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Everything posted by VibrantNebula

  1. 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!
  2. @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.
  3. @italics112 - I've started a support ticket with the email address associated with your account. They'll be able to resolve whatever is happening here.
  4. @DAnEq - I can't reproduce that unfortunately. Works fine for me (aside from the image composition itself being weird). There aren't a ton of free VR viewers. Whirlygig has a free version you could try and there's virtual desktop. In any case, if you're viewing it in Virtual desktop and the scaling/proportions are weird - that's because the image composition is flawed per my previous comments.
  5. @DAnEq SteamVR has a built in media player that can always be a helpful sanity check. Go to SteamVR -> Media player. Drag and drop your file and then chose 360 mono. For me the image is rendering correctly from a technical standpoint but the image composition itself is flawed. The prospective of the camera is only 1M or so off of the ground and is really close to the counter. When doing these types of shots - the camera needs to be at a standard eye-level for your target audience (~1.3-.1.9m; sex and ethnicity play into this) not too close to any object in the environment because closer objects occupy up more angular resolution. The camera is basically set up from the prospective of a child at that height hence why everything looks bigger (at least to an adult). The camera generally should be at least 1m away from objects to prevent this type of scale distortion.
  6. @Nortz Digital bundle codes are time sensitive and can adjust to the current bundle offering which happens to be 6 months. Black Friday was over 215 days ago - that's a really long time to wait to redeem the offer and while the bundle code is still valid, it's simply redeeming for the current bundle offering. I've started a support ticket with the email address associated with your account. Viveport's care team can make a determination on what could possibly be done in this situation.
  7. @grillausmc - the Viveport code is the hardware bundle code. Redeem it via www.vive.com/code
  8. Hey all - sorry for not follow up on this. This is a known issue that was never fixed/updated since we planned on depreciating the currently VR client completely in favor of a new client built from the ground up. Everything is now a moving target due to COVID but as it pertains to the current public client - you're not supposed to be able to teleport and walk around the platform and being able to access the teleport caster is a bug.
  9. @itsTimeLordXD You can message vive_care@vive.com for assistance with your Alyx code. Just tell them that you can't access your Alyx code and provide them with your vive.com order number or your retailer's proof of purchase and they'll be able to correct the situation. You can also try using the bundle code lookup tool here.
  10. @twotonsosalt - Yes - redeem that at www.vive.com/code and select Alxy during the redemption flow. Hardware bundles change with time so it's better to print a general code physically and then update the bundle digitally.
  11. @twotonsosalt - The code is on the cardboard insert that's the first thing you see when you open the box.
  12. @floraa - We don't have a cloud-save SDK. For the most part, all save files are on your local disks.
  13. @dazzle1 - I've sent you a PM with info on who to contact
  14. @Crybabycry - I've generated a support ticket with the email address associated with your forum account.
  15. @coordinatorvr It varies by whichever promotion you're taking advantage of. Most of our headsets like Cosmos currently offer a 6 month promo as you stated. I've converted your forum post to a ticket so an account specialist can verify what's happening in the backend.
  16. @itemforty As said above - we do support Odyssey and have actually partnered in the past with Samsung on some cross-marketing. The key is that you need to use SteamVR for Windows Mixed Reality and that you need to have your headset fully booted and launched into a blank SteamVR compositor before launching the game.
  17. @samps984508 Which email contact are you emailing? I've converted your forum post into a ticket and have asked a manager to escalate your case.
  18. @Virtual Gamesterz - Viveport primarily hosts SteamVR enabled builds so it's similar to launching any Steam build via SteamVR mode. Since Pimax headsets are SteamVR headsets - any title that's listed to work for Vive/Vive Pro/Index ought to work with your Pimax. Your main issue will be controller mapping - if you're using Vive wands, anything that's listed as compatible with Vive ought to work but it will be more complex with knuckles and lesser known controller types. That said, Pimax has a really really small market share so we don't directly QA against those HMDs nor do we offer an option in our developer console for developers to specifically state that they've developed their content to specifically be optimized for Pimax.
  19. Starting at 3pm PST today, April 27th 2020, Viveport will be temporarily down due to routine maintenance. Our services will be temporarily unavailable for a few hours while we update our system. Thank you for your patience. If there are any late-breaking news about this update cycle - our teams will share them via Twitter.
  20. @Ditchmagnet - It a game by game basis - each developer chooses how to implement a save system into their game on the PC side and with VR content - there's alot of variety because there are a higher proportion of indie studios. Most commonly, it's located in one of the folders next to the game executable. In Viveport, the games are stored in a folder that's named after the Viveport content ID. For instance Creed would be in a folder called 75b2b271-f432-4c2c-9090-7fb1f60f0d88 because that's the URL on it's store page and within the backend. Sometimes games store saves in windows AppData folder. Othertimes they create folders within Documents. Superhot for instance does it's own thing and creates files called "super.hot" and places them in an obscure hidden folder. You see a little bit of everything on PC-VR.
  21. @MSPaintRose - you enable/disable the Vive Dashboard overlay via SteamVR -> Settings -> Startup/Shutdown -> Choose Overlay Apps. You can monitor and double check that SteamVR sees it via SteamVR -> Developer -> Overlay Viewer.
  22. @skullivan Looking into this for you. I don't believe that specific promotion is active - that was quite some time ago. We do however have a major promotion going on related to the shelter in place: https://uploadvr.com/viveport-infinity-play-at-home-sale/
  23. I may be able to put in some QA time and have most of the HMDs at home - I've mentioned this to your Viveport account manager. I'd recommend x-posting to our main forums at https://forum.viveport.com as you'll get more eyes there.
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