C.T. Posted August 16 Posted August 16 VIVE Business Streaming – 1.15.11c – PUBLIC release notes Released on August 16th, 2024 VIVE Business streaming server Significant performance improvement with reduced encoding latency, especially for Ultra mode. (Available with Nvidia GPU now) [VRChat] Added support to VRCFT external module to enhance facial expression in VRChat. VRCFT is required and VBS module is available at https://github.com/ViveSoftware/ViveStreamingFaceTrackingModule [VRChat] Added hand tracking support to VRChat. [OpenXR] Fixed hand tracking flickering issue with Unity apps. [OpenXR] Fixed head-lock panel behavior with Projected Passthrough. [OpenXR] Improved hand skeleton model accuracy via XR_EXT_hand_tracking API Layer to bypass SteamVR. [OpenXR] Added support to projected passthrough of XR_HTC_passthrough extentsion. Known issue: low FPS with Ultra mode and Passthrough with AMD GPU. [OpenXR] Fixed a flickering issue with OpenXR contents, such as Beat Saber. [Enterprise] Added support for trigger emulate and table static events for VIVE Ultimate Tracker. (VBS PC SDK 0.12.1 or newer required) Enhanced controller tracking behavior by revising controller prediction. Fixed an issue where the hand tracking scalar could be incorrect. Fixed a potential issue which could cause abnormal hand tracking rotation in some contents. Fixed an issue which could prevent VIVE Wrist Trackers and VIVE Ultimate Trackers from working correctly at the same time.. Fixed wrong floor height issue with seated mode content. For example: Quantaar. Fixed a potential SteamVR crash issue when closing/restarting SteamVR. Your customized SteamVR skybox background will no longer be replaced with the VIVE Streaming background. Refined the identification of Unreal Engine contents for MR handling. Update the log pruning mechanism to stop the log size from growing unexpectedly. VIVE Business streaming app (1.0.21.14) New in-VR settings UI release. Fixed an issue which SteamVR could be restarted after headset suspend/resume with facial tracker connected. Revised reconnecting flow for better USB connection handling. Resolved a potential hand tracking data lost issue in some network environments. [OpenXR] Fixed an issue when both hands are out of FOV. [Enterprise] Fixed a bug where VB+ VBS option “Allow wireless” being overwritten.
danwrong Posted August 16 Posted August 16 I've just updated and the app and server to latest and hand tracking has stopped working. I tried re-reregistering the OpenXR extensions without success. Anyone else seen this? Any idea how to fix?
HappyTree Posted August 18 Posted August 18 안녕하세요. 저는 한국에서 VIVE FOCUS 3 를 사용중인데. 1.15.11c version 을 설치한 뒤로 VRChat 을 접속할 때, 계속 컨트롤러를 핸드트래킹으로 인식하는 현상이 나타나고 있습니다. 핸드트래킹 관련 설정을 모두 사용안함으로 바꾸었지만, 여전히 핸드트래킹으로 인식하고 있습니다. 정확하게 VRChat 에서만 그런 현상이 나타나고 있습니다. _____________________________________________________________________ Hello, I’m currently using the VIVE FOCUS 3 in Korea, and since installing version 1.15.11c, I've been encountering an issue where the controllers are consistently recognized as hand tracking devices when I access VRChat. I've already disabled all hand tracking-related settings, but the problem persists, specifically only in VRChat. Could you please look into this issue and suggest any potential solutions? Thank you for your assistance!
Rainbow_T Posted August 21 Posted August 21 Hello! We are using the VIVE Business Streaming App with a Unity App using Azure Kinect. Ever since this update of the Business Streaming App, our Unity application throws DllNotFoundExceptions for the k4a.dll of the Kinect DK. When I uninstall Business Streaming, our Unity app works again as expected, so something within the Business Streaming app is interfering here now. Is there any way to get an older version of the Business Streaming app for development purposes until a potential fix for this issue? Best regards.
vrp_vh Posted August 21 Posted August 21 (edited) Since this update. It looks like hands get deformed using the Unity XRHands package and "XR Hand skeleton driver ". Left: XRHandSkeletonDriver script from XRHands Right: HandMeshManager from experimental Vive OpenXR RealisticHandInteration Edited August 21 by vrp_vh
Linguini Posted August 26 Posted August 26 On 8/18/2024 at 1:27 AM, HappyTree said: I’m currently using the VIVE FOCUS 3 in Korea, and since installing version 1.15.11c, I've been encountering an issue where the controllers are consistently recognized as hand tracking devices when I access VRChat. I've already disabled all hand tracking-related settings, but the problem persists, specifically only in VRChat. Could you please look into this issue and suggest any potential solutions? I can attest to this issue. I am having it too. On 8/21/2024 at 3:23 AM, Rainbow_T said: Is there any way to get an older version of the Business Streaming app for development purposes until a potential fix for this issue? Seconded. I would also like to know if I can get an older version back for now (like 1.14.8a) since the new input system worked very well with that version.
Suprim Pink Posted August 28 Posted August 28 On 8/18/2024 at 1:27 PM, HappyTree said: 안녕하세요. 저는 한국에서 VIVE FOCUS 3 를 사용중인데. 1.15.11c version 을 설치한 뒤로 VRChat 을 접속할 때, 계속 컨트롤러를 핸드트래킹으로 인식하는 현상이 나타나고 있습니다. 핸드트래킹 관련 설정을 모두 사용안함으로 바꾸었지만, 여전히 핸드트래킹으로 인식하고 있습니다. 정확하게 VRChat 에서만 그런 현상이 나타나고 있습니다. _____________________________________________________________________ Hello, I’m currently using the VIVE FOCUS 3 in Korea, and since installing version 1.15.11c, I've been encountering an issue where the controllers are consistently recognized as hand tracking devices when I access VRChat. I've already disabled all hand tracking-related settings, but the problem persists, specifically only in VRChat. Could you please look into this issue and suggest any potential solutions? Thank you for your assistance! https://www.uploadvr.com/vrchat-native-hand-tracking-pc/ I saw this recently, anything relate to what your seeing? "VRChat Now Has Support For Hand Tracking On PC" since Augest 14
Illusion Walk Posted August 28 Posted August 28 we re also having crashes in unity and in builds with the new update. if we deactivate openXR Hand Tracking in the project settings the crashes disappear.
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