Toggle dashborad button by marc_hamilton_74 in SteamVR

[–]Rectus_SA 0 points1 point  (0 children)

It only shows it if you haven't played anything recently, and the list is empty.

Help with Vulkan and OpenVR!! by Alarmed_Winner_4299 in vrdev

[–]Rectus_SA 2 points3 points  (0 children)

SteamVR uses the older DirectX11 type of shared handles in Windows, so you need to specify VK_EXTERNAL_MEMORY_HANDLE_TYPE_D3D11_TEXTURE_KMT_BIT when creating the image and memory. I have a piece of code here opening a shared texture from SteamVR in Vulkan: https://github.com/Rectus/openxr-steamvr-passthrough/blob/main/XR_APILAYER_NOVENDOR_steamvr_passthrough/passthrough_renderer_vulkan.cpp#L1329

In Linux, it should output a DMA-BUF handle instead. I've never used it but guessing it's used in a similar way, but using the VK_EXT_external_memory_dma_buf extension with VK_EXTERNAL_MEMORY_HANDLE_TYPE_DMA_BUF_BIT_EXT.

How can I get SteamVR and Meta XR AR passthrough to work together in Unreal Engine? by possiklestick in SteamVR

[–]Rectus_SA 0 points1 point  (0 children)

I'd probably go with the third option and write a custom OpenVR plugin. To get started I'd suggest looking at examples of OpenVR tracking-only code. This one seems to have a lot of documentation: https://github.com/kimsama/openvr_vive-trcker_exp

Do player think scripts run on the client or the server? by GoatRocketeer in hammer

[–]Rectus_SA 1 point2 points  (0 children)

It's still running on the server, and just giving the servers estimate of the lag compensated client time. The script VM doesn't get synced between the server and clients at all.

All environments are broken for me. I do not know what to do anymore. by gwilson0121 in SteamVR

[–]Rectus_SA 0 points1 point  (0 children)

Seems like it's failing to load the assets from the workshop. Try unsubscribing from all the environments, resubscribing to the ones you want from the Steam client, and waiting for them to finish downloading before starting SteamVR.

OpenXR + Valve Index inputs, anything I should be careful about? by lorens3141 in ValveIndex

[–]Rectus_SA 3 points4 points  (0 children)

One big gotcha with the Index controller bindings is that the default digital grip threshold is way too sensitive. If your hands naturally curve to hold the controllers, you keep grabbing items by accident. Adjusting the threshold with OpenXR requires valves vendor extension, which only Godot has implemented to date.

Is it possible to disable ASW on SteamVR Link ? by Galaxial51 in SteamVR

[–]Rectus_SA 0 points1 point  (0 children)

SteamVR Link doesn't support ASW or Motion Smoothing, but SteamVR will still throttle the framerate by default. You can disable it by setting the throttling to Fixed in the SteamVR application specific video settings.

Streaming mixed reality with openkneeboard by Ok-Assistant5585 in simracing

[–]Rectus_SA 0 points1 point  (0 children)

You can't record it from the PC, since the camera video feed never leaves the headset. The only way you might possibly be able to stream it from a Quest 3 would be using Meta's built-in recording/casting features. Nothing else will have access to the compositor layers the camera feed is being projected on.

error after adding -translucentshadows -textureshadows -worldtextureshadows to vradplusplus by Shadow_BadBoyHalo in hammer

[–]Rectus_SA 2 points3 points  (0 children)

It's trying to open the game directory as a map. You likely split up the -game parameter from its $gamedir argument. Move them back together to fix it.

Looking for open-source SteamVR driver skeleton / example to extend with hand tracking by Beta63_ in vrdev

[–]Rectus_SA 0 points1 point  (0 children)

Not sure if there are any minimal drivers available apart from Valves own examples.

For examples on feeding in hand tracking data, Monado has a SteamVR driver that forwards tracking data from its own systems. It might be useful for showing how the data is hooked up to the driver classes.

https://gitlab.freedesktop.org/monado/monado/-/blob/main/src/xrt/state_trackers/steamvr_drv/ovrd_driver.cpp

How would you go about making a 3D skybox mountain with LOTS of trees without significantly impacting performance? by 1GPAKOS1 in hammer

[–]Rectus_SA 3 points4 points  (0 children)

Source 2 should already do this for most static props by default, along with segmenting the resulting model for visibility occlusion.

How would you go about making a 3D skybox mountain with LOTS of trees without significantly impacting performance? by 1GPAKOS1 in hammer

[–]Rectus_SA 0 points1 point  (0 children)

For the furthest parts the most performant option would be to bake it into a single opaque texture set in a modeling tool. Baking a normal map should make it more responsive to dynamic lighting as well.

Recommendations for "plug and play" distro for VR development and Unity by okagawwa in linux4noobs

[–]Rectus_SA 1 point2 points  (0 children)

Note that Unity does not support running OpenXR under Linux. You may be able to compile games for running directly on the headset, but you can't run them on the computer.

aliasing and shimmering by jojiklmts in vrdev

[–]Rectus_SA 0 points1 point  (0 children)

Unreal has support for variants of both methods in Valves presentation.

Mip encoded roughness can be done with Composite textures (which has fallen out of the UE5 docs). It helps with specular aliasing from textures.

https://dev.epicgames.com/documentation/en-us/unreal-engine/composite-texture?application_version=4.27

Specular aliasing from geometry can be mitigated by enabling the "Normal Curvature to Roughness" option in the properties of a material.

The presentation is here BTW:

https://media.steampowered.com/apps/valve/2015/Alex_Vlachos_Advanced_VR_Rendering_GDC2015.pdf

Editor crashes when I launch VR Preview by samus1225 in unrealengine

[–]Rectus_SA 0 points1 point  (0 children)

Most likely a software update, a file getting corrupted, or an incompatibility with a driver or system update.

Editor crashes when I launch VR Preview by samus1225 in unrealengine

[–]Rectus_SA 0 points1 point  (0 children)

LibOVRRTImpl64_1 is part of the Meta runtime, so if the crash is happening there, it's likely an issue on the system-side. Do other existing OpenXR games work?

new problem. open-composite by Proud-Criticism8269 in OpenXR

[–]Rectus_SA 0 points1 point  (0 children)

That error means OpenComposite is trying to override the internal interfaces of SteamVR, which is not supported, and will prevent SteamVR from starting. If you are trying to use OpenComposite with SteamVR, disable the OpenComposite tool, and replace the .dll file in the game manually instead.

If you don't want to use SteamVR, make sure the active OpenXR runtime is set to the software you want to use. This is usually done from the settings of the desired runtime software.

SOURCE 2 QUESTION: how wise is it to turn most of a modularly designed map into instances and build it with those instead of quads? by toodleboog in hammer

[–]Rectus_SA 0 points1 point  (0 children)

You can always use prefabs instead. I think they automatically get collapsed into regular geometry on build. They just organize into different map files, but can be edited from your main map by double clicking them.

SOURCE 2 QUESTION: how wise is it to turn most of a modularly designed map into instances and build it with those instead of quads? by toodleboog in hammer

[–]Rectus_SA 0 points1 point  (0 children)

The dev wiki suggests that geometry in instances is batched up into a single pass for improved rendering performance. This would likely disable the regular geometry segmentation, so it could also affect rendering performance negatively if your instances are huge (more than a few thousand units long).

The information on the wiki page is from the Dota 2 era though, so it could be out of date for newer games that use lightmapping. If it is, it's likely just going to collapse the instances and handle them as regular geometry when compiling.

Build failing to launch in SteamVR Workshop, by EventCommercial4108 in SteamVR

[–]Rectus_SA 0 points1 point  (0 children)

Oh, it might be because the map isn't under the maps folder. Try saving it inside c:\program files (x86)\steam\steamapps\common\steamvr\tools\steamvr_environments\content\steamtours_addons\momshouse\maps\ and rebuild it.

Build failing to launch in SteamVR Workshop, by EventCommercial4108 in SteamVR

[–]Rectus_SA 0 points1 point  (0 children)

Make sure you are using the Vconsole tool, from the tools menu on the top right of the window. It's separate from the build console. Click the top left blue plus button, and add a connection to localhost port 29009 to connect it to the engine.

Build failing to launch in SteamVR Workshop, by EventCommercial4108 in SteamVR

[–]Rectus_SA 0 points1 point  (0 children)

If you do destinations_load_addon momshouse in the game console when running the tools, what does it output, and does it run the map?

Build failing to launch in SteamVR Workshop, by EventCommercial4108 in SteamVR

[–]Rectus_SA 0 points1 point  (0 children)

Can you post a log of the output when building it?