Insecure, with no a-frame or lens correction - it was MVP for me. And Windows is a lot easier to manage when you can accumulate VM snapshots of it.įor non-WebVR Vive or Rift use, there's. I sometimes run a Vive off a Windows VM - setting up the VM to perform well was a bit fiddly, but it works. Running the browser under Windows, either on a separate machine, or if the stars align with your hardware, in a VM. That came out in February and today here we are, wondering what the problem is.Įspecially with WebVR, you can use Windows as a troublesome device driver. Fair enough, the OSVR SDK is an SDK literally nobody on Linux uses, so we could wait for SteamVR. That announcement from Sensics is a year old and falls in the time where the OSVR SDK was the only major current and working VR SDK on Linux (and Mac OS X!) but it seems nobody wanted to make the effort to actually make it work. Then Oculus stopped their linux support and both browsers stopped caring about WebVR on linux too. It's funny because in 2014/2015 with the Oculus Rift DK2 we first got a chromium webvr build for linux and then when it got into firefox nightly, it worked on linux too. The point is really more that Mozilla seems to give a lot more love to proprietary platforms like windows and runtimes like steamvr now than to libre ones. the Nolo controllers, but that's getting sorted out currently). There's no such thing because with SteamVR-OSVR all OSVR supported devices can be used in SteamVR (they are having some trouble with controllers, e.g. > though certainly if more devices that can only work on OSVR Not even ideologically, imagine you're buying a Talos II POWER9 Workstation, plop a Vega 64 in, compile firefox, connect your HMD, and what's that? SteamVR is only available on x86? Tough luck, no WebVR for you! Meanwhile you can compile OSVR for whatever architecture you like. Isn't Mozilla usually all over libre stuff like OSVR? The thing is, at the moment the only OpenVR implementation is the proprietary SteamVR runtime and it looks like it's unlikely that anyone will implement a FLOSS OpenVR runtime. I understand the reluctance to spend time investing in it, especially when developers say the OSVR-Rendermanager API and the OpenGL context sharing is awkward to use, but what's the point in investing in it in the first place, with a big announcement from Sensics etc? The OSVR support wouldn't have such an error message because the rendering support wasn't implemented in the first place. The error message is from the OpenVR support. I have created a vorpx troubleshoot.zip file.Perhaps what I said was ambiguous. I also received a solid red screen, and have also seen a red screen with some sort of background image, I don’t remember what it was and I can no longer get the red screen or red with background image or white with rainbow barcode to display.Īny help is greatly appreciated. I don’t remember what combination of things I tried when that occured though because I’ve tried so many different ways to get it to work. I once received a white screen with multiple color lines, almost like 2 rainbow colored barcodes. I can see the process has started but in my HMD I still see my steam VR background. Everytime I try to run it I just get a black screen. Creating a shortcut via taskbar vorpx icon to fallout 4 downloaded through steam. Restarting steam VR, restarting my computer, restarting vorpx, running everything as administrator, steam VR direct mode vs not direct mode. Disabling all apps running in my taskbar. I’ve tried every possible combination of things I can think of to get this to work.
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