Zeploc Posted July 1, 2021 Share Posted July 1, 2021 Hey We're trying to use Hand Tracking on the Vive Pro 2 in unreal, we have it working with a normal Vive, but it gives the error in the logs: LogVHTEngine: Error: Start camera failed, retrying... LogViveHandTrackingComponent: Error: VHTEngine start failed: Camera The cameras are working correctly as they work when tested in SteamVR. According to the Aristo log its trying to start a Cosmos camera (which fails cause we're not using a cosmos), so it hangs for a while looping through looking for the camera: Start Cosmos high resolution camera error: NoCameraDevice Start Cosmos camera error: NoCameraDevice It then loops through NoCameraDevice a bunch, before giving up. I've attached the log, I'm assuming this is because the Vive Pro 2 is new and isn't supported yet, wondering when support would be added for this, and if there's a possible work around for now? Thanks Alex Aristo.log 1 Link to comment Share on other sites More sharing options...
zzy Posted July 1, 2021 Share Posted July 1, 2021 Hi @Zeploc Thanks for the report. This is a known issue for 0.10.0 release. We plan to release v1.0 by the end of this month, which should solve this problem. Link to comment Share on other sites More sharing options...
Zeploc Posted July 1, 2021 Author Share Posted July 1, 2021 Awesome thanks @zzy for the heads up! This is an alternative to attaching a Leap Motion Controller onto the front of the headset with an extra cable, so looking forward to being able to use this! Link to comment Share on other sites More sharing options...
zzy Posted July 29, 2021 Share Posted July 29, 2021 Hi @Zeploc We have released v1.0.0 today which should fix this problem. Link to comment Share on other sites More sharing options...
Zeploc Posted August 1, 2021 Author Share Posted August 1, 2021 On 7/29/2021 at 7:43 PM, zzy said: Hi @Zeploc We have released v1.0.0 today which should fix this problem. Hey @zzy Thanks for letting me know. We updating to the new version and it is working and registering the camera. As far as effectiveness, the left hand seems to have weird tracking, like when tilt your hand back, the visual tilts it towards you (the opposite direction), where the right hand doesn't do that. As well as that, the fingers seem to bug out quite a lot and not accurately represent the finger positions. Just wondering if there's any calibration or method to improve the tracking, or environment set up etc? Thanks! Link to comment Share on other sites More sharing options...
zzy Posted August 3, 2021 Share Posted August 3, 2021 Hi @Zeploc Some requirements for your hand: Roll up your sleeves to make sure wrist is fully visible in the image Make sure that you don't have something very bright in your background, which can cause the hand to be quite dark and lead to bad result. If you find the hand quite jittery, try to move your hand around or rotate the body and face another direction to see if this helps. Some random environment objects can cause bad results too. You can also try a pure colored wall if possible. Another way to check the image quality is to use camera tab in SteamVR settings and use preview to make sure your hand is clear (including textures of joints) and fully visible (including your wrist). If you still encounter these problems, can you please share some screenshots about your environment (SteamVR settings) and the virsual hands (app)? You can send through private chat if you don't want to make it public. Link to comment Share on other sites More sharing options...
SnehanjaliKalamkar Posted May 21, 2022 Share Posted May 21, 2022 I am still getting this issue on Vive Pro 2 using with Unreal Engine 4.27- LogVHTEngine: Error: Start camera failed, retrying... LogViveHandTrackingComponent: Error: VHTEngine start failed: Camera Any other ideas on how to resolve this problem? Link to comment Share on other sites More sharing options...
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