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About Me

  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 am trying to use the hand tracking in Focus 3 in my UE4 (4.26) project built for Steam VR. Before i start streaming form PC via cable, tha handtracking works well in the lobby, the blue hands move smoothly. Also when packaging the project for Android the tracking works well. But when i am streaming (using the ViveHandTrackingGameMode with the ViveHandTrackingPawn or the WaveVRPawn) it looks like there isn't any hand detection. Please help - how should i set it up? Thanks, Piotr
  3. Hello Everyone, In my company QBranch, we are making different tangible devices for AR/VR entertainment and professional training. Following our different customer requests and generally our own needs, we "link virtual and real" with the VIVE technologies and especially the Vive Tracker (3.0 for now) To get some inputs linked to the application, we are used to work with the pogo pins. But now, for our current project, we need some analog inputs that we can't get via pogo pins. So we decided to investigate the USB API to transfer to the PC via the Vive Tracker, all the axis you would find in a classic VIVE Controller. Following my different researches, here is all the different resources i've tried to work on to achieve my goals : https://dl.vive.com/Tracker/FAQ/HTC Vive Tracker 3.0_FAQ_v1.0_01192021.pdf https://dl.vive.com/Tracker/Guideline/HTC_Vive_Tracker_Developer_Guidelines_v1.3.pdf https://www.manualslib.com/manual/1730181/Htc-Vive-Tracker.html http://www.talariavr.com/blog/ https://www.brightdevelopers.com/communication-htc-vive-tracker-android/ https://github.com/matzman666/USBHost And many others, but here is the best I've found. I'm trying to make it running by myself for about 3 weeks now, so I finally try this forum to ask for some help from anyone, as I'm running now out of time to finish the device... We are currently dealing with the device with a development board from Texas instrument : Launchpad TM4C1294XL (an arduino-like board) The USB connection is established, everything is dealing correctly during enumeration phase, we can deal/select/ask with different USB layers and we managed to see different informations of the device. As an example, we managed to get the "Default Config" information, and run the Interface indexed "2" => String description : "Controller" Now we send the final packet with the payload defining the different "Controller inputs" we need to transfer, and nothing happen in SteamVR (tracking, top button and pogo pins are still working, but the USB gives no result in the "Controller Test Panel") Here are some questions to start this topic : - Is the Vive Tracker 3.0 still able to get some inputs informations with this API (like the 2018 version), or is it not working anymore, and this is a copy/paste error on the documentation (which is very similar to the 2018) - Is there a USB test application (on PC or Android) to send some testing inputs to the Vive Tracker, and see if we get something in the other side (in SteamVR inputs) - Is there any technical information I'm missing (Timing to send data, payload tricks, way to send it etc...) as the documentation has some mistakes I've tried to cross many different informations to get something running - Do you have some code samples of an embedded technology doing this (Arduino like or whatever) , I've found only old projects, before 2018. so I'm not sure about what I'm reading... - Is there a specific way to see the "Controller inputs" in SteamVR, as the Tracker inputs shown are only the ones linked to the pogo pins. For now, we cheated in the tracker firmware to have it shown as a VIVE Controller, so we have all the inputs (for my point of view this is more a cheat than a real solution, so I was wondering if there is something better possible) - Is There anybody here facing the same issues, or being able to tell me "hey we had it working!" - Any help please... Hope you will be able to help me and anybody trying to do the same in the world! Thanks for any help, I wish everybody a nice day, hoping we will be able to do nice things with this device soon! Cheers, Quentin MAYET
  4. Getting Started with VIVE Wave™ for Unity Developers (updated!) First download the Wave SDK : Legacy: if not yet on XR Management system (Unity 2019.4 and later e.g. if still on Unity 2018) https://developer.vive.com/resources/vive-wave/sdk/320/ Note: Porting to the VIVE Wave platform General Porting Guides from Daydream (mobile) or from the VIVE to Wave are available here: https://hub.vive.com/storage/app/doc/en-us/PortingGuide.html Please note the following quick guides below focuses on Unity scenes and code and when porting across platforms and devices but also consider graphics (depending on CPU/GPU/RAM etc.) coniderations. If your existing application used the SteamVR APIs directly, note that most of the Wave APIs have a one to one correspondence to SteamVR. So if you have a 3rd party framework that wraps SteamVR you should also be able to support the Wave SDK by mapping the APIs as shown in the VIVE porting guide. Porting from other devices using different toolkits like Unity XR Interaction (in preview) for Unity XR plugins like Wave 3.2+ or VIU (Vive Input Utility) which supports both Unity XR Management and legacy should be considered. A Quick Start Guide for developing in Unity: The following are the steps for setting up a scene with the Wave SDK (legacy) , but also see the alternative below it when using the VIU toolkit along with the Wave SDK for cross platform support for either legacy or the new Unity XR Management support. 1) For legacy Unity (pre Wave 3.2): Launch Unity and create a New Project and make sure you Switch Platform to Android in File->Build Settings... (see the getting started guide to setup Android https://hub.vive.com/storage/app/doc/en-us/UnityPluginGettingStart.html) Note: for Wave XR plugin (Unity 2019.4) use the package manager and you can also avoid Android Studio and use the built in Android support. 2) For legacy support: Import wavevr.unitypackage (Assets->Import Package->Custom Package...) 3) For legacy support: From the Project Assets window, drag and drop the WaveVR and ControllerLoader prefabs into your Scene Hierarchy window to create objects in your scene (delete or disable the existing Camera object there’s one already included in WaveVR) For Wave XR plugin support - you can use Unity XR APIs like when using any other XR plugin. 4) For legacy: duplicate the ControllerLoader in your scene (or drag another one in) and select its Type as the left controller in the Inspector window as shown above. At this point it’s up to you how to handle a second controller’s inputs (or simply handle it the same as the first) For Wave XR plugin, see samples included with the packages. 5) from File->Build Settings.., select Build and Run (make sure device is attached via USB and Developer settings on the device allows for USB debugging) VIU (more below) can use a simulator when developing for all platforms. Note if at any time you get prompted by a WaveVR plugin popup window to accept preferred settings, simply accept unless you have a good reason not to. You can safely dismiss the AndroidManifest related popup for now until you are ready to publish on Viveport (this is for indicating 3DOF vs 6DOF or both). At this point you should be able to see your empty scene with your controller on your Wave device ! Alternative Quick Start Using the VIU (Vive Input Utility) Unity plugin: There is also an additional Unity plugin for developing VR projects that can target multiple platforms and devices and is highly recommended especially for new projects or projects that don’t require extensive use of the Wave SDK APIs (although you can access both APIs at once). The Vive Input Utility: This is a Unity plugin that can support Vive, Vive Pro, Rift, Daydream, Go, Quest and the Wave SDK (e.g. Focus and Focus Plus) in addition to Unity’s XR APIs which in turn can support Windows MR and more. This is an abstraction that wraps other SDKs like the Wave SDK creating a common code base for many platforms. It’s available on the Unity Asset Store (search for VIU) or at https://github.com/ViveSoftware Steps to create the same application but using the VIU plugin: 1) Launch Unity and create a New Project and import VIU (Vive Input Utility) from the Unity Asset Store or package manager (or github) 2) Drag and drop the ViveCameraRig (or the ViveRig for additional features) into your scene and remove the existing Camera object (there is a camera already included in ViveRig) 3) Build and Run VIU Note: Since these prefabs also support other platforms you already get 2 controller support (in addition to falling back to single controller). The ViveRig adds controller support for teleporting, grabbing and toggling controller models and can be easily modified in the Inspector when ViveRig->ViveControllers is selected in the scene. Note: VIU will step through obtaining the latest Wave 4.x packages via the Package Manager when you select Wave as the target in VIU Settings (in Preferences). These settings will wrap selecting the target in XR Management settings. Support is provided at the official developer forum for the Wave SDK: http://community.viveport.com/t5/Vive-Wave-SDK/bd-p/vive-wave-sdk and VIU: https://forum.vive.com/forum/72-vive-input-utility/
  5. am using vive tracker without HMD with null driver, my tracker Semmes always breathing (sleeps), opening after 10 seconds its lost tracking, showing unable to track the tracker
  6. 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?
  7. I emailed support yesterday, but thought I'd start a topic in case anybody else has seen something similar. Basically, after some amount of time (today I got about an hour) the headset starts to lose tracking. Initially only when you look down, then when your not looking towards one of the base stations, then pretty much all the time unless you close to and looking directly at one of the base stations (presumably not long after that it'll give up altogether). From the first flickers to being completely unusable is about 5 minutes. Once the headset has been left off for a little while the tracking works fine again. To reduce variables, the camera has been turned off, bluetooth communication with the base stations disabled, tried different USB ports. Mirrored views on the PC still work, with the headset orientation still working, and the controllers still seem to track perfectly fine so it doesn't seem to be a problem with anything but the headset itself. There is a youtube video of somebody with what seems to be the same problem: https://www.youtube.com/watch?v=UqEK_PeMTeM Where the side sensors stop working until the headset has been cooled (though I'm not sure I can recommend putting toasty electronics in front of any icy air con). I've only had the Vive a few weeks. The first weekend I had it, it was going fine pretty much all day (with lots of people having a go), but recently it doesn't seem to be lasting before it conks out. Yesterday I had about 20 minutes before it started to go. I recall watching some 3D video with it when I first got it (The Day of the Doctor, if you're interested) and it started to flicker the grey screen a little, but I only had one base station sat on my desk so I didn't think anything of it and never sat through the whole thing. It's hard to tell how hot the thing is getting inside, or how hot normal operation is. The faceplate doesn't get hot (except for from my own face) and the front of the Vive is warm, which seems normal. I did check that the cables where in properly and upon removing the HDMI cable the tip of that was pretty hot (I reckon ~70 degrees, but it would be very difficult to tell). It might not even be an overheating problem as such. Maybe a lose connection on a ribbon cable as the plastic expands slightly or something, or perhaps the electrons are getting tired and taking a break.
  8. VIVE Focus 3 Software 3.0.999.134 – Release Notes Released August 4th 2021 Enhancements Improved headset tracking Optimized fan curve of the headset Hand tracking (for developers) Added a reminder to turn on hand tracking in connectivity settings when launching VR titles that support this feature Improved hand tracking, including pinch and finger occlusion Fixes Fixed the interface to show the correct screen recording icon after resuming from sleep mode Fixed a potential issue that sometimes occurred wherein pass-through showed a black screen when users resume the device from a different play area
  9. I want to track a robot in an indoor room of 20*7m and want to put Htc Vive tracker 3.0 on it and use the basestation 2.0 to track the Robot .How can I make this work? Is vive a good idea? does any one knows the acccuracy of the product ??? Thank you
  10. I was wondering if the HTC Vive Cosmos will ever get an elite kit that wont make it more expensive than just getting the HTC Vive Cosmos Elite already. I already have the Cosmos and don't wanna shell out another 900 bucks when that is the price of an entirely new headset and all. I don't understand the pricing of this stuff at all. 2 Base stations are $134.99 each, both being $269.98...2 controllers are 129.99 each or 259.98 for both and the faceplate is $199.99. IN TOTAL ALL OF THIS IS $729.96. THAT IS MORE THAN I PAID FOR THE COSMOS ORIGINALLY. If you had to spend the extra money on this stuff just to upgrade this way you would be spending a total of $1,429.95.Why why why is there no upgrade kit. If i had to pay that much just to UPGRADE to the elite I'd rather just get the valve index.
  11. Hi! I've been trying to get the Vive Pro Eye to work for a while now but am running into issues. In particular, I am unable to get the SRanipal robot tray icon to turn its eyes from orange to green and I've run out of ideas. I've been following the Getting Started guide but Step 3 says to "Make sure the VIVE Sranipal SDK works before going to the next step" and I am not entirely certain what that means in practice. It seems to be compressing a lot (like a potential whole other Getting Started Guide) into that one short sentence. I've downloaded and unzipped the SDK. I then downloaded and installed United and imported the package into the sample scene, as instructed in the SDK guide. I tried playing but nothing really happens so I can't verify if it's actually working or if the sample is just pretty plain. I've also had a bear of a time calibrating the Pro Eye. Out of the more than fifty times (over several days), I've only succeeded once, somewhere around the 30th attempt. Every other time, after following the dot, I get a "Calibration Failed" message. It would be helpful to know what exactly is causing the failure since the routine gets very frustrating if I don't know why it's failing. I've cleaned the lens, etc., but to no avail. I'm wondering if I'm missing something, the Getting Started Guide needs some serious editing, or the technology is really ready for use. Probably a bit of each...Thanks in advance for any help!
  12. Hello everyone, looking for some help with an error I have been getting lately. The vive console software gives me a "Error 210: The compositor was disconnected. Restart vive console to fix this." To preface, I will go ahead and list my pc specs as well as some troubleshooting steps I have taken so far. I have looked at several threads on this forum for the same issue but no fixes I have found in those have fixed the issue for me. PC specs: CPU- Ryzen 7 3800x. GPU - RTX 3080 10GB. 32gbs of DDR4 memory. Windows 10 64-bit. Vive Cosmos Elite VR headset. Also, I dont know if this matters but I have a 4 monitor setup, my graphics card has 3 display port slots, and 2 hdmi port slots; 2 of my monitors are hooked up by hdmi, 2 are hooked up by display port, VR headset is hooked up by display port. I should also mention that I have had this headset for a few months without issue, but I recently had to reinstall my windows OS. The issue began when i tried to reinstall the vive software after the fresh windows installation. Trouble shooting steps I have tried: 1. Checked and secured all connections. Connections are fine, I have also tried all 3 of the display port slots on the back of my GPU, as well as every USB 3.0 slot available. 2. I have contacted the customer support here. They basically had me reinstall the software from a special link, this was the same installer I was using already. After a fresh installation of the software the error persisted. 3. Someone in another thread recommended that I make sure the PhysX configuration is correct on the NVIDIA control panel. below is a screenshot what it shows. I believe it is setup right but honestly im not for sure on this. 4. I have updated my gpu drivers to the latest version. Someone in another thread said their issue was fixed by updating the VBIOS in NVIDIA control panel. I am honestly not sure how to go about doing this, in the thread they mentioned they contacted the manufacturer of their laptop and they provided them with a update. Although, my VBIOS version is newer than the one they used to fix theirs (they had like version 86.something, mine is 94.something..) Below is a screenshot of my VBIOS version. 5. Another thing I should mention is that when I use the "Display VR View" option on Steam VR, I can see what the headset is supposed to see, even while moving around. Although there is no display showing on the headset. 1 of my base stations is out of commission at the moment while its being repaired, but I was told that one station is fine as long as im on the "A" channel, so I dont think that is causing my issue. After contacting the support team, and trying to reinstall. I was asked for the headsets serial number. Having to have had to return a base station, I assumed the support tech was going to try to get me to send the headset in for repair. I told him to hold off on that for now while I tried to find a solution on this forum. Any help would be greatly appreciated!! Thanks in advance.
  13. So i just hooked up the wirless adapter, and everything was running smooth. I tried out beat saber and it works fine. I try out VRChat and I get the message "This application requires the headset and the main monitor be plugged into the same graphics card." This also happens with Sprint Vector. I've tried updating my drivers, verifying i cant change the graphics card via the nvida control panel, messed with launch options, changed conncetion mode on the wirless app, ensured the cables for the old headset were not plugged in, reset my computer after each test to verify things took. I've been told that this device can work with vrchat, I just have no idea what to do at this point to get it to work. I'm using a vive pro headset, titan z graphics card, i7-7700k CPU, 32 gigs of ram, 64-bit windows 10 opperating system.
  14. So long story short, i brought a wireless adapter about a year ago, two months into using it the display decided to stop working. I got no joy from HTC or Amazon in terms of support so i just wrote off the cost of it and put it in a cupboard, this bring us to today when i wanted to give it another go and see if i can fix it.... I cannot. The Vive headset works perfectly when using the link box, I have connected it to the link box with both the standard cable and the shorter wireless cable, both provide display, audio and tracking. When i switch to the wireless unit i have used the standard cable and the shorter wireless cable and get tracking, audio, but no display. This says to me the cables are not at fault but rather the wireless unit itself, i do not have the correct sized torx bits to take it apart right now but that is on my list to do. I am on the verge of just buying another wireless unit but do not want to waste a second load of cash if this is just going to come back and haunt me again. Has anyone experienced this issue? if so how did they fix it?
  15. Hello. I am experiencing a lot of RBG flickering pixels in my two lenses in my Pro. It started off small but has grown overtime. I am not sure if it is the cable, or the HMD itself. I would have to buy a new cable since it is out of warranty, but I don't want to risk buying a new 120 dollar cable if it isn't the source of the problem. Anyone know what issue it is most likely? Thanks! 🙂
  16. Hi! I have been having frame drops (or sluttering, idk if this term is correct) when moving while using the VIVE. I don think that my setup is the problem: Windwos 10 Pro 1903 18362.1082 AMD Ryzen 5 3600X AMD Radeon RX 5600 XT (Sapphire PULSE) 500 gb nvme. 32 gb 3600 MHZ. X570 Aorus Elite WiFi MB. I have been having this issue with every game I own, for example: Alyx, BeatSaber, Creed, Pistol Whip, etc. I have been testing on the Orange Room of VR Mark and I only have frecuent spikes in frame time when I am moving around, but when I leave the headset still, the drops are very rare. When I am moving: and when I leave the headset sit still: vrcompositor.txt: Thu Sep 24 2020 20:11:55.866 - Closing pipe steamtours (6752) because it was broken from the other end Thu Sep 24 2020 20:11:55.866 - Process steamtours (6752) disconnected (Thread(0x000001BD9F58D440/0x000) Thu Sep 24 2020 20:11:55.866 - Lost pipe connection from steamtours (6752) Thu Sep 24 2020 20:11:55.866 - ###################################################################### Thu Sep 24 2020 20:11:55.866 - Cumulative stats for pid: 6752 Thu Sep 24 2020 20:11:55.866 - Total.................. 446 presents. 0 dropped. 0 reprojected Thu Sep 24 2020 20:11:55.866 - Startup................ 446 presents. 0 dropped. 0 reprojected Thu Sep 24 2020 20:11:55.866 - Loading... 1 total.... 0 presents. 0 dropped. 0 reprojected Thu Sep 24 2020 20:11:55.866 - Timed out. 0 total.... 0 presents. 0 dropped. 0 reprojected Thu Sep 24 2020 20:11:55.866 - ###################################################################### Thu Sep 24 2020 20:11:55.866 - Total dropped frames: 61770 Thu Sep 24 2020 20:11:57.082 - External connection from C:\Program Files (x86)\Steam\steamapps\common\VRMark Demo\dlc\vrmark-performance-test\engine\bin\x64\VRMarkWorkload1.exe 14892 Thu Sep 24 2020 20:12:29.876 - Closing pipe VRMarkWorkload1 (14892) because it was broken from the other end Thu Sep 24 2020 20:12:29.876 - Process VRMarkWorkload1 (14892) disconnected (Thread(0x000001BD9F590A40/0x000) Thu Sep 24 2020 20:12:29.876 - Lost pipe connection from VRMarkWorkload1 (14892) Thu Sep 24 2020 20:12:29.876 - ###################################################################### Thu Sep 24 2020 20:12:29.876 - Cumulative stats for pid: 14892 Thu Sep 24 2020 20:12:29.876 - Total.................. 2920 presents. 13 dropped. 11 reprojected Thu Sep 24 2020 20:12:29.876 - Startup................ 819 presents. 2 dropped. 2 reprojected Thu Sep 24 2020 20:12:29.876 - Loading... 0 total.... 0 presents. 0 dropped. 0 reprojected Thu Sep 24 2020 20:12:29.876 - Timed out. 0 total.... 0 presents. 0 dropped. 0 reprojected Thu Sep 24 2020 20:12:29.876 - ###################################################################### Thu Sep 24 2020 20:12:29.876 - Total dropped frames: 130690 Thu Sep 24 2020 20:12:30.540 - External connection from C:\Program Files (x86)\Steam\steamapps\common\SteamVR\tools\steamvr_environments\game\bin\win64\steamtours.exe 9400 Things that I have tested: Reinstall games Reinstall Steam Update GPU Drivers Disable Motion Smoothing. I dont have any antivirus or anti malware installed. I dont have any monitor running in the background. Overclock GPU. Does anyone have any ideas what is happening? Thanks!
  17. Hello i recently had to reinstall my viveport, but when its just about to reach the end it stops. but when a update comes out it fixes it and am able to use the headset could someone help me figure it out what files im missing that the updates are able to fix so i dont have to wait for the next one? vivesport is installed but not the vive console.
  18. For a little while now, my headset's display has had times where it would glitch out and the display would become pretty wonky. One eye would be normal, while the other would contain a bit of both eyes, I guess? This problem appears to be directly related to the wiring that connects the headset to the linkbox, because if I were to grab a part of the cable and hit it onto the floor, the screen would fix itself and I could continue playing normally. Recently, it got more frequent and has now caused an issue with SteamVR: "Headset Display Disconnected (Error 208). This started to happen likely as a result of the countless number of times the cabling tangled itself, so I'm really not sure what I can do, if anything, at this point. Cheers, Indy
  19. Hi guys, I'm having some serious issues that mean I can't play my VIVE right now and I would really appreciate some help. A couple of weeks ago I experienced some beat sabre being quite laggy - I'm not a big tech expert so I don't really know much what I'm talking about, but other gamer friends can't seem to help either and I pretty much can't play things right now. I'm going to discuss beat sabre, because I've been using that to explore the issue. When I open the game, everything works fine. I have tried launching from desktop and from steam, as well as opening steam VR before attepmting to open the application. GPU usage of 30%. I've tried opening the settings and monitoring the graph in the bottom left, which stays at around 6 of 11.1 ms (90Hz). After one or two songs, the game suddenly becomes extremely laggy, GPU spikes to 80% usage, 20-25ms on the settings. If I open the steam menu, this spikes to over 100ms. Feels like latency issues, with the screen not catching up with my movements. Very laggy, lots of jittery movements. Makes motion sickness really terrible to deal with. Just today I also played Google Earth and Serious Sam (with my young cousin) and the problems always persisted. I've tried reinstalling steam, steam VR and the app itself. I have rolled back Nvidia drivers and updated them again. All the while I have found absolutely nothing working or even lightening the problem. I've played with the reprojection settings ... and still nothing. After restarts of the game/steamVR/PC etc I'm still finding no differences each time. It came on very suddenly, and happens every time I play on the vive now. It works seamlessly to begin with before becoming a problem. I've had the vive for almost 2 years now, light use for the most part and recently started using it a lot more. Specs are: GPU: Nvidia GeForxe GTX 1060 6GB CPU: i7-4790 @ 3.60GHz 16GB RAM I have Steam installed on a 250GB SSD with over 70GB free I have my games on a 3TB HDD with almost 2TB free If you need to know anything else, please don't hesitate to ask me - I'm so desperate to get this to start working again. :(
  20. Hello, I am trying to create a game in Unity that involves the use of Vive trackers. However, we cannot let others run the Unity project and can only give them a build/executable of the game. There are 3 Vive trackers needed (1 for hip and 2 for feet). Is there a way to have a popup at the start of game that forces users to turn on Vive trackers and assign them to certain game objects in the scene? Thank you! @chengnay
  21. My supersampling settings in FPSVR, SteamVR, or OpenVR Advanced Settings has no effect on the in-game performance or image quality. A year ago when I got my 1070 I set the overall resolution to 1.3, with all per-app values at 1.0. Now, when I try to modify the resolutions for more demanding games, there is no difference no matter what resolution steam says it's running at. I briefly managed to change the value in Assetto Corsa a while back by moving from beta to the main branch of steamvr, but the issue has popped up again. All in-game supersampling sliders work. So far I have tried reinstalling steamvr, restarting PC, restarting games + SteamVR after changing values, uninstalling ReVive + old version of OpenVR Advanced Settings. I'm using the Vive wireless adapter if that matters, but the issue has persisted since before I got it.
  22. 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
  23. so we got an cosmos elite bundle, we got a face plate coming and the elite headset stand alone are we going to get a face plate bundle? Because that's a lot of individual tech early adopters to the cosmos series have to buy to improve their tracking experience particularly if you don't own a vive og. If the cosmos elite bundle is $1699(aud) and a cosmos without a face plate is about $750 (the elite headset $1099 minus the face plate $349) so $1699 - $750 = $949 worth of needed tech, purchasing theses separately from the store is over $1,148.96 + what ever the converter cable costs( face plate $349 + controller $199.99 + controller $199.99 + base station 199.99 + base station $199.99) so that an extra $150 or so we have to pay to be on par with an elite....(I'm in Australia so sorry but I'm doing everything aud but the point is the same) its better to sell my cosmos and buy a elite bundle plus a little cash because buy the looks of things i could buy the og cosmos controllers and face plate after and have it still end up cheaper (og cosmos controllers x2 is $358 + $750 for a plateless head set + pro link box $86.99 = $1194.99 - $1299 = $104 but its the same price as the other face plate at $349). So if you want to upgrade your tracking from og cosmos its gonna cost you $2447.96 all up including you original cosmos purchase or if you bought the elite for $1699 and wanted base station freeless for some weird reason it be $2406 and just to make an additional point buy an og vive estimate 900(they aint that much but what ever) + og cosmos controllers x2 $358 + elite headset only $1099 + cosmos face plate 349 = $2706 it is literally cheaper if u own a og cosmos to buy an og vive new and an elite face plate for about the same as buying all the the other tech then you still have the option to sell the brand new og vive headset for a profit and yes you can still find them lol you can buy the vive pro starter kit for $1299 or upgrade your cosmos og to elite for + $1148.96 thats fairly brutal hell you could buy the kit sell the head set buy the face plate profit damn was only gonna see if there was gonna be some bundle for us early cosmos adopters but I'm almost certain i just convinced myself to buy a vive or pro kit new or refurb then sell the head set and buy the faceplate ....
  24. Good Day I have the MSI GP73 Leopard 8re gaming laptop. The htc vive, and wireless adaptor. Is there no way for me to instal the PCIe card externally? or any other method to make the wireless adaptor work with my laptop?
  25. Little background, I just bought the Zephyrus S GX502W enjoying it and the such. However I try to hook up my Vive and as I'm plugging my HDMI into the port, bam blue screen with error: SYSTEM_THREAD_EXCEPTION_NOT_HANDLED I plug in an external monitor to the HDMI, it works fine. I also tried reinstalling the latest graphics drivers to no avail. I'm honestly not sure what the issue is, if anyone can help I'd greatly appreciate it! Specs: https://www.asus.com/us/Laptops/ROG-Zephyrus-S-GX502/Tech-Specs/
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