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About VibrantNebula

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  1. @Hoody Nynja We've just updated Vivpeort's website/client to be dark by default.
  2. Each year we look to celebrate our developer community while offering our full support during their busiest season. With November and December being the most profitable months for game developers, we’re announcing that VIVEPORT developers will earn 100% net revenue share for their titles on the platform through the end of the year. From November 1st through the end of 2020, developers can participate by submitting and opting-in their titles to any of the following Viveport programs: Viveport Store: One Time Purchase Viveport Infinity Program Viveport Arcade Program or using Viveport In-App Purchase service For a step-by-step guide on how to submit titles to Viveport and receive 100% net revenue share for the rest of 2020, follow the steps below: New Viveport Developers: Log in to the Developer Console On the default “My Titles” page, select “Add New Title” and upload the required files and details for your content When you see the ‘Program Opt-ins’ step, make sure you have opted in to at least one of the Viveport programs Existing Viveport Developers: Log in to the Developer Console Select your VR title On the default ‘Program Opt-ins’ tab, make sure you have opted into at least one of the Viveport revenue share programs Thank you for being a part of the Viveport developer community and bringing unreal experiences to our headsets! Remember to connect with us on our Developer Community Forums and stay up to date on the latest developer news through the Developer Portal.
  3. @AACO Architectuur If you see a black SteamVR compositor window (e.g. the mountains which is basically your wallpaper) it means that the HMD/SteamVR itself is working 100% normally. You can double check by trying any SteamVR application (i.e. The Lab). Sometimes a SteamVR update can break compatibility but that's increasingly less and less common. In all likelihood, it's the content's implementation of SteamVR that's the problem. I'd recommend reinstalling the plugin you use to get Enscape/Revit into the headset as a first step. We do not work with the Enscape team nor do we distribute it - you'd need to contact them directly for support as SteamVR support in their app is handled and distributed entirely on their side.
  4. @Elite_Turtle0 Unfortunately, to my knowledge the Half Life Alyx bundle offer ended on ~7th, September 2020 in most global regions.
  5. Thanks for posting your solution. For future reference, all of the SteamVR devices including Knuckles/Vive wands operate at ~2.45Ghz Bluetooth. The MX Master 3 is also Bluetooth so what you saw is likely "co-channel interference". Aside from Bluetooth - the other potential source of Co-channel interference is 2.4Ghz Wifi. Using a USB extension solution like the ones that ship with the trackers help prevents co-channel interference. @Immersive Matthew Since you're using so many trackers - I'd highly recommend ensuring that you're using 5.0Ghz Wifi in your space and that you're limiting the number of devices broadcasting 2.4Ghz WiFi in your space as possible. If you start having interference issues - disabling 2.4Ghz SSIDs is recommended as a troubleshooting step.
  6. @PapaDredd - I've converted your post into an email support ticket so an agent can look into your specific situation.
  7. Hello @MaxineGarrett, we only support virtual reality on these forum platforms. You can try posting a https://www.htc.com/us/support/ but you're using a modified application rather than the signed official store app so I'm not sure our support would even be able to help you TBH. Your issue is likely related to the application itself rather than anything we can influence. Blurry images are overall a common issue on the Whatsapp app itself - it might just be a Whatsapp thing.
  8. Depends on how the app if coded. You'd need to have LAN support implemented. If you didn't develop the app - you're at the will of your app's developers and whatever netcode they implemented. Alot of apps are coded to use remote servers and don't have LAN implemented. @MatthewAiden If building the project yourself, Unet has LAN capabilities in Unity: https://docs.unity3d.com/Manual/UNetManagerHUDLanMode.html It doesn't seem like photon has strong LAN support. UE4's build in networking supports LAN as well.
  9. @Nightshade We're going to whitelist the into the radius devs after their next successful build
  10. @Nightshade - We operate on a whitelist system. Once a developer publishes a few builds with us and demonstrates they can safely push builds that support the hardware platforms a developer claims they support without issue - they gain the ability to publish builds immediately. Basically training wheels for newly on boarded devs while they learn out platform. It prevent customers from downloading content that doesn't work. We have to navigate between having a heavy QA hand and having a store full of broken bloatware and this is the balance we're currently at. I'll raise this response internally
  11. @wicked.wil - I created a support ticket - you should see it in your email. Please reply to that email with additional information about your specific situation so an agent can help assist you.
  12. Hello @Nightshade, Viveport is essentially a self-submission platform - all of the platforms are really. The developer has to generate the store-specific build and then push it to the platform. We can bump the developer and ask them to maintain build parity but ultimately the dev actually has to generate and publish the build. We host what they publish. Most VR devteams are small and maintaining various store builds often comes down to manpower and resources. We'll reach out to the titles you mentioned and ask for refreshed builds.
  13. Ifixit now hosts Vive replacement parts for us: https://www.ifixit.com/Store/Parts/HTC-Vive/Power_Supplies @clemenza
  14. Collaborate as a Team on Viveport Developer Console You can now invite and manage users to collaborate and publish engaging titles. The Viveport Developer Console serves as the entry point for developers to showcase their VR experiences. As the Viveport platform grows, we continue to provide developers with enhanced tools and features to make creating and managing titles easier. This week, we're introducing role-based permissions: a new feature for developers to create an Organization, dd new users, and manage permissions within the Viveport Developer Console. a This new user management feature makes collaborating seamless with your team members. You can invite additional users and manage their permissions to access, edit, and publish titles within your Organization. Within each Organization, there are six pre-defined roles available for assignment: 1. Account Owner 2. Admin 3. Release Manager 4. Finance Manager 5. Marketing Manager 6. Customer Service Rep. Each role provides access to a predefined set of features across titles, reports, and settings within the organization. Getting Started: To access this feature, first create an Organization profile section while logged into your developer console. Alternatively, you can join a preexisting Organization through an email invitation sent by an Account Owner or Admin. Add and Manage Users: As an Account Owner or Admin within an Organization, you can grant access to as many people as needed. Simply invite the user you would like to add on the User Profiles and Permissions page. Once a user is added, you can specify the type of access and information each user is able to interact with, if any. You, along with other Admins, can reassign user roles and even remove users from your Organization. For more details, please visit our How-To Guide and FAQs. Grow your titles with your Team on Viveport Developer Console!
  15. @StudioMagicFox, Viveport is required to access Viveport content - it is a hard requirement and there is no workaround as it (like Steam) is a client-based platform/service. It's a fairly young client/backend which is still seeing active development. While the client isn't perfect, we've seen in the backend that alot of situations where people blame their pref issues on Viveport have underlying or parallel issues. Viveport had some technical issues at launch and alot of people reference those early builds rather than the current client. There are a number of reasons that so called "game launchers" exist... It's better to think of them as PC clients because they're actually doing a ton of things. "Game launchers" automate and tie together alot of manual processes into automated processes. Clients enable a more seemless update process when a developer publishes an updated build. It alerts the user of a new update and then handles the downloading and installation of that updated build usually with a single click. Without clients - updates would be a nightmare on the end-user side. Imagine monitoring dozens of games for updates manually via a browser? Clients handle things like DRM, and other platform SDK-depdendent functionalities (DLC). DLC would be a nightmare without clients for example. Browsers do not support the downloading of large files. Until 2019, most had 2-4gb download limits. This is starting to change but their support for large files is still very wonky and most don't have very strong pause/resume functionality. Clients monitor the integrity of the installation files and can repair corrupt files without needing to re-download the entire package. Clients create a single installation flow rather than each individual application needing to integrate an installation wizard and having to deal with things like Windows UAC, regitry edits, security certificates, ect... VR and PC gaming overall would be kicked back into the 1990's user-flows if every app needed to construct it's own installation wizard. Installers are a specific type of expertise. Browsers can only support limited download speeds. When you download from Viveport - you may be receiving data from numerous servers in different regions all at the same time. I've gotten 100+mbps speeds from Viveport. This is impossible with current browsers. There are a whole host of secondary reasons why clients exist and why you can't do everything via a browser but this conveys the gist... In terms of the processes - you can prevent the client from staying in the background/tray within the Viveport settings. That said, one of the Vive processes in the background is an event monitor which listens for the button on the headset to be pressed which when pressed launches SteamVR. If you kill/remove that process, that button losses that functionality.
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