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Posts posted by VibrantNebula

  1. @Syberchick70 - What is your specific problem? I may be able to provide guidance. The most common complaint people have with it is that the sprint command is mapped weirdly.

    S&S is specifically running on Viveport through Oculus' runtime and not SteamVR. If it were piped through SteamVR, you'd have some options (e.g. Input Emulator) but Oculus has their systems on lockdown and doesn't support remapping within their native compositor. The way S&S is coded, always makes it launch through Oculus, I haven't been able to figure out how to get it to launch in SteamVR.


  2. Developers are the most important pillar of the Viveport Ecosystem, so we’re helping you kickstart 2021 with an extra special boost.


    Throughout 2021, Viveport developers will receive more payouts. From January 1st to December 31st we are increasing net revenue share from 70/30 to 80/20 (developers receive 80%, Viveport receives 20%). That’s right! Developers will receive 80% revenue share for all titles that are opted-in to any of the following Viveport Programs:

    – Viveport Store: one-time purchase

    – Viveport Arcade Program

    – Viveport In-App Purchase service

    And of course, the revenue share of titles opted-in to the Viveport Infinity program will remain at the 80% split.

    We hope this extra boost will make way for a fresh and bright new year.

    Already Published on Viveport?
    The new revenue share will be automatically applied to titles currently published under the eligible distribution programs.1. Login to the Developer Console
    2. Select your VR title
    3. On the default ‘Program Opt-ins’ tab, make sure your titles are opted into at least one of the eligible Viveport Distribution Programs.

    New to Viveport?

    Three easy steps to start making more from your VR titles!1. Sign up as a Viveport developer via the Developer Console
    2. On the default My Titles page, select “Add New Title” and craft a new store listing.
    3. When you see the ‘Program Opt-ins’ step, make sure you have opted in at least one of the eligible Viveport Distribution Programs

  3. @censrd - I generated a support ticket for you. As long as your default download folder matches the root of your Viveport library folder, the repair option should work. Steam titles are imported due to a file that the Steam client generates; the Viveport client just reads that file. As long as Steam is installed wherever the Viveport client thinks the Steam folder is (during Viveport setup), it should eventually see that file.

  4. @bandwfrog The country selection is often geo-located for legal reasons (content availability is region specific). My best guess is that you might be encountering issues due to where you IP address is resolving to geographically. It might be an ISP thing or it might be a VPN/proxy at play. You could theoretically have malware that's redirecting your internet thru a proxy without you knowing.

  5. @LoadEnt - One of Viveport's primary activities behind the scenes creates deals and partnerships with developers to onboard "premium" and popular paid content onto Viveport. This often involves establishing paid partnerships to developers in order to achieve specific goals. In the case of Phasmaphobia - the developer was not interested in entering a standard Viveport Infinity deal and we could only reach a deal around specific promotions and potential user-groups, specifically our Holiday 2020 promotion under a specific set of terms. Our ability to partner with devs is going to vary from studio to studio and from title to title. To be 100% clear, and our goal is onboard as many quality titles into Infinity as possible but it isn't always going to be possible and this is an example where we were were able to strike some form of deal with the dev rather than non at all. Contrast this to our Saints and Sinners situation, a premium and top title, which we were able to strike a deal with to enable all annual members to access. Similarly we just added Moss which is available to both monthly and annual and we're adding Superhot soon. Phasmaphobia does not represent a shift in our platform strategy and I'm sorry you feel slighted - it's a case specific situation.

    That said, for that annual sub, you're getting access to Phasmaphobia and many hundreds of other titles as well as whatever we onboard in 2021 so it's kind of apples and oranges. And you're technically supporting the dev by getting the deal on Viveport because the dev is being paid a specific way under the agreement.

    (I'm on the content team so I am 100% sure my statement is accurate)

  6. @DeathSkull542 - I tried to reproduce this a number of ways but couldn't. Every time, after a short intro - the poloroids fly away leaving a single poloroid that you pick up to trigger the next scene. If you're having a black screen - you may need to download and install the "HVEC For Device Manufacterers" plugin from the Windows Store App - it's free (just click "Get" a few times, you usually don't actually have to log in). Windows 10 depreciated native HVEC support which can sometimes create problems in apps with 360 parts

    • Like 1

  7. @ntblood

    Taking screenshots: Pre the system button and trigger at the same time.HTC Vive Screenshot

    Viewing/Finding the Screenshots (via GUI):

    • Go to Steam Client -> View -> Screenshots
    • Use the dropdown menu to find your game of choice and the screenshot in question. Hit "Open on Disk" to reveal the stereoscopic screenshot on your disk. The 3D version will be side|side and will have _VR tagged on at the end of name of the file




    Viewing the files in 3D:

        The easiest solution is to use SteamVR's build in media viewer:

    • Open SteamVR -> Media Player
    • Drag/drop the stero file from windows explorer into the media player
    • Ensure the format is set to "Side|Side", "Screen" and adjust the size using the slider.
    • You can use windows explorer to create custom folders with your 3D screenshots so you can easily navigate between screenshots inside of VR using the media player's sidebar.






  8. Hello @Syberchick70,

    In broad terms, there are two types of ways that content lands into Infinity. The first is when a developer opts into Infinity on their own. The second is when they enter into Infinity as part of a distribution agreement/partnership with Viveport. Viveport has a standard platform agreement which at a high level provides for a 60 day sunset when a piece of content begins the process of opting out of Infinity. There are this and a few other backend measures which limit the impact of content cycling out on the end-user.

    I haven't really seen any complaints about this type of scenario except in situations where someone has let their subscription lapse for a long time (6-12 months+) and try to access a title that has had a status change a long time ago.

  9. 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:

    1. Log in to the Developer Console
    2. On the default “My Titles” page, select “Add New Title” and upload the required files and details for your content
    3. 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:

    1. Log in to the Developer Console
    2. Select your VR title
    3. 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.

  10. @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.

  11. 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.

  12. 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.

  13. 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.

  14. @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

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