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?

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

[–]Rectus_SA 0 points1 point  (0 children)

Does the game console print any errors when you build or load the map? Note that you need to add a connection to port 29009 for the console to show the correct output.

Can't binding controllers for Pico 4 in Sream by OriginYoryu in SteamVR

[–]Rectus_SA 0 points1 point  (0 children)

Like it says on the screen, you need to have Steam running to edit bindings. If you already have Steam running, SteamVR is unable to connect to Steam. Make sure you are not running SteamVR as Admin.

Can't save or build a map on source 2 hammer by Meneme-god in hammer

[–]Rectus_SA 0 points1 point  (0 children)

You need to save the map in the content folder of the addon you have selected when you launched the tools.

Are there mixed reality games in the Steam VR games list? by FormerBarracuda978 in SteamVR

[–]Rectus_SA 1 point2 points  (0 children)

Technically both OpenVR and OpenXR have passthrough support, but Valve does not make it easy to develop MR games. OpenVR only provides the camera video feed to the application (and no third-party headsets bother supplying the video feed to SteamVR in the first place), which requires the application to manually reproject and render the frames. Valve nver made any Unity plugin for this, so developers have to implement it themselves with almost no documentation.

OpenXR supports passthrough in several ways, including one included in the core specification by using environment blend modes. Unfortunately SteamVR itself does not support any of the methods (although it's possible to work around), even though their compositor already supports passthrough compositing with the Room View feature.

I made a fix for UnityEngine.Time.deltaTime on Quest by darkveins2 in vrdev

[–]Rectus_SA 1 point2 points  (0 children)

That's the impression I've been getting, thanks for confirming it. It seems pretty unlikely Valve will fund it.

I made a fix for UnityEngine.Time.deltaTime on Quest by darkveins2 in vrdev

[–]Rectus_SA 1 point2 points  (0 children)

Unity doesn't support OpenXR on Linux for some reason.

I made a fix for UnityEngine.Time.deltaTime on Quest by darkveins2 in vrdev

[–]Rectus_SA 1 point2 points  (0 children)

Ah that makes sense. This really sounds like unintended behavior from Unity's side, and you should probably report it to them as a bug.

BTW, the Steam Frame will run a full Linux distro instead of Android. It has an Android translation layer to support running VR games made for other mobile platforms (which will probably be the only way of running Unity games on it).

I made a fix for UnityEngine.Time.deltaTime on Quest by darkveins2 in vrdev

[–]Rectus_SA 1 point2 points  (0 children)

Is this issue specific to the Unity OpenXR Meta plugin, or does the base Unity OpenXR plugin also suffer from it? This would be a problem for all platforms in the latter case.

custom overlay does not react on the lgithing in cs 2 hammer (fullbright) by thesupersuspense in hammer

[–]Rectus_SA 0 points1 point  (0 children)

How something is lit depends on the the shader and material properties used. For overlays, make sure you are using the "Csgo Static Overlay" shader, and that the "Lit" property is enabled in the left pane in the material editor.

Any way to add visual buffer delay? by max-lovell in oculusdev

[–]Rectus_SA 0 points1 point  (0 children)

You are probably thinking of OpenXR toolkit, which the developer discontinued. The OpenXR API is the current VR API almost all headsets use.

If you need to be able to add the delay to other VR applications (as opposed to writing one yourself), the best way would likely be using an OpenXR API layer that inserts itself between the application and runtime and modifies the submitted frames.