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steamvr-osvr's Introduction

SteamVR Driver Using OSVR

Join the chat at https://gitter.im/OSVR/SteamVR-OSVR

Maintained at https://github.com/OSVR/SteamVR-OSVR

For details, see http://osvr.github.io

For support, see http://support.osvr.com

Windows alpha binaries: Download Windows Alpha

This is a SteamVR driver for allowing applications written against that API to work with hardware and software running with the OSVR software framework.

Note that despite similar goals, the internal models of the two systems are not the same (in most cases, OSVR has a more flexible, descriptive model), so if you're writing an application from scratch, be sure to evaluate that. This driver exists primarily for compatibility reasons (a bit like the Unity or Unreal integration, but more general), so existing software using the SteamVR system can run on OSVR. OSVR ClientKit itself (along with its wrappers/engine integrations) is and remains the first-class preferred API for working with OSVR.

Binary Usage Instructions

If you'd just like to try this out with pre-compiled binaries on Windows, the link above contains a compressed file with the 32- and 64-bit builds in it. (Other platforms will have to build from source at this time.) This is not the only way to use the binaries, but it's the simplest way to use them with commercially-released SteamVR games.

Installation

  1. Download and extract an OSVR Core snapshot build and whatever plugins you need for your hardware. (Support for the OSVR HDK, among others, is bundled with the main download, no additional plugins required.) This is for the OSVR Server, and is common to using any OSVR-enabled application.
  2. Install Steam and optionally, a SteamVR-enabled game (Team Fortress 2 was tested).
  3. Install SteamVR by hovering over the "Library" button in Steam, clicking on to "Tools" in the drop-down menu, then finding the "SteamVR" entry, right-clicking it, and clicking "Install Game". (You should not need any beta versions of Steam or SteamVR to use this.)
  4. Download the binary snapshot, and extract it using 7-Zip.
  5. Now, you'll need to put the driver where SteamVR can find it.

The default locations are as follows:

  • If you accepted defaults, Steam's nested SteamVR directory is installed in "%ProgramFiles(x86)%\Steam\steamapps\common\SteamVR" - you can paste that into the Windows Run dialog and it should open the right folder. You can also find SteamVR in the Library, Tools section of Steam, right-click it, choose Properties, then Local Files, then "Browse local files..."

    • "The right folder" will contain, among other things, a directory called drivers.
  • Upon extracting the OSVR driver, you'll get a SteamVR-OSVR directory. Drill down through SteamVR-OSVR/lib/openvr until you find an osvr folder.

You'll want to drag the osvr directory drivers directory you found previously. If you are upgrading from an earlier version of the driver, merge its contents with the existing contents of the osvr directory.

To know if you got it right, do the same Windows Run (or other way of opening a folder by its name) as above, with the path "%ProgramFiles(x86)%\Steam\steamapps\common\SteamVR\drivers\osvr\bin\win32" instead. (Make changes as appropriate to suit your Steam install location.) If you got it right, you should see a number of files, including one called driver_osvr.dll.

Usage

In all cases, hook up your hardware and launch OSVR Server first.

Simple: Paste "%ProgramFiles(x86)%\Steam\steamapps\common\SteamVR\demo\bin\win32\hellovr_sdl.exe" into the Windows Run dialog and click run to start the SteamVR simple demo app - you should get a command-prompt window with some text, the screen might flicker, then you should get a split-screen display that reacts to the movement of the HMD by changing your view of a world with infinite cubes of test patterns. (You might need to click to bring the demo window to the foreground.)

Real game: You may wish to open the "VRMonitor" - the SteamVR status window, that should be accessible through the Start Menu. At this time, it appears to also launch Steam in VR or "Big Picture" mode, which may or may not be what you want, but you can close that interface and keep the VR Monitor open. It might say "Not Ready", but if you hover over the HMD icon it should say "HMD Connected, but not ready" - that's normal.

Different games have different ways of turning on VR mode - some you right-click on them in Steam and specify in the options to pass /vr to launch in VR mode. You might find info about this on the Internet - many of these sources are outdated: for example, no command line switch is required for TF2 to run in VR.

In this example, we'll use TF2, which has it accessible in its menu: go to "Options", then "Video" and change "Virtual Reality Mode" to "Enabled". You'll have to save that setting and restart the game before you'll see a new entry on the game's main menu called "Activate Virtual Reality". Selecting "Activate Virtual Reality" should flip the game into VR mode and you're ready to play. (Might be best to use a gamepad, as WASD and mouselook don't go well with VR, the mouselook portion in particular.)

Build Instructions

Prerequisites

  • CMake v3.1 or newer, latest version always recommended
  • A compiler supporting C++11
    • On Windows, Visual Studio 2013 recommended.
    • Recent compilers on Linux are fine too.
    • XCode and clang on OS X will build this project.
  • Somehow create or acquire a build of the following (make sure the bits match for everything that's not header-only):
  • An installation of the Valve Software OpenVR SDK
    • This is currently provided as a git submodule.
    • Run git submodule update --init --recursive to download the OpenVR SDK.

Building

Configure

Use CMake to configure/generate your build. You'll essentially use CMake just as any other project - that is, something like:

mkdir build
cd build
cmake ..

is a start for the command-line-oriented. Or, if you prefer a GUI, this screencast demonstrates configurating and building with CMake's GUI.

The one detail is that you'll want to add the variable CMAKE_PREFIX_PATH and set it to the root directories/"prefixes" (semicolon-separated) where the dependency binaries are (the directory that immediately contains bin, include, and so on.)

Another configuration setting you'll want to consider is CMAKE_INSTALL_PREFIX - you'll probably want to set this to a local directory (like a directory on your desktop), or to the root of a SteamVR/OpenVR tree, since when building the INSTALL project (VS) or the install target (all other build systems), the driver will get installed into the drivers/[platform]/ subdirectory of the install prefix. The system-wide SteamVR install directory on Windows is usually something like C:/Program Files (x86)/Steam/steamapps/common/SteamVR though install there at your own risk!

Build

Use your native build tool - open the generated Visual Studio solution, run make, etc.

Install

As mentioned above, the install target will place the driver binary in a specific directory. If that's not a standard directory, or if you don't re-configure SteamVR/OpenVR to look there, you'll need to copy the driver to such a directory manually.

License and Vendored Projects

  • This project: Licensed under the Apache License, Version 2.0.

  • Vendored projects included in the source tree:

    • /vendor/eigen-3.2.4 - Unpacked release from http://eigen.tuxfamily.org/ - header-only library under the MPL2 (a file-level copyleft, compatible with proprietary software), used with the preprocessor definition EIGEN_MPL2_ONLY to exclude modules with other license from the build.

    • /vendor/libcxx - Extracted files from libc++ - dual-licensed under the MIT and the University of Illinois "BSD-Like" licenses. See that directory for full copyright, license, and credits.

    • /vendor/util-headers - Select header files from util-headers - licensed under the Boost Software License v1.0.

    • /vendor/OSVR-Display - Used for detecting display parameters. Licensed under Apache 2.0.

    • /vendor/googletest - A unit-test framework. Licensed under the New BSD License.

steamvr-osvr's People

Contributors

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steamvr-osvr's Issues

osvr_reset_yaw resets yaw and translation axes in OSVR Tracker View but not in SteamVR apps

I've found that the osvr_reset_yaw app distributed within OSVR-core appears to successfully reset yaw and the translation axes accordingly, but does not reset the translation axes in SteamVR. That is, the rotation is reset correctly in both Tracker View and SteamVR. However, in SteamVR only, the "forward" orientation is no longer the "forward" translational axis. For example, in Elite: Dangerous after resetting yaw I will be looking forward in the cockpit, but when I lean forward my view may move to the left - when I lean left it may move backwards.

I'm not entirely sure why I'm getting yaw drift in the first place as I'm under the impression that the IR camera should be used as an absolute reference for "forward", but that's another issue.

CMAKE error

I am trying to build the plugin, but CMAKE seems to complain... (I recursively cloned the latest snapshot, set BOOST_INCLUDE_DIR to boost and CMAKE_PREFIX_PATH to jsoncpp)

CMake Error at cmake/SteamVRPaths.cmake:78 (math):
math cannot parse the expression: "-1 + 1": syntax error, unexpected
exp_MINUS, expecting exp_OPENPARENT or exp_NUMBER (1)
Call Stack (most recent call first):
cmake/SteamVRPaths.cmake:139 (_read_openvrpaths_file)
CMakeLists.txt:54 (include)

CMake Error at cmake/SteamVRPaths.cmake:79 (math):
math cannot parse the expression: "-1 - -1": syntax error, unexpected
exp_MINUS, expecting exp_OPENPARENT or exp_NUMBER (1)
Call Stack (most recent call first):
cmake/SteamVRPaths.cmake:139 (_read_openvrpaths_file)
CMakeLists.txt:54 (include)

CMake Error at cmake/SteamVRPaths.cmake:80 (string):
string begin index: -1 is out of range 0 - 6
Call Stack (most recent call first):
cmake/SteamVRPaths.cmake:139 (_read_openvrpaths_file)
CMakeLists.txt:54 (include)

CMake Error at cmake/cmake-3.3.0-modules/WriteCompilerDetectionHeader.cmake:256 (include):
include could not find load file:

D:/knihovny/OSVR-SteamVR/cmake/cmake-3.3.0-modules/CMakeParseArguments.cmake

Call Stack (most recent call first):
src/CMakeLists.txt:11 (include)

CMake Error at cmake/cmake-3.3.0-modules/WriteCompilerDetectionHeader.cmake:257 (include):
include could not find load file:

D:/knihovny/OSVR-SteamVR/cmake/cmake-3.3.0-modules/CMakeCompilerIdDetection.cmake

Call Stack (most recent call first):
src/CMakeLists.txt:11 (include)

CMake Error at cmake/cmake-3.3.0-modules/WriteCompilerDetectionHeader.cmake:441 (compiler_id_detection):
Unknown CMake command "compiler_id_detection".
Call Stack (most recent call first):
src/CMakeLists.txt:12 (write_compiler_detection_header)

Connect to VR server failed (301)

When I run Steam VR, the control panel reports that it couldn't connect to the VR server (error 301) and therefore it couldn't find an HMD. (This appears to be a step backward from a couple versions where it would detect the HMD but complained that it wasn't receiving pose updates.)

I've attached some log files as well. In the vrserver.txt file, you can see where the OSVR driver reports having an available HMD. (The messages prefixed by osvr' are emitted by my driver.)

The vrclient_vrmonitor.txt log file shows the following two messages at the end:

    Timeout while waiting for message of type 101
    Invalid response to connect message. Connect failed

Per Joe of Valve Software:

When an instance of vrclient (i.e. an app) connects to vrserver it sends message 100 (Connect) and expects message 101 (ConnectReponse) in response. In this case the connect is taking a long time to get back and the client will only wait 5 seconds. According to the vrserver log, though the whole startup process is taking less than a second so thereโ€™s something fishy going on.

steamvr-control-panel-status-window

vrserver.txt

Wed Jul 08 02:59:18 2015 - ================================================================================================
Wed Jul 08 02:59:18 2015 - ================================================================================================
Wed Jul 08 02:59:18 2015 - VR server (v1435962534) starting up with config=C:\Program Files (x86)\Steam\config
Wed Jul 08 02:59:18 2015 - Load Config from C:\Program Files (x86)\Steam\config\steamvr.cfg
Wed Jul 08 02:59:18 2015 - lighthouse: Attached HID Devices:
Wed Jul 08 02:59:18 2015 - lighthouse:     46D, C52B: s/n ใฎท็‚ฟไ‚0: Cordless Receiver
Wed Jul 08 02:59:18 2015 - lighthouse:     46D, C52B: s/n Cordless Receiver: Cordless Receiver
Wed Jul 08 02:59:18 2015 - lighthouse:     1532, 300: s/n \\?\hid#vid_1532&pid_0300&mi_00#7&221ec141&0&0000#{4d1e55b2-f16f-11cf-88cb-001111000030}: Razer Hydra
Wed Jul 08 02:59:18 2015 - lighthouse:     764, 501: s/n \\?\hid#vid_0764&pid_0501#6&3b240b79&0&0000#{4d1e55b2-f16f-11cf-88cb-001111000030}:  CP 1350C
Wed Jul 08 02:59:18 2015 - lighthouse:     46D, C221: s/n \\?\hid#vid_046d&pid_c221&mi_01&col01#8&31e94e87&0&0000#{4d1e55b2-f16f-11cf-88cb-001111000030}: Gaming Keyboard
Wed Jul 08 02:59:18 2015 - lighthouse:     46D, C221: s/n \\?\hid#vid_046d&pid_c221&mi_01&col02#8&31e94e87&0&0001#{4d1e55b2-f16f-11cf-88cb-001111000030}: Gaming Keyboard
Wed Jul 08 02:59:18 2015 - lighthouse:     46D, C222: s/n \\?\hid#vid_046d&pid_c222&col02#7&25bd4246&0&0001#{4d1e55b2-f16f-11cf-88cb-001111000030}: G15 Keyboard
Wed Jul 08 02:59:18 2015 - lighthouse:     46D, C52B: s/n \\?\hid#vid_046d&pid_c52b&mi_01&col02#8&7184af4&0&0001#{4d1e55b2-f16f-11cf-88cb-001111000030}: USB Receiver
Wed Jul 08 02:59:18 2015 - lighthouse:     46D, C52B: s/n \\?\hid#vid_046d&pid_c52b&mi_01&col03#8&7184af4&0&0002#{4d1e55b2-f16f-11cf-88cb-001111000030}: USB Receiver
Wed Jul 08 02:59:18 2015 - lighthouse:     572, 1410: s/n 00000000: RAZER USB AUDIO
Wed Jul 08 02:59:18 2015 - lighthouse:     46D, C52B: s/n \\?\hid#vid_046d&pid_c52b&mi_01&col04#8&7184af4&0&0003#{4d1e55b2-f16f-11cf-88cb-001111000030}: USB Receiver
Wed Jul 08 02:59:18 2015 - Driver lighthouse has no HMDs. Skipping
Wed Jul 08 02:59:18 2015 - oculus: Found 0 Oculus devices
Wed Jul 08 02:59:18 2015 - Driver oculus has no HMDs. Skipping
Wed Jul 08 02:59:18 2015 - osvr: ServerDriver_OSVR::Init() called.
Wed Jul 08 02:59:18 2015 - osvr: ServerDriver_OSVR::GetTrackedDeviceCount(): Detected 1 tracked devices.
Wed Jul 08 02:59:18 2015 - osvr: ServerDriver_OSVR::GetTrackedDeviceCount(): Detected 1 tracked devices.
Wed Jul 08 02:59:18 2015 - osvr: ServerDriver_OSVR::GetTrackedDeviceDriver(): Returning tracked device 0.
Wed Jul 08 02:59:18 2015 - osvr: ServerDriver_OSVR::GetTrackedDeviceCount(): Detected 1 tracked devices.
Wed Jul 08 02:59:18 2015 - osvr: ServerDriver_OSVR::GetTrackedDeviceDriver(): Returning tracked device 0.
Wed Jul 08 02:59:18 2015 - osvr: ServerDriver_OSVR::GetTrackedDeviceCount(): Detected 1 tracked devices.
Wed Jul 08 02:59:18 2015 - Active HMD set to osvr.OSVR HMD

vrmonitor.txt

Wed Jul 08 02:59:17 2015 - ================================================================================================
Wed Jul 08 02:59:17 2015 - ================================================================================================
Wed Jul 08 02:59:17 2015 - vrmonitor starting up with config=C:\Program Files (x86)\Steam\config
Wed Jul 08 02:59:17 2015 - Runtime: C:\Program Files (x86)\Steam\steamapps\common\SteamVR
Wed Jul 08 02:59:17 2015 - Load Config from C:\Program Files (x86)\Steam\config\steamvr.cfg
Wed Jul 08 02:59:17 2015 - Tools Path: C:\Program Files (x86)\Steam\steamapps\common\SteamVR\tools exists.
Wed Jul 08 02:59:17 2015 - Demo Path: C:\Program Files (x86)\Steam\steamapps\common\SteamVR\demo exists.
Wed Jul 08 02:59:23 2015 - Unable to get shared openGL context when initializing overlay bridgeWed Jul 08 02:59:43 2015 - Open URL vrmonitor://open/statusreport
Wed Jul 08 03:01:42 2015 - Open URL vrmonitor://open/statusreport

vrclient_vrmonitor.txt

Wed Jul 08 02:59:17 2015 - vrclient startup with PID=6532, config=C:\Program Files (x86)\Steam\config
Wed Jul 08 02:59:17 2015 - Load Config from C:\Program Files (x86)\Steam\config\steamvr.cfg
Wed Jul 08 02:59:17 2015 - Starting vrserver process: C:\Program Files (x86)\Steam\steamapps\common\SteamVR\bin\win32\vrserver.exe
Wed Jul 08 02:59:23 2015 - Timeout while waiting for message of type 101 
Wed Jul 08 02:59:23 2015 - Invalid response to connect message. Connect failed

Use window position from DisplayConfig

Currently the code uses a hard-coded window position of x: 1920, y: 0 which only works if your main monitor is width 1920. The DisplayConfig from the OSVR server has this position, and we should read it.

Unfortunately the position isn't exposed by at least the C++ API (I haven't checked the C API), so this issue is blocked until it's available.

Direct mode and side by side

Hi,

The Direct Mode seems to work on my PC but I've a serious problem with the side by side option. When I start SteamVR (DirectMode enabled), my HDK switches to side by side mode. It's not the case in non SteamVR applications. So I have to start the OSVR Config tool and toggle side by side. The big problem is that it appears randomly when I play. To fix that, I have to remove the HMD from my head and toggle Side by Side again (and again ;)).

Side by side is usefull in landscape mode, but why is it already active in direct mode? Can you prevent it when the HMD is in DirectMode?

Thanks.

Tracking and/or projection is incorrect.

I'm not sure what's going on with the tracking and/or projection, but it appears to be incorrect:

image

One eye seems flipped form the other, but also rotations seem to be in the wrong plane (as if one or more of pitch/yaw/roll were swapped). Also I thought I remember this compositor screen being a sphere, not two planes with a grid on them. Is it a squashed sphere?

Room Setup Connection Loss - SteamVR-OSVR-Win-Build-v0.1-170-g09dc772-core-v0.6-1194-g0c54f5e

Hey guys,

I've tried out the new SteamVR driver and it seems to be working well.
I can confirm I've gotten it to work in direct mode.
Setup required a .json replacement with the directmode.json and a restart for it to take effect.

The only issue I'm having, is that Room Setup is still kicking up a fuss. When running games normally, things are running fine (feels like better than before tbh) but when running room setup, the connection is dropping every 4-6 seconds.

I was still able to the initial room setup procedure and get to the "put your headphones and HMD on now", at which point, when loaded into the livingroom, the OSVR would lose connection to SteamVR and jutter in one direction for half a second then reset it's position.
After roughly a minute, Room Setup just crashed.

I have the SteamVR output log below. If you require a video demonstration of the issue I'm running into, let me know and I'll setup the camera.

output_log.txt

Help Please

Someone make a video on this please. I'm a visual leaner and I need someone to dumb it down for me. This is too complicated for me and i just need someone to send me a link on a video on how to do this. I just want to play The Arrival on the OSVR. Thank you.

SteamVR does not detect HDK. Unable to load driver osvr because of error 103.

I followed the most recent guide to set up HDK2 but when I run SteamVR I get
"Headset not detected" error. vrserver.txt says:

Unable to load driver osvr from C:\Program Files (x86)\OSVR\OSVR-SteamVR\osvr\bin\win64
Unable to load driver osvr because of error 103. Skipping.

System configuration

HDK2, Windows 7, Nvidia optimus, Current all-in-one beta installer and I also tried the most recent 1320 SteamVR-OSVR version - no success.

Here is another report from a user with HDK1 .

Contents of distributed binaries

.lib files don't need to be distributed. Rather surprised they're being generated/installed at all - is the driver being added as a SHARED rather than a MODULE?

Also, if the steamvr.vrsettings file in the repo is important, it's not making it into the package ending up on bintray right now.

DisplayConfig refactor

Much of the display config parsing in SteamVR-OSVR has since moved into OSVR-Core. Specifically, in ClientKit's display.h (C++) or displayC.h (C). Since the display config parsing code is out of date and causing errors, it's probably a good time to replace it with code that gets the information from ClientKit.

So, osvr_display_configuration.h and projection_matrix.h can be removed I think. In OSVRTrackedDevice, we need to re-implement GetWindowBounds, GetRecommendedRenderTargetSize, GetEyeOutputViewport, GetProjectionRaw, GetHeadFromEyePose, ComputeDistortion, GetIPD.

Also, the display config code in OSVR-Core internally subscribes to /me/head and provides pose states for you, so we can also remove for example the handler in OSVRTrackedDevice::HmdTrackerCallback. The API lets you specify matrix row order and coordinate system handedness, so there shouldn't be a need to use Eigen to do the conversions. Once that is removed, look into whether there is any code that can be removed from matrix_cast.h. I suspect only the final matrix/pose conversion functions will still be needed.

Note: for this iteration, it's ok to only support OSVR display configurations that will match what OpenVR expects. That would be a single display input, a single viewer, with two eyes (one surface each) mapped to the same display input. I don't believe OpenVR supports multi-input HMDs yet, so we can probably defer support for them in the plugin at this time.

A question was brought up about what to do for ClientDriver_OSVR::AttachToWindow. Previously I thought this was asking the driver to actually implement the attachment to the window, but this is what the documentation says:

"[Windows only] Notifies the driver that the VR output will appear in a particular window."

I'm not exactly sure what they are expecting the HMD driver to do in response to this event, but it looks like it's called after the window has been attached elsewhere (perhaps by the game engine), so I don't think we need to do anything for this callback.

vrserver crashes repeatedly, but only with some games

Some games are fine - Abbot's Book, Colosse, The Cubicle, The Rose and I, The Night Cafe. Direct mode works fine.

But some games will start for a few seconds and then vrserver starts to crash repeatedly. This includes The Lab, Skeet VR. Every time it does it flicks back to the compositor room, then back into the game. The game doesn't restart, it just looks like it glitches back and forth. It does this for a while until it finally crashes. I can't seem to figure this out. Unfortunately I don't have another headset to test if it is just my machine or SteamVR-OSVR. I'm thinking maybe it has to do with games that have Vive-specific code, which makes sense if The Lab and others crash.

Output from vrserver.txt:

Thu Jun 09 2016 19:48:54.553 - New Connect message from S:\Program Files (x86)\Steam\steamapps\common\Spell Fighter VR\SpellFighter.exe (VRApplication_Scene) 6236 
Thu Jun 09 2016 19:48:54.553 - Setting app steam.app.455440 PID to 6236
Thu Jun 09 2016 19:48:54.553 - Using existing HMD osvr.OSVR HDK
Thu Jun 09 2016 19:48:55.864 - IPCPipe(SpellFighter (6236)): Process disconnected.
Thu Jun 09 2016 19:48:55.864 - Process SpellFighter (6236) disconnected
Thu Jun 09 2016 19:48:55.924 - New Connect message from S:\Program Files (x86)\Steam\steamapps\common\Spell Fighter VR\SpellFighter.exe (VRApplication_Scene) 6236 
Thu Jun 09 2016 19:48:55.924 - Setting app steam.app.455440 PID to 6236
Thu Jun 09 2016 19:48:55.924 - Using existing HMD osvr.OSVR HDK
Thu Jun 09 2016 19:49:01.628 - IPCPipe(SpellFighter (6236)): Process disconnected.
Thu Jun 09 2016 19:49:01.628 - Process SpellFighter (6236) disconnected
Thu Jun 09 2016 19:49:01.695 - New Connect message from S:\Program Files (x86)\Steam\steamapps\common\Spell Fighter VR\SpellFighter.exe (VRApplication_Scene) 6236 
Thu Jun 09 2016 19:49:01.695 - Setting app steam.app.455440 PID to 6236
Thu Jun 09 2016 19:49:01.695 - Using existing HMD osvr.OSVR HDK
Thu Jun 09 2016 19:49:06.090 - IPCPipe(finalCandidate1 (8744)): Process disconnected.
Thu Jun 09 2016 19:49:06.090 - Process finalCandidate1 (8744) disconnected
Thu Jun 09 2016 19:49:07.146 - IPCPipe(SpellFighter (6236)): Process disconnected.
Thu Jun 09 2016 19:49:07.146 - Process SpellFighter (6236) disconnected
Thu Jun 09 2016 19:49:07.213 - New Connect message from S:\Program Files (x86)\Steam\steamapps\common\Spell Fighter VR\SpellFighter.exe (VRApplication_Scene) 6236 
Thu Jun 09 2016 19:49:07.213 - Setting app steam.app.455440 PID to 6236
Thu Jun 09 2016 19:49:07.213 - Using existing HMD osvr.OSVR HDK
Thu Jun 09 2016 19:49:21.060 - IPCPipe(SpellFighter (6236)): Process disconnected.
Thu Jun 09 2016 19:49:21.060 - Process SpellFighter (6236) disconnected
Thu Jun 09 2016 19:51:36.362 - Processing message Unknown VRMsgType (0) from Steam (6376) took 0.0131 seconds

And so on.

Output from a game log:

[VRDevice] Successfully created device OpenVR.
OpenVR Shutdown

(Filename:  Line: 627)

OpenVR initialized!

(Filename:  Line: 315)

HMD Vendor: osvr
HMD Model: OSVR HMD
HMD Render Model: generic_hmd
HMD Serial Number: OSVR HDK

(Filename:  Line: 338)

[VRDevice] Successfully created device OpenVR.
OpenVR Shutdown

(Filename:  Line: 627)

OpenVR initialized!

(Filename:  Line: 315)

HMD Vendor: osvr
HMD Model: OSVR HMD
HMD Render Model: generic_hmd
HMD Serial Number: OSVR HDK

Eventually ends in:


Error occurred at 2016-06-09_194910.
S:\Program Files (x86)\Steam\steamapps\common\Spell Fighter VR\SpellFighter.exe, run by Devin2.
41% memory in use.
8094 MB physical memory [4758 MB free].
16286 MB paging file [11251 MB free].
134217728 MB user address space [134216704 MB free].
Write to location fd363530 caused an access violation.

Radeon R9 290, tried with stable + beta drivers.

Update OSVR API to provide SteamVR with all the info it wants

This issue is to track the properties and information that SteamVR may request of the OSVR plugin. Specifically of note is the information that we need to write new OSVR-Core or RenderManager APIs to provide and code that should be migrated from the plugin to other OSVR libraries.

The following list is not exhaustive. As more items are discovered, please add comments below and I'll update this list.

  • Detect if direct mode is enabled or disabled. This is done for Windows (see PR #53), but the code should live elsewhere.
  • Get the EDID VID and PID values. (See PR #53.)
  • Get the display name for the HMD.
  • Get the refresh rate of the HMD's display.
  • Get the firmware version of the display.

SteamVR doesn't work on higher resolution HMD

Description of issue

When using a 2560x1440 display, I was unable to get SteamVR working in extended mode, I was able to get the compositor working but SteamVR still said "not ready", room setup didn't work etc.

When I set my HMD resolution to 1920x1080 and scaled it using the GPU (I believe this is a Nvidia only option) everything worked immediately. It isn't clear if this is a SteamVR or SteamVR-OSVR problem.

Steps to reproduce the problem

Use a high resolution HMD

System configuration

GTX 980, latest drivers, latest SteamVR, latest SteamVR-OSVR

SteamVR not playing games properly

I have an issue where some games (HelloVR.exe and Keep talking and nobody explodes) will work (but only very "jumpy" (View jumps around in the scene a lot), but other apps like InCellVR or the SteamDesktopTheater will leave me with an image of fading blue on my HDK 1.4's screen. Does smobody have a similar issue? Any fixes?

steamVR/OSVR Issue

As a consumer user; running latest core, steamvr-osvr binaries, drivers, steam client and steamvr version, all i get is a white virtual world with mesh after starting steamVR.

What i did was after receiving my OSVR 1.3 dev kit the instructions on unboxing and set up were followed. https://github.com/OSVR/OSVR-Docs/blob/master/Getting-Started/HDK/HDK-Unboxing-and-Getting-Started.md The Tracker Viewer runs fine but i am struggling to manage which display gets used and still have not had the Palace demo or Team Fortress 2 (example/test in doc) run in the hmd.
The readme on https://github.com/OSVR/SteamVR-OSVR main page were followed for installing and testing steamVR.

What i am trying to do is be able to play vr content in steam games/apps using OSVR hmd and tracking.

Some system specs: i7 6700k, 32GB ddr4 2666mhz, 6GB gtx 980 ti running windows 10 pro 64

Any useful advice would be welcomed and thanks in advance.

SteamVR Compositor no longer works in extended mode

For some reason, after installing the updated plugin, and updating SteamVR, extended mode won't work (error 400, 109), but direct mode does work. I already did the fix for the different main monitor resolution, and have them positioned correctly This means that TF2, HL2, HL:S... won't work in VR, as they don't support direct mode.

SteamVR Games Crashing with Unknown VRMsgType (1701841162)

Some SteamVR games - in this case, the popular Windlands - are crashing to desktop randomly. Sometimes after a minute of playing, sometimes after several. I am not sure if the crashes I'm experiencing in Windlands are related to those in Elite: Dangerous, which seem to happen less frequently, but in the same way: the game closes silently followed by the compositor shutting down moments later and SteamVR either closing silently or attempting to close and hanging. I will acquire a log after an Elite crash as soon as I have time to run into one again.

Below is the log from SteamVR after a Windlands crash, where the 3rd line is the most relevant. Note the 309MB payload! Whatever this message is, it's causing the game to crash. I am not completely sure the issue is caused by the SteamVR-OSVR plugin, but I was hoping those here might be able to discern if it is. If so, perhaps we can discover what this message type is and how to fix it.

Fri Jan 22 2016 20:01:47.921 - New Connect message from G:\Steam\steamapps\common\Windlands\Windlands_Win_x64_SteamVR\Windlands_Win_x64_SteamVR.exe 2024
Fri Jan 22 2016 20:01:47.921 - Using existing HMD osvr.OSVR HMD
Fri Jan 22 2016 20:02:38.819 - Unknown message type Unknown VRMsgType (1701841162) (309027685 byte payload) from vrmonitor (3116)
Fri Jan 22 2016 20:02:38.819 - Processing message Unknown VRMsgType (1701841162) from vrmonitor (3116) took 0.11 seconds
Fri Jan 22 2016 20:02:38.819 - Process vrmonitor (3116) disconnected
Fri Jan 22 2016 20:02:38.819 - Quitting all OpenVR processes because master process 3116 disconnected
Fri Jan 22 2016 20:02:38.820 - Sending Quit event to process vrmonitor (3116)
Fri Jan 22 2016 20:02:38.820 - Sending Quit event to process vrdashboard (4912)
Fri Jan 22 2016 20:02:38.820 - Sending Quit event to process Windlands_Win_x64_SteamVR (2024)
Fri Jan 22 2016 20:02:38.849 - IPCPipe(Windlands_Win_x64_SteamVR (2024)): Process disconnected.
Fri Jan 22 2016 20:02:38.849 - Process Windlands_Win_x64_SteamVR (2024) disconnected
Fri Jan 22 2016 20:02:40.237 - IPCPipe(vrdashboard (4912)): Process disconnected.
Fri Jan 22 2016 20:02:40.237 - Process vrdashboard (4912) disconnected
Fri Jan 22 2016 20:02:40.248 - Sending Quit event to process vrcompositor (7228)
Fri Jan 22 2016 20:02:40.996 - AppTransition: Aborting external launch because of timeout after 0.00199437 seconds
Fri Jan 22 2016 20:02:40.996 - Aborting launch of ''
Fri Jan 22 2016 20:02:45.258 - Kill process vrcompositor (7228) because it didn't quit in time
[^^^This line repeats a few dozen times]
Fri Jan 22 2016 20:02:45.934 - IPCPipe(vrcompositor (7228)): Process disconnected.
Fri Jan 22 2016 20:02:45.934 - Process vrcompositor (7228) disconnected
Fri Jan 22 2016 20:02:45.943 - VR server shutting down
Fri Jan 22 2016 20:02:46.008 - Listener thread ending

test_hmd_driver has null pointer as driver_host, but gets dereferenced later

Description of issue

Second argument here

vr::EVRInitError error = tracker_driver->Init(&logger, nullptr, "", "");
is driver_host and a null pointer. It gets passed around a bit and then dereferenced here:
settings_ = std::make_unique<Settings>(driver_host->GetSettings(vr::IVRSettings_Version));

Program received signal SIGSEGV, Segmentation fault.
OSVRTrackedDevice::OSVRTrackedDevice (this=0x5555557b2400, context=..., driver_host=0x0, driver_log=0x0) at /home/chris/build/osvr-steamvr-git/src/osvr-steamvr/src/OSVRTrackedDevice.cpp:63
63          settings_ = std::make_unique<Settings>(driver_host->GetSettings(vr::IVRSettings_Version));
(gdb) bt full
#0  OSVRTrackedDevice::OSVRTrackedDevice (this=0x5555557b2400, context=..., driver_host=0x0, driver_log=0x0)
    at /home/chris/build/osvr-steamvr-git/src/osvr-steamvr/src/OSVRTrackedDevice.cpp:63
No locals.
#1  0x00007ffff7bd0f8a in std::make_unique<OSVRTrackedDevice, osvr::clientkit::ClientContext&, vr::IServerDriverHost*&> ()
    at /home/chris/build/osvr-steamvr-git/src/osvr-steamvr/vendor/libcxx/include/make_unique_impl.h:47
No locals.
#2  ServerDriver_OSVR::Init (this=0x7ffff7dd85c0 <g_ServerDriverOSVR>, driver_log=<optimized out>, driver_host=0x0, user_driver_config_dir=<optimized out>,
    driver_install_dir=<optimized out>) at /home/chris/build/osvr-steamvr-git/src/osvr-steamvr/src/ServerDriver_OSVR.cpp:52
No locals.
#3  0x00005555555554cd in main (argc=<optimized out>, argv=<optimized out>) at /home/chris/build/osvr-steamvr-git/src/osvr-steamvr/src/test_hmd_driver.cpp:81
        error = <optimized out>
        tracker_count = <optimized out>
        driver_init_return = 0
        tracker_driver = 0x7ffff7dd85c0 <g_ServerDriverOSVR>
        logger = {<vr::IDriverLog> = {_vptr.IDriverLog = 0x555555756d80 <vtable for Logger+16>}, <No data fields>}

Win10 x64 - [OSVR] Client context shut down for com.osvr.SteamVR

OSVR-Core-Snapshot-v0.6-740-g0195020-build220-vs12-64bit
SteamVR v1448479831
SteamVR - OSVR Plugin v0.6-561-g5abddd6

Not sure if this is a known error or not, figured I'd post it because its new to me.

Microsoft Windows Version 10.0.10586 2015 Microsoft Corporation. All rights reserved.

C:\Users\tylere>"C:\Program Files (x86)\Steam\steamapps\common\SteamVR\bin\win64\vrcmd.exe"
Using breakpad crash handler
Setting breakpad minidump AppID = 250820
Forcing breakpad minidump interfaces to load
Looking up breakpad interfaces from steamclient
Calling BreakpadMiniDumpSystemInit
[OSVR] Connecting to default (local) host
[OSVR] Client context initialized for com.osvr.SteamVR
[OSVR] Got connection to main OSVR server
[OSVR] Got updated path tree, processing
[OSVR] Connected 0 of 0 unconnected paths successfully
[OSVR] Connection process took 77ms: have connection to server, have path tree
[OSVR] Interface initialized for /me/head
[OSVR] Constructed a TrackerHandler for org_osvr_filter_videoimufusion/HeadFusion@localhost sensor 0
[OSVR] Successfully produced handler for /me/head
[OSVR] Interface initialized for /me/head
[OSVR] Interface initialized for /me/head
[OSVR] Display: OSVR HDK (Version 1.3) [Display descriptor note: Specific to the optics of 1.3, with Render Manager compatible distortion parameters]
[OSVR] Created an OSVR_DisplayConfigObject!
[OSVR] Interface initialized for /me/head

Device 0 - OSVR.0 - OSVR HMD - HMD - generic_hmd
Will drift in yaw
D3DAdapterIndex: 0
Left Projection: left=-1.000000, right=1.000000, top=-1.124942, bottom=1.124942
Right Projection: left=-1.000000, right=1.000000, top=-1.124942, bottom=1.124942
Driver lighthouse : 0 displays
Driver oculus : 0 displays
Driver osvr : 1 displays
OSVR HMD (Serial number 0)
Driver null : 0 displays
[OSVR] OSVR_DisplayConfigObject destructor
[OSVR] Client context shut down for com.osvr.SteamVR

Use of vrpathreg?

I hadn't seen this tool when trying SteamVR earlier, but it showed up in a semi-recent version apparently:

C:\Program Files (x86)\Steam\steamapps\common\SteamVR\bin\win64>vrpathreg --help
Commands:
  show - Display the current paths
  setruntime <path> - Sets the runtime path
  setthis - Sets the runtime path to the runtime that vrpathreg lives in
  setconfig <path> - Sets the config path
  setlog <path> - Sets the log path
  adddriver <path> - Adds an external driver
  removedriver <path> - Removes an external driver

Might let us have a nicer install experience by using the adddriver command.

SteamVR Crashing on launch

As soon as SteamVR connects to Core it crashes, the core remains running and reports a client disconnect, I'm unsure if I can fig further into the reasons via further debug so any help is appreciated.

All SteamVR version's listed under the Steam - Beta tab have this issue except for version V1445878235 which at least allows the HMD Window to be auto launched but no further success can be had at my end.

Core Version: OSVR-Core-Snapshot-v0.6-413-g87c30a2-build199-vs12-64bit
OSVR Plugin Version: SteamVR-OSVR-Win-Build-v0.1-4-ge2e4fc2-core-v0.6-413-g87c30a2
HDK: 1.3

Visibility macros and compiler check

Looks like we just throw up our hands and say "not supported" unless using MSVC or GCC, even though I know Clang, and I imagine appleclang, provide the same attributes GCC does. Is this intentional for compatibility with SteamVR?

spawn a thread and make more startup work async

One thing I noticed when working on the Vive steamvr plugin loader is that it's very asynchronous: they're clearly spawning several threads, and they're calling the server driver host methods from that alternate thread without any protection in the driver (so steamvr is presumably handling the safety there internally).

We should be doing this, especially with the startup sequence which involves some timeouts - those should just be running in their own thread once the device is activated with no timeout period enforced. It would avoid slowing apps, that expect to get in and out of those methods quickly, and it would avoid bogus failures and reduce latency if we kept running in our own thread (if they're going to marshal our messages already...).

(Of course, we must remember, only operate on a single client context from one thread at a time)

Suggestion:Add OSVR Tag To Steam Store

When viewing games in steam store in the system requirements section game devs are not doing a good job of highlighting which vr platform they support. There are Vive and Occulus icons that show on games that have updated that info when searching using the vr tag. Both the api and graphics gpu make and model get listed too. i.e. dx12 nvidia gtx970 same for other requirements.
ref: http://store.steampowered.com/tag/en/VR/

Do game devs need to update their steam store info using OSVR tag and icon?. As an end user i think they should.

OSVR_OVERRIDE not needed

Unless for some reason we need to build this with something older than MSVC 2013, we can just use override

Lost Head Tracking after setting OSVR in Direct Mode (with steamVR)

Hello,
I've been looking to setup OSVR HDK 1.4 for Elite Dangerous. It was impossible to make it work using a combination of driver versions for the different components (including the last up to date) in extended mode. So I switched to Direct mode and... Tadaaaaaaa! Could have a clean screen on my device after launching E:D... But I realized that I have lost the head tracking when i wanted to enjoy it.
I tried to troubleshoot using the tracking tool provided with OSVR SDK but still didn't figure it out (restarted several times both HDK and computer).
Must also notice than Steam compositor is still displaying a red screen of death and steamVR is set to status "Not Ready"...

Two Steamvr-osvr Branches

Why not make it more obvious that the new aio installer uses stable build and latest build is pre alpha?

Having people asking for support here when they are not using latest builds with all the bug fixes is just mind numbingly wrong.

string_algo.h

It's cool, but since we're already requiring boost, do we really need it?

Alternately, if we get OSVR/OSVR-Core#44 implemented, we might need it again (?)

Missing tracking API calls

Thought it was time to formally open an issue for this.

With the latest SteamVR driver and most recent functional version of SteamVR (last I've tested was beta v1457503340, but I believe it happens with the current release version as well), the room setup does not complete successfully. Even when a player defines the floor height, the height always appears to be interpreted directly from the OSVR vertical axis.

In addition, the recentering controls in the Settings do not function at all. Similarly, players of Elite Dangerous have found that the recentering keybind does not work in Elite: Dangerous either, and in addition Elite is subject to a number of graphical glitches that appear to be induced by faulty head tracking. For example, parts of the HUD may rapidly jump between rendering as if from above and rendering as if from straight ahead.

@d235j suggested that these issues, seemingly related to positional tracking, may be due to API-calls/property-requests/other-functionality that are not yet implemented in the driver.

Controller state and hand tracking?

It would be nice if we could implement both controller state and hand tracking in the OSVR plugin.

Questions to answer (feel free to answer them in a reply below, I'll update the issue):

  1. Do we add a new tracked device for each hand, or are the tracked devices part of the controller state?
  2. Can we add controller state without a tracked hand? Example: OSVR supports an Xbox controller via the VRPN driver. In this case we don't have a tracked hand but we have a controller.
  3. Can we have a tracked hand without controller state? Example: Leap motion or Nod or other device that tracks hands but doesn't have buttons (unless you mapped them to gestures).
  4. If we return a new tracked device for each hand, how do we tell it we're the "left hand" or the "right hand"?

SteamVR update on 4-27-16 breaks OSVR support.

2/27/16 SteamVR update removed the beta builds breaking OSVR Support. While the HMD shows up as green in SteamVR with status "Not ready", SteamVR applications do not work. Compositor opens up and head tracking works. But in any application the "Blue screen" bug occurs. This bug is very interesting. if you mirror the HMD (one eye view) you can see that if you rotate the HMD, the image will rotate after a few seconds. The screen on the HMD is blue, but if the HMD is still, the screen will fade in and out of the blue screen and a black screen. The mirrored image (Apollo 11) runs smooth. Tested on both beta build and official build.
This is tested with latest core downloaded on 4-27-16, latest SteamVR drivers as of 4-27-16, and HDK 1.3.

[Totally And Utterly Resolved Non SteamVR-OSVR Issue] Steamvr Compositor Issue/s

N.B. If You Have Been Directed Here Through OSVR Support Please read the comments from most recent backwards to try and track issues in reverse chronological order to best understand my most recent status regarding configuration being used etc.

CURRENTLY

No Headset Detected (108)

Main current issue seems to be usb device (ir camera) firmware issue with usb 3.0 female ports. steamvr does not detect device. running latest current steam client, steamvr, osvr control, osvr runtime 1204 and latest osvr drivers. Latest drivers firmware and everything else which meeans nvidia 368.81 drivers. Regardless of which osvr_server.config.json or sample file is used all that is shown in osvr server output is what is listed at OSVR/OSVR-Docs#63

Before launching osvr server i check that all OSVR devices are showing as well and healthy in devices app, control panel device and printers as well as in device manager.

OSVR Control gives ` >#?v
Version 1.92 Mar 24 2016

Tracker:1.8.4.415 `

SteamVR Compositor Is Not Available (400)

After receiving a HDK 1.4 kit on Thursday it took me till late on Friday to get drivers installed with no problem devices showing in device manager. It took another twelve hours + of applying workarounds, reinstalling drivers and searching the interweb to work out i had to try rolling back from 1197 to 1194 core and steamvr-osvr drivers to improve chances of a steamvr title to launch. My HDK display appeared to die on Saturday evening and spent most of Sunday to work out my hdk was stuck in direct mode and not dead.
The furthest in set up process i have been is launching steamvr and being asked to switch to direct mode but steamvr compositor can not start when steamvr restarts in direct mode. Using 1197 runtime and steamvr-osvr drivers i managed to go through room setup before being asked to switch to direct mode.

Describe the issue you've encountered. What is the exepected and actual behavior? What steps have you tried to fix the problem?
osvr audio device showing as problem device i.e. unusable, not started in device manager. windows devices and devices and printers showing no ssues with displays but nvidia control panel sees hdk display as using portrait. selecting landscape helps with steamvr issues/errors (400 and 109). To help with steamvr setup and osvr complaining about no beacon configuration done i used https://www.youtube.com/watch?v=MObPn_U4IYg but allthough the file appeared to save osvr could never use it. The other bugs still needing workarounds applied are described well in this video. https://www.youtube.com/watch?v=1ZaboSUUpcI I do not expect drivers to be an issue on modern operating systems. Killing hardware makes the drivers not fit for purpose.

Steps to reproduce the problem

How can the problem be reproduced?
Plug in and power up HDK
Launch OSVR client
Start Steam
Start SteamVR
Switch to direct mode using steamvr ui
Can not get passed "compositor is not running (400)" dialogue. Clicking the "launch compositor" button does nothing. If i start steamvr with hdk in extended mode after deleting steamvr.vrsettings the compositor (white meshed environment) is visible in hdk display. The compositor never loads after switching to direct mode.

The enable/disable direct mode switches that come with osvr runtime work as expected the majority of the time. Roughly 3 out of 10 times get unexpected behaviour ranging from appearing to do nothing and nothing. i.e. gets stuck in direct mode after steamvr switched from extended to direct mode.
Getting osvr audio device not be shown as trouble device in device manager is an issue in its own right but steamvr not starting compositor is what is stopping any app to launch as expected in vr mode imo.

System configuration

Please specify any relevant system configuration information.

  • Graphics card(s): Main display: 4K TV 3840x2160 Intel 530 igpu
    HDK Display: 1920x1080 Asus Matrix Nvidia GTX 980TI discrete gpu
  • Operating system: windows 10 x64
  • Version of SteamVR: Current stable
  • Version of SteamVR-OSVR: 1194 and 1197 tested. Both failed to allow launching of any steamvr title.

After finding 1.2.6 and 1.2.7 drivers installed at same time i suspect what caused this to happen is same thing that has caused hdk display to die. I double checked my downloads folder and am 100 per cent positive i did not install 1.2.6 drivers. The only currently available drivers from https://github.com/OSVR/OSVR-HDK-Windows-Drivers/releases are 1.2.7

OSVR audio device has issues with driver management. It is a problem device. I need to disconnect usb from i/o on pc and use device manger to show hidden devices. Only after deleting all disconnected devices and drivers allows the reinstall of driver for osvr audio device with no issue or problems.

Attached files

Please attach the following files:

Notes

N.B. Two HDK's and 100 + hours down and still not one steamvr app launched successfuly. :-(

Now that i have faceplate removed am currently working my way through https://www.youtube.com/watch?v=GLgxJxbsalM to try and get going again

Why isn't there a screwdriver for removing faceplate included with hdk? I used a 00 phillips screwdriver with care and still rounded off a screwhead probably due to the screws being overtightened on assembly imho.

HDK was stuck in direct mode but still can not get passed "compositor not available (400)".

Steam vr compositor fails to start with "Invalid adapter (-1, -1) specified!"

Description of issue

I'm trying to start steam VR but the compositor never starts correct. The output from vrcompositor.txt is:

Wed Aug 17 2016 14:37:54.275 - VR compositor (v1469551863) starting up
Wed Aug 17 2016 14:37:54.275 - RuntimePath : C:\Program Files (x86)\Steam\steamapps\common\SteamVR
Wed Aug 17 2016 14:37:54.657 - Events created
Wed Aug 17 2016 14:37:54.668 - Initializing D3D resources...
Wed Aug 17 2016 14:37:54.672 - Headset display is on desktop
Wed Aug 17 2016 14:37:54.678 - Invalid adapter (-1, -1) specified!
Wed Aug 17 2016 14:37:54.682 - Failed to initialize compositor
Wed Aug 17 2016 14:37:54.682 - Failed to start compositor: VRInitError_Compositor_Failed

Steps to reproduce the problem

  1. Start osvr server.
  2. Start steam.
  3. Start steam vr.

System configuration

Graphics card(s): GTX 670
Operating system: Windows 7
Version of SteamVR: 1469551863)
Version of SteamVR-OSVR: v0.1-194-g92739af-core-v0.6-1197-g8796762

Attached files

vrclient_vrmonitor.txt
vrcompositor.txt
vrclient_Steam.txt
vrmonitor.txt
vrserver.txt
vrclient_vrcompositor.txt
osvr_server_config.json.txt

License of `make_unique.h`

We've got a make_unique.h backport header from STL at MS, but there's no copyright or license header, or even a URL. Need to have this properly licensed before opening.

Switching Between Extended and Direct Requires steamvr.vrsettings Deletion

Hey Guys,

Having a bit of an issue with the OSVR/SteamVR driver when it comes to switching from Extended to Direct and vice versa.

I've been having to switch between Extended and Direct to try out a couple of applications and I now can't seem to get it working again and will most likely have to reinstall drivers if I can't figure out a method to get Direct Mode working again.

The previous workaround was to delete steamvr.vrsettings, disable Direct Mode, power cycle and restart, start server, start SteamVR, switch to Direct Mode, powercycle and restart and then things would work. Unfortunately, I can't seem to get this method working again...

Not sure what kind of info I can provide to help find a fix, but just let me know what you need to know and I'll get back to you asap.

NVidia Driver 368.39
Latest SteamVR Driver

EDIT: Figured out what was stopping the OSVR from connecting altogether, and it was that the OSVR wasn't positioned at 0 on the Y axis (aligned to the top of) beside my main monitor when in extended mode.

SteamVR - Work around applied, Dual images in each eye.

Hi all, I just recently received my OSVR and have learned alot in the last week. I however would like to try an use some SteamVR software to see if it is worth my time. I have followed all the tutorials and installed all drivers, updated config files and the like. So here's the deal.

Start osvr_server.exe (works great)
Start Steam VR software (works as expected)
Start Steam VR supported software, images come to HDK however both eyes get the side by side side view and each eye is not getting its own image separately.

I cant seem to find a good tutorial or figure out the KeyWords on how to get this fixed. Any assistance, maybe I missed a config somewhere?

I have set the osvr_server_config.HDK13ExtendedLandscape.sample to the default config file. I really appreciate you all taking the time to look at this.

SteamVR and OSVR don't play well if you use a funky resolution

After a lot of hair pulling I found some sort of bug that completely stops OSVR functioning with Steamvr.

My main monitor has a standard resolution of 2560x1080 [21:9]. SteamVR simply will not work if I leave it set at that. Changing my resolution via Windows to standard 1080p doesn't fix it either... unless I go into nvidia's control panel and set the resolution from there. As soon as I did that steamvr immediately works.

Is this a bug or did I miss something between the compatibilities?

Thanks!

Support for motion tracked controllers

Now that the Vive is out there are many games on Steam that rely on the wands. SteamVR supports drivers for motion tracked controllers, so in theory a device like the Razer Hydra could be used in a SteamVR compatible application.

Do you have any plans to implement such feature?

Getting SteamVR Dashboard to work

Is there a way to use the SteamVR Dashboard? When I open The Dash using the XBox controller I can see the Dash for a second, then it hides automatically.

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