround. I googled a bit and the usual answer was a faulty HDMI/DisplayPort cable or Link Box. I could check this with the additional hardware from the other headset: cable PC<->Link Box, Link Box itself and cable Link Box <-> headset. The issue always stays the same, Any suggestions to solve this? Hardware info: Ryzen 5 3600, 32GB RAM, Radeon RX 580
  12. I'm sure this has been around the horn a few times but i cant get my HTC Wireless Adapter to run smoothly - some applications its "OK" but others its unplayable with stuttering, pixilation and grayouts or blackouts completely - i have scoured the internet and tried every possible idea others have suggested - swapping all available PCI slots, forcing PCIe 3.0 in BIOS, uninstalling and reinstalling steam VR, Vive wirless, updating drivers and BIOS, relocating antenna to various locations ensuring line of sight - i see others with less powerful hardware boasting flawless results - i have OG Vive running the TPCast wireless and it works flawlessly but im wanting to upgrade to the better resolution of the Vive Pro or the Cosmos ( i do have both, and both the issue with the wireless ) while being wireless - my system specs are as follows.. CPU - i7 9700k Coffee Lake-S ( liquid cooled ) MoBo - Gigabyte Z390 UD BIOS vF10j ( forced PCIe v3.0 ) GPU - MSI RTX 2080 Gaming X Trio 8G running in PCIe v3.0 x16 32GB G Skill F4-3000 RAM 1 TB M.2 Crucial NVMe SSD Any help or suggestions would be greatly appreciated. I'm willing to upgrade hardware if there is a known issue but from what I've found my system should easily run this - thank you
  13. Hello guys. I'm asking for your assistance for choosing a laptop to develop VR (HTC VIVEPro) simple games in unity. just for your information, VivePro supports only and only display port. the laptop I am looking for, must not only satisfy a display port 1.2+, but also the port defined for this purpose must be wired to GPU. thank you in advance.
  14. So ive had the vive pro wireless for a while and I have mainly 2 problems. 1.The audio keeps cutting out and in till the audio cuts completely 2.the headset randomly restarts on its own every once in a while. please help I havent found a solution
  15. Hello, For a research project, we would like to know the the optical distance between the lenses and display in the Vive Pro headset. Alternatively, the physical distance and the focal power of the lenses (which we would then plug into the lens makers' equation). Could you please advise? Are there specs available online? Brooke @Jad
  16. Dear all, we were using webxr a lot either by Google Chrome or by Edge. Fire Fox currently does not support WebXR. Currently we are facing the fact that both Edge and Chrome (83) return "VR not supported", although the HTC Vive is connected and SteamVR and "Viveport VR" manually started do run and show a scene. Does anyone else face the same issue? Example: https://threejs.org/examples/?q=webxr#webxr_vr_cubes
  17. I'm experiencing an issue with Vive Pro Wireless where the view in the headset becomes pixelated then clears up again several times a second. This pixelation happens regularly and seems to correspond with the pink lines in the SteamVR performance graph screenshot attached below. It happens even if the SteamVR home is not launched with SteamVR and in every game I've tried wireless with. The system works perfectly when the headset is wired instead of wireless. When looking at task manager performance while running SteamVR home, the CPU usage doesn't seem to get over 50% and the GPU usage doesn't seem to get over 70%. Here are the things I've already tried based off of my searches: 1. Ensuring everything is up to date, particularly GeForce drivers and system bios updates 2. Set VRCompositor.exe and VRServer.exe to high priority 3. Ending as many background processes as I could 4. I tried changing the steamvr display settings and settings in the NVIDIA Control Panel but maybe not the correct ones Are there any ideas on ways to fix the regular pixelation I'm seeing? I've attached the system report text file in case it is any help. Let me know if more information is needed about anything. System: Intel Core i9-9900K CPU @ 3.60 GHz 32.0 GB RAM GeForce RTX 2080 SteamVR-2020-04-26-PM_01_10_31.txt
  18. Hello. I have a quick question to users who use the Vive Pro (or an another supported HMD) with the Wireless Adapter. Does anyone have still problems with a AM4-based platform, combined with the Wireless Adapter? Or are these problems already solved in the past time? If I may ask, which boards are you using if this problem are solved? The Disclaimer from HTC on their product page are still existing, so I'm not sure at all. I had a short conversation with the support who I tell this problem but the support said that the poblems are already solved. I saw a topic on Reddit which someone says that is depending which chipset you have on your board and it can be different between brands. (like ASRock, Asus, MSI, etc.) Also I saw a official patch or hotfix which isn't available anymore. I just need a few confirmations if possible. Best regards.
  19. Hi there, we are developing an eye test over a vive pro, and for comparison to an existing test we need to capture exactly what viewport is rendering at the original resolution (1400x1600 per eye). Does anybody think about a solution or aproach to get this. Put another camera in the rig is not the solution, we need to know which pixels are the user seeing and which not. @Corvus @MariosBikos_HTC
  20. Hi, We would like to create an AR/XR experience where individuals can play a soccer game in their real environment. So basically we would place a 360 camera on the head of the player and track his/her feet and hands with VIVE Trackers and create a virtual ball and goal. To minimize latency, we would like to upload directly the video signal that comes from the 360 camera to the headset, so we opted out streaming services. Could anyone please advice us if there is already a solution for this, or even where to start? Thank you! @Jad
  21. Want to pass along some feedback as a consumer, Vive Pro owner, Vive Cosmos owner(just got it and started trying it out since last week), Oculus Quest owner and business owner. First, let me start off by saying that the Vive Pro has been great, in many regards. The biggest strong point of the Vive Pro over other gear is the outside-in tracking which is super reliable. If I had to compare the Oculus Rift with the Vive Pro, it would be like comparing an Squier guitar with a Fender. Fender's are high precision quality and what someone wants, when budget isn't an issue. If you plan to perform or you play guitar often, Fender is your only option. While an Squier makes for a nice beater guitar. Squier is entry level only. It would be a mishap for Fender to try and compete in the Squier market. HTC taking on inside-out tracking was exactly that with the Vive Cosmos. As a business owner, one thing I've realized after owning many businesses is that you want to own your strengths and make them stronger. Market those. Don't try to compete on someone else's home turf. The inside-out tracking is what it is. Whether it's the Oculus Rift or the Vive Cosmos with the beta patches, it's only 90-95% accurate. For someone like myself who has really enjoyed games requiring exercise, accuracy, speed, etc. such as Beat Saber or Sairento VR, that super accurate tracking of the Vive Pro is great. Going backward is just not an option once I've gone Pro. That should be the first thing you put forward in any marketing campaign. It is why someone should choose the Vive over some other model. Let me ask you a question. Why do people spend $1500+ for a high end gaming PC? A lot of people do. It's because they tried out the $800 one from WalMart and found that wasn't good enough for the PC games they enjoy. They like gaming and so they find they need something that's more than 90-95% accurate. They want something that's 99.5% accurate. So AlienWare or MSi pick up that market. I realize you've got a mask coming out for the Vive Cosmos so it can do outside-in tracking, and that's great. But what I'm getting at here is marketing and development strategy. Oculus is laying the groundwork for you, introducing people to VR. They are actually doing you a favor. Now all you have to do is market yourselves correctly and you'll get a big chunk of those to upgrade into an HTC Vive or Vive Pro. Cheers, Jeremiah Johnson
  22. Hey, I'm trying to get SRWorks working on Unity so I can access the front cameras on an HTV Vive Pro. After I import the SRWorks package, open the sample scene and hit play, my Unity editor stops responding. Occasionally when I reopen the project there'll be an error suggesting there was a memory overflow (not to mention my memory rocketing to 96% lol). I'm running this on Unity 2019.2.10f1. Has anyone seen this problem before, or know how I can solve this and get SRWorks working? Thank you @Daniel_Y @Corvus
  23. Hello. I would like to develop a VR content compatible with Vivo pro, but I need voice recognition function in it. So l would like to ask you a few questions. 1. Vivo pro is equipped with the microphone. And I wonder this microphone also support voice recognition, not only the normal audio input function. 2. If it does not support voice recognition, I wondor if we can put(install?) plug-in for voice recognition in vive pro, so that we could develop a content with voice recognition function that is compatible with vive pro. / or you can put plug-in in vive pro for us. 3. If it’s possible, Please let me know what plug-in those are (the kinds of plug-in for voice recognition), and what development engine it can be used for (compatible). Will appreciate if you can give me an answer. Thank you. JH
  24. Hey, I finally got the HTC Vive through amazon brand new. I used it yesterday and set everything up and it was perfect. Today I come and try to hook everything up to get it going and everything is working but one of the controllers. They were both charging together but only one works. I'm confused since it hasn't even been 24 hours of me having it. I tried charging for another hour and reset and repairing everything. But there is still nothing happening with it. No led's no sound no connection no power. Please help Cheers
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