VIVE_chengnay Posted May 3 Share Posted May 3 Hi @YVORI, Using background service and pass data through Wifi will have latency. May I know your PCVR content is using OpenVR or OpenXR? Link to comment Share on other sites More sharing options...
YVORI Posted May 3 Share Posted May 3 @VIVE_chengnay it's OpenXR. If switching to something else would help, I wouldnt mind switching. And how bad of a latency do you think (if less than 1 second it could be okay). My main concern with the background service idea, is that I might not be able to develop it, since its outside my field of expertise. Link to comment Share on other sites More sharing options...
VIVE_chengnay Posted May 3 Share Posted May 3 Hi @YVORI, I was told that currently OpenXR does not support pupil diameter. We will support in the future, will need to sync internally. Do you need this data urgently? 20 minutes ago, YVORI said: And how bad of a latency do you think (if less than 1 second it could be okay) I don't think it is less than 1 second. Do you know current refresh rate of pupil diameter is 1 sec per eye? Link to comment Share on other sites More sharing options...
YVORI Posted May 3 Share Posted May 3 Hi @VIVE_chengnay, if OpenXR does not support it, is there a way we could get pupil data by changing the VR Runtime (in Unity), even it it's a lot of work. We want to start conducting tests in mid june, so it is urgent for us. Is there any ETA for when pupil size is coming to PCVR or any way at all to get the data while streaming PCVR? While testing I did manage to get pupil data only when running in the headset with Wave SDK and it did feel like it was updating about once per second. Unfortunately we need the data through PCVR, because there are other system(s) running on the PC which interact with Unity and because our environment is performance intensive. Link to comment Share on other sites More sharing options...
JonathonHart Posted May 6 Share Posted May 6 We need pupil size this or next week for OpenXR as we are about to conduct a study. I tried SRanipal but it just crashes. Wave does not have pupil data. Link to comment Share on other sites More sharing options...
VIVE_chengnay Posted May 6 Share Posted May 6 Hi @JonathonHart, 1 minute ago, JonathonHart said: Wave does not have pupil data May I know which API did you use? Which plugin did you install? Link to comment Share on other sites More sharing options...
JonathonHart Posted May 6 Share Posted May 6 (edited) @VIVE_chengnay I used this plugin https://github.com/ViveSoftware/VIVE-Wave/blob/master/Installer/WaveInstaller.unitypackage and I am running the sample on the vive XR elite . It records everything but pupil data. See the first half of this video (this is the WAVE sample). https://youtu.be/z42L7PVsGXI Edited May 6 by JonathonHart Link to comment Share on other sites More sharing options...
VIVE_chengnay Posted May 6 Share Posted May 6 Hi @JonathonHart, It seems the video you shared is set as private. Could you check the version of Wave plugin? Open <project folder>\Packages\manifest.json, and what is the number beside com.htc.upm.wave.xrsdk? May I know which sample have you tried? Link to comment Share on other sites More sharing options...
JonathonHart Posted May 6 Share Posted May 6 @VIVE_chengnay thats odd, I double checked and its unlisted... I did set it as unlisted again just to be sure.. maybe give it another go . Here is the link again to be sure there is no number next to com.htc.upm.wave.xrsdk in the manifest.json. This is the file: { "dependencies": { "com.htc.upm.wave.essence": "https://github.com/ViveSoftware/VIVE-Wave.git?path=com.htc.upm.wave.essence", "com.htc.upm.wave.native": "https://github.com/ViveSoftware/VIVE-Wave.git?path=com.htc.upm.wave.native", "com.htc.upm.wave.xrsdk": "https://github.com/ViveSoftware/VIVE-Wave.git?path=com.htc.upm.wave.xrsdk", "com.unity.collab-proxy": "2.3.1", "com.unity.feature.development": "1.0.1", "com.unity.textmeshpro": "3.0.6", "com.unity.timeline": "1.7.6", "com.unity.ugui": "1.0.0", "com.unity.visualscripting": "1.9.1", "com.unity.modules.ai": "1.0.0", "com.unity.modules.androidjni": "1.0.0", "com.unity.modules.animation": "1.0.0", "com.unity.modules.assetbundle": "1.0.0", "com.unity.modules.audio": "1.0.0", "com.unity.modules.cloth": "1.0.0", "com.unity.modules.director": "1.0.0", "com.unity.modules.imageconversion": "1.0.0", "com.unity.modules.imgui": "1.0.0", "com.unity.modules.jsonserialize": "1.0.0", "com.unity.modules.particlesystem": "1.0.0", "com.unity.modules.physics": "1.0.0", "com.unity.modules.physics2d": "1.0.0", "com.unity.modules.screencapture": "1.0.0", "com.unity.modules.terrain": "1.0.0", "com.unity.modules.terrainphysics": "1.0.0", "com.unity.modules.tilemap": "1.0.0", "com.unity.modules.ui": "1.0.0", "com.unity.modules.uielements": "1.0.0", "com.unity.modules.umbra": "1.0.0", "com.unity.modules.unityanalytics": "1.0.0", "com.unity.modules.unitywebrequest": "1.0.0", "com.unity.modules.unitywebrequestassetbundle": "1.0.0", "com.unity.modules.unitywebrequestaudio": "1.0.0", "com.unity.modules.unitywebrequesttexture": "1.0.0", "com.unity.modules.unitywebrequestwww": "1.0.0", "com.unity.modules.vehicles": "1.0.0", "com.unity.modules.video": "1.0.0", "com.unity.modules.vr": "1.0.0", "com.unity.modules.wind": "1.0.0", "com.unity.modules.xr": "1.0.0" } } But in the package manager itself inside Unity, it says 6.0.0-r.14 Link to comment Share on other sites More sharing options...
VIVE_chengnay Posted May 6 Share Posted May 6 2 minutes ago, JonathonHart said: But in the package manager itself inside Unity, it says 6.0.0-r.14 OK, let me check and get back to you later. Link to comment Share on other sites More sharing options...
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