by

Where communities thrive


  • Join over 1.5M+ people
  • Join over 100K+ communities
  • Free without limits
  • Create your own community
People
Repo info
Activity
    Amelia
    @apottr
    this actually brings me to another problem i've been having, I can't seem to use configs that make reference to other files
    Christoph Haag
    @ChristophHaag
    have you tried replacing relative paths with absolute paths?
    Here on linux I had to edit stuff like "display": "displays/HTC_Vive.json" with "display": "/usr/share/osvrcore/displays/HTC_Vive.json" because it wouldn't look in the default install path...
    Amelia
    @apottr
    yeah, that fixed it
    but now I'm getting a segfault?
    Christoph Haag
    @ChristophHaag
    well, I wouldn't know if the oculus rift plugin ever actually worked on mac os x, I just tried it on linux a long time ago
    Amelia
    @apottr
    I wonder if i screwed something else up, since I'm getting a segfault on a config that used to work
    Amelia
    @apottr
    fixed the segfault by rebuilding from scratch
    Kecen
    @bluelkc
    @ChristophHaag thx alot, i got the issue fixed.
    Ivan Chupakhin
    @Grinchman
    Hi guys! Who knows what version of SteamVR is compatible with the last revision of OSVR-Vive plugin?
    I build all stuff like a OSVR-Core, OSVR-RenderManager and OSVR-Vive under Windows using VS2017.
    OSVR server starts successfully, vive plugin loaded, htc vive driver (lighthouse) is founded but crash occurs somewhere inside IServerTrackedDeviceProvider::Init interface of driver.
    It's a not error 105 which in early year was discussed here: OSVR/OSVR-Vive#31
    Ryan A. Pavlik
    @rpavlik
    meh, all the changes to steamvr drivers break things similarly, doesn't particularly matter what the error message is 9 times out of 10. Try a December release
    Ivan Chupakhin
    @Grinchman
    There is one more thing I want to understand.
    Are all osvr-unity applications(Unity Palace Demo, Skeletus) required direct mode?
    My test laptop doesn't support direct mode and I start osvr-server with extended mode config file. Then I run for test puprose Gunspinning demo. It allows to choose display (in extended mode my Vive is detected as right screen) and it successfully renders into it! But I don't know how: is it used osvrRenderManager.dll from running osvr-server or some other rendering lib from application? What I should to do to render any game to HTC Vive through RenderManager I've compiled?
    Ryan A. Pavlik
    @rpavlik
    @Grinchman RenderManager can render to direct or extended mode on Windows. as long as you have the config file correct (right offsets for extended mode, mainly). OSVR-Unity works thru RenderManager to do this, similar to how Unreal does it.
    Yannick Comte
    @demonixis
    Hello guys. The repository havn't be updated from month now. Is it possible to get a fresh build please?
    Ryan A. Pavlik
    @rpavlik
    I can see what I can do @demonixis - I don't have all the CI stuff that was used before
    Yannick Comte
    @demonixis
    Thanks Ryan!
    Ryan A. Pavlik
    @rpavlik
    @demonixis looks like a rendermanager build succeeded, though with a somewhat old snapshot of osvr-core. Running a new one shortly.
    Yannick Comte
    @demonixis
    ok
    Yannick Comte
    @demonixis
    Also about the issue introduced with NVIDIA 367-series, do you know if it has changed with recent changes?
    Ryan A. Pavlik
    @rpavlik
    Not that I'm aware of, but I'm not on any nvidia mailing lists or anything like that right now. My impression was that they were not willing to budge on that and in fact suggsted that other vendors would soon follow suit - I did try quite mightily to convice them otherwise. @demonixis
    Yannick Comte
    @demonixis
    That's strange because it's not the case with other VR vendor, I mean Oculus, Vive or Windows MR
    I don't understand why they did that :/
    I hope it can be fixed.
    Ryan A. Pavlik
    @rpavlik
    those headsets have HDCP in them.
    (as does the HDK2)
    the HDK 1.x is a fairly direct derivative of the professional-grade Sensics headsets (it's roughly half of a dSight, actually), which were all from before there was any direct mode stuff, much less draconian rules about HDCP. It's challenging (by design) to get parts, especially in small quantities, that have an HDCP key baked into them, so none of those had that.
    the tracker, usb, MCU, and beltbox on the HDK2 are the same as the HDK 1.x (roughly) but the video pipeline is totally different - uses the same Toshiba dual-mipi bridge used in the CV1 and Vive (instead of an HDMI to parallel RGB bridge, an FPGA for processing, and an RGB to MIPI driver/bridge), and since Razer had $ they could get an HDCP key baked in.
    Ryan A. Pavlik
    @rpavlik
    It is as much of a bummer for me (knowing people had devices they couldn't use optimally unless they switched GPU vendors, which not everyone can do) as for you, believe me.
    If you can, I just switched to an RX480 (purchased on release day!) on my main machine and never had any problems again, but NVIDIA's rules, once in place, never budged.
    Think it still might work OK on a desktop with no integrated graphics, just a discrete card?
    but anything classed as "mobile" (including backpack PCs) or any second GPU (turn on your integrated intel one, possibly even throw in a second NV card, I don't recall), triggered strict mode
    Ryan A. Pavlik
    @rpavlik
    ok, fwiw there are new snapshots of core and of rm. Unfortunately it's a big rabbit hole to build all the stuff the installer needs, but this script (or the URLs in it) will get you the latest binaries: https://gist.github.com/rpavlik/2f581216ad670071bd2c26ae1ca155d5
    Russell Taylor
    @russell-taylor
    As part of a UNC HackReality workshop, I've developed a repository that superbuilds all of the packages needed to get the RenderManager demos up and running, including OSVR-Core and its dependencies. (Because the CMake Boost repositories are still in pre-alpha, you do need to have Boost on the system still.) It also installs a simple example script to launch the OSVR server to display in a window. It does not attempt to build the NDA DirectMode repositories. You can find it at https://github.com/ReliaSolve/OSVR-Installer
    Ryan A. Pavlik
    @rpavlik
    @russell-taylor awesome, thanks!