vanheinonen Posted June 19, 2023 Share Posted June 19, 2023 Hi again! In the main menu, hand and motion controller tracking works fine without passthrough distortion, but a mixed reality experience made with Unreal, for example, suffers from a strange distortion phenomenon. There is distortion around the hand or controller - even if hand tracking is not enabled from the Vive Open XR plugin. If you turn off hand tracking at the system level, then it won't distort Unreal either. So the problem is two-fold: 1) That the passthrough is distorted in general 2) system-level hand and motion controller tracking "bleeds through" to the Unreal Engine mixed reality app. Is this distortion problem something the developer can fix, or is it possibly a feature of the platform (and requires some firmware fix)? - using the latest OpenXR for mobile plugin - using UE 5.1.1 - Vive XR Elite with 1.3.999.352 In this video I use Open Brush as an example, but the same thing happens with any Unreal build. Htc Vive Xr Elite Mobile Openxr Distortion-1.m4v Link to comment Share on other sites More sharing options...
Shirly.H Posted July 31, 2023 Share Posted July 31, 2023 Hi @vanheinonen Thank you for your feedback. The symptom you mentioned is the side effect of the feature called Scale Mode for hand tracking. The mode allows the user to locate the position of the objects more precisely in the real world via passthrough. Developers can switch the mode based on their preference. If the developer doesn't change the mode, the default mode is Scale Mode in SDK version 5.2.1 and above. The WAVE SDK version of the launcher is the latest version so the mode is View Mode which won't cause the side effect. 1 Link to comment Share on other sites More sharing options...
vanheinonen Posted August 15, 2023 Author Share Posted August 15, 2023 Awesome, thank You! I wasn't able to figure out, where that mode can be set in Unreal Engine, could you kindly advice how to change it? Many thanks! Link to comment Share on other sites More sharing options...
rAsksThings Posted October 6, 2023 Share Posted October 6, 2023 Hey, I have the same issue with my application in unity. But I'm not able to find any instruction on how to change the mode? Link to comment Share on other sites More sharing options...
Alex_HTC Posted October 6, 2023 Share Posted October 6, 2023 Currently, we have apis for changing quality/scale only in our wave sdk, not yet through openxr. Those apis that change visual quality or focus are at https://hub.vive.com/storage/docs/en-us/UnrealPlugin/Unreal_PassthroughQualityPerformance.html Link to comment Share on other sites More sharing options...
VIVE_chengnay Posted October 11, 2023 Share Posted October 11, 2023 Hi @rAsksThings, For Unity, please check this out. Link to comment Share on other sites More sharing options...
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