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stvnxu

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Posts posted by stvnxu


  1. Hey @Kastle,

    Thanks for reaching out and apologies on this initial issue you're experiencing. Let's fix this.

    Adapter could be the problem, but we'll need more information to reach that conclusion. 

    Let's check if the mini Displayport port is directly for your GPU. Presuming you have Nvidia, you can check through these steps:

    Right click desktop > Nvidia Control Panel > Click "Set PhysX Configuration" 

    ?name=inline-1632309791.jpeg

     

    If you're mini DP is connected to your GPU, then we can presume what you proposed - the adapter. Another user (Phr00t) with a similar issue said, "It appears DisplayPort 1.2 runs @ 17.28GBPS, so you will need a cable or adapter that supports at least that speed." - Post link

    Hope this helps. Let me know what you find.

     


  2. Hey Blake,

    Thanks for reaching out. This sounds like a controller binding update needed. Here are the resources to fill you in on how to support Cosmos tracking:

     

    Let us know if you have any follow up questions here.

    Thanks,
    Steve

     


  3. @schwaBAM

    Ah unfortunately,  I can't recommend any 3rd party portable chargers. 😞 

    Also I noticed that you said your adapter was with an OG Vive. If that's the case, you still need a specific short cable that attaches from the HMD to the Adapter. The cables that you have with the wireless adapter only works with the OG Vive (they have different inputs). 

     


  4. @Phr00t Thanks for detailing your troubleshooting process. This is awesome and helpful for the community members that may experience this issue. Keep us posted on what you find with your new cable. 

    I know you've already found which DisplayPort that's dedicated to your GPU, but for those that need help identifying this, you can follow these quick steps:

    Right click desktop > Nvidia Control Panel > Set PhysX Configuration

    image.jpeg.abe6025032277e7330589955e81fc4f7.jpeg

    Shoutout to @Caesar T for this tip!

     

    • Like 1

  5. Hey @schwaBAM,

    Thanks for reaching out 🙂. Great question and here's your answer from our blog post about this topic.

    For existing wireless owners, a new Cosmos Compatibility Pack will also ship in late October. The pack will ship with a new 21W power bank, the connection cable for Cosmos, and a new pad to attach to the headstrap.

    Cosmos-Headset-5-1024x576.png

    Due to the new inside-out tracking on Cosmos and other features, the headset draws slightly more power than the current Vive Wireless Adapter battery can support, so this battery is needed to power this headset wirelessly. In addition, Vive Cosmos processes all the camera tracking data solely in the headset and never sends the visual tracking data to the PC. While this means we are securing user privacy in their play space, this approach results in a higher headset power consumption.

    The compatibility pack will retail for US $49.99 or regional equivalent. Overtime, we’ll simplify the wireless adapter assortment so only the new battery is shipped to Vive Wireless Adapter customers.


  6. Hi @TomWanadev,

    Thanks for your message and questions!

    • Your questions for 1), 4), and 5) - you are correct. They can all be addressed and improved through software updates which our team will be continuously pushing out to the VIVE Console. You'll be notified when to update your software and firmware. You can help us improve these issues by sending us a report with your logs. Instructions can be found here:
    • I've reported your issue 2) to investigate and reported your feedback 3) to see if that's something the team can implement in the future. 
    • I'll submit your question 7) internally to see what i hear back - stay tuned. 

  7. Hey there @Phr00t,

    Thanks for reaching out and sharing your concern! Love that you did the research and it's a great question. Lighting conditions can be solved by software fixes. We've already seen significant improvements currently in our BETA version v1.0.5. This has yet to be released to the public as we're going through some more user testing.

    In addition, these updates will be ongoing as our software is continuously being trained to handle various environmental conditions. Here's our official blog statement addressing your concern under tracking:

    https://blog.vive.com/us/2019/10/07/vive-cosmos-continuing-update/

    Thanks,
    Steve

     

     


  8. Hi @Consul General,

    Apologies on the issue you're currently experiencing! To answer your question "Is HTC going to do further work on the lighting issue (past the 1.0.5 update)"  - yes. The team will continue to push updates that'll improve the lighting issue. If you'd like and have the time, you can help us by reporting an issue through your VIVE Console. This will collect your logs and help our team address the issues for the next updates. 

     

    Here are the instructions on how to do so:

     


  9. @Remmer_G Great question

    Unfortunately, you cannot adjust the boundary sensitivity in terms of how close before it appears.

    There are other settings you can do for the Chaperone system and you can play around with them through this path:

    VIVE Lens (click vive system button on right controller) > Settings > Boundary Color & Boundary Transparency.

    While it isn't recommended (for safety reasons), you could change the boundary transparency to the point where you don't see the chaperone at all. 


  10. @Arrown Also if you'd like to help us improve the lighting and tracking issues in our next update, you can do so by submitting a report through VIVE console. This will collect your logs and allow engineering team to leverage the data to improve the issues in the next updates. Completely optional, but just wanted to put that here if you wanted to help us and the fellow Cosmos fans / supporters. Thanks!

    Here are the steps to submit a report:

    - Under the Settings of VIVE Console, go to “Troubleshooting” and click “REPORT” button. Fill in your email then submit a brief 1-3 sentence description of your issue. Please provide me your Trace No. at the end.

    image.png.51f27502260ba0041dda5b64f303486c.png

    image.png.8f1b4df6211016f989e25b9eece08fbb.png

    image.png.50a023ebb1ba34b15053be321dc42531.png


  11. 9 hours ago, Ed F said:

    I have the same exact issue. Audio and controllers work, display doesn't. HTC Support had me completely remove the device, reinstall the software & drivers, and then remove and re-attach the faceplate. None of it fixed the lack of display. The screen flashes black a few times, and I get the 210 compositor error. Very disappointed since this is my first VR headset and HTC can't seem to make it work.

    @Ed F

    Could you provide your computer / laptop specs?

    What display cable are you using that's connecting between your computing unit and the link box? 

     


  12. @Parac x & @Ed F My apologies on the issues you're experiencing. Let me attempt to help you address this here. Could you submit a report through Vive Console? This will collect your SW logs and I'll pass it over to engineering team to identify a solution:

    Here are the steps to submit a report:

    - Under the Settings of VIVE Console, go to “Troubleshooting” and click “REPORT” button. Fill in your email then submit a brief 1-3 sentence description of your issue. Please provide me your Trace No. at the end.

    image.png.da8bb638ea21a15fc66313bc5fddadee.png

    image.png.5b75114d23ea5c2a51b92b2ca3727c8c.png

    image.png.02d667a8e2d4dde4fabaa5ac2b838b6c.png


  13. @Dicehunter - This is my first time hearing of this game. Looks awesome. From what I'm reading, you do not use the VR controllers to play? Do you, then, use keyboard and mouse with a VR headset on? If that's the case, it wouldn't seem like it'd be a controller binding issue which we could've solved with custom ones. 

    I'll pass this internally and also reach out to the studio to see if we can fix this. Sorry for the inconvenience. Hang tight and please feel free to follow up with me here or PM.

     

     

    • Like 1

  14. @Dahvis No problem thanks for your support and patience!

    If you'd like to contribute to improve the lighting and tracking issue, you can submit a report through your VIVE Console. Your software logs will be collected and the engineering team will be able to leverage it and make improvements in the next updates. Here's our recent blog that addresses tracking.

     

    Here are the steps to submit a report:

    - Under the Settings of VIVE Console, go to “Troubleshooting” and click “REPORT” button. Fill in your email then submit a brief 1-3 sentence description of your issue. Please provide me your Trace No. at the end.

    image.png.e912ee947f530e2d29b0e2753239a092.png


    image.png.36c624225aa5a04113f442ad84d41b23.png

    image.png.cbec7fbb6fcfc486917112bf77b97cde.png


  15. 11 hours ago, Julien Merienne said:

    I turned all lights on in my apartment and still the headset is stating "room too dark". During the day, it says there is too much light and sometimes I can see both the room and the VR at the same time, sort of translucent room behind the image...

    Could you submit a report through your VIVE Console? This report will your collect your logs and help engineering improve the lighting issues you're experiencing in the next updates. 

    Here are the steps to submit a report:
    - Under the Settings of VIVE Console, go to “Troubleshooting” and click “REPORT” button. Fill in your email then submit a brief 1-3 sentence description of your issue. Please provide me your Trace No. at the end.

     

    image.png.2a03e7c809f65aa5137b30fc165efb78.png

    image.png.c4e621da0862a1c430e98292e2d6cfab.png

    image.png


  16. @Julien Merienne

    Ops, yes I was referring to the 3 lines as SteamVR dashboard. I'll use that from here on out haha. Wow, nice! I'm surprised you were able to build your own custom bindings already after you just literally discovered it. Yes, essentially you can make your own bindings for most VR games (Bethesda is an exception because they have their own game engine) and then also share it to the community to use as well. 

    Here's a well-written article that'll walk you through more in details the process of controller binding (Highly recommend reading): https://steamcommunity.com/sharedfiles/filedetails/?id=1545634111

     

     


  17. Hi @GunSlingerAUS & @oxygen4004,

    Thanks for sharing this. Unfortunately, there are games that currently don't support the Cosmos Controllers. Please be on the lookout for any announcements from the developers of the content you're trying to play for Cosmos compatibility or updates. Another alternative is to see if there are working custom bindings provided by the Steam community. Essentially this is the community doing the developer's work in mapping out the buttons to the Cosmos controller then providing it to you on Steam's platform. You can see if there any available here:
     
    SteamVR > Dashboard > Devices > Controller Settings > "Content" > Community Bindings. 

     

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