polygraphene / alvr Goto Github PK
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License: MIT License
ALVR is an open source remote VR display for Gear VR and Oculus Go. With it, you can play SteamVR games in your standalone headset.
License: MIT License
If you are able to do that, you may be have a program that can run on any sufficiently powered device that can supply wireless video to a vive or rift. Tracking info can run over virtual here on the same device and that would make a diy and open source solution for wireless vr, a much cheaper alternative to tpcast.. im one of the devs that made opentpcast, hit me up on the discord if u want to discuss!
When I try to install the 1.9.1 release on Oculus Go via adb, I get the following:
Failure [INSTALL_PARSE_FAILED_NO_CERTIFICATES: Failed to collect certificates from /data/app/vm1993922286.tmp.apk: Attempt to get length of null array]
It works! And its amazing apart from the slightly crappy tracking of the nolo. Dev - not sure of your plans for this project but i would suggest you reach out to nolo and see if they want to integrate it into their software. Currently they are aligned with riftcat which is built to run on any android based hmd, but your software works so much better.
HELLO again.
Do you think is possible to use two controllers 3dof in your app¿?? I say two gear VR controllers or two Oculus GO controllers with ALVR, connected via your app instead via oculus drivers and software...
I really dont wanna be stuck with Vridge, so if AMD support is added I might buy a 5ghz router. Else, i'll just save for a cv1.
Im using vive controllers with ALVR using "activateMultipleDrivers" on steamvr.vrsettings
I can see the controllers but they are displaced form my playing space but sending a "debug pos" of 0, -1.2, -1.6 in ALVR server's debug tab gets the offset to bring them to my game space.
I also compensate with "OpenVr advanced settings" the position of my playspace to compensate the "debug pos"
do you think that you can send these values as default?
Not an issue but I thought it would be nice to write about my experience with ALVR.
I have an oculus Go. My PC is i5 3450, GTX 970.
My first try was with ALVR version 1.9.2
Tried to run the server and got .net framework error. After some searching I found out that I had to do a first run of steamVR for it to be setup correctly.
After that I got a nvenc error. That was easy. I had to install the latest nvidia drivers.
Next I could not get the connect button even though the server was up and I could ping the headset. I had to follow this guide https://steamcommunity.com/app/250820/discussions/0/1290691937709136507/ and delete the "openvrpaths.vrpath" file. After that I could connect.
I tried both a 2.4 and a 5GHz wifi connection with the router directly next to me. 2.4 was unusable. 5GHz was great.
Today I upgraded to 2.0. I also did some performance testing. With the default 30MBps and 2048x1024 resolution I got around 48-55ms total latency with no packet loss.
With 50MBps and 2880x1440 I got around 60-65ms latency, no packet loss but the graphics were greatly enhanced.
I think about 60 or 70mbps I got severe increasing latency which quickly added up to multiple seconds.
I tried Project cars 2, elite dangerous, doom VFR and Bigscreen beta.
Project cars 2 was running great. Totally playable. I tried it with gamepad.
Elite dangerous was also running great. Also with gamepad. I may connect my hotas to try and play for extended period to test immersion.
Doom VFR was stuttering. This game is stuttery though also on certain configurations even on high performance machines.
Bigscreen beta was working great also and with the higher resolution and bitrate very clear.
Right now I am downloading The solus project and subnautica to test. I would like also to install revive to test my oculus games (I also have a rift).
In all my testings I had 72fps according to the nvidia geforce overlay FPS counter. Also on steamVR settings there is a bar on the bottom left which was green with "Framerate good". Async reprojection and interleaved reprojection were off in steamVR, supersampling also set to 100%.
My wishlist for ALVR is:
EDIT: I see that I had the go conencted to a N wireless router and the computer connected to a different AP with ethernet. According to the instructions you have to have both connected to the same router and prefferably on AC speeds. I will have to try to see if latency decreases. Any recommended budget AC router/AP?
Hello and first of all thanks you for your work around VR !!! it's an awesome project !
But I have a problem : whan I connect the headset the screen become grey and passed to green and closed juste after.
Is it my installation ?
Thanks
We have released new version, v1.8.
This release introduces recentering by controller.
But the recentering have a buggy behavior.
When you turn your head, you see that the object in VR is approaching or going away.
This is caused by wrong head position after recenter.
We also need recenter head position as well as head rotation.
Hi, first of all, great software you have here! Working stellar with my PC and OGO.
I was wondering if you are planning to introduce 72fps mode for Oculus GO?
Also, what about Asynchronus Space Warp together with your implementation of ATW? My thinking is that with ASW, you only have to stream 50% of the frames to the HMD, reducing latency and requirements even further. Maybe as a toggle in ALVR server.
Like you do with the controller?
It's got a trackpad, a back button and a home button.
Working VERY well!! WAAAY better than RiftCat, no issues at all!
Now we can download ALVR Client from Oculus Store using Oculus Key.
I created a key distribution page.
Open this page on your smartphone, and put key on the Oculus app.
It should work on both Gear VR and Oculus Go.
If you can (or cannot) download, please report here.
Hi, v1.7 didn't worked for me, after click connect, ALVR stopped on gear VR.
On v1.8 the connect button don't appear anymore, it stays stuck on "checking server status..."
Anyway, that's a great job you're doing, thanks!
Hi, First time here.
I tried 1.9.1 on the week and it worked without issues on my S9+
But i noticed there is a new version today but i cant seem to update it properly.
My APK signed it says:
"ALVR Client 1.9.2
Press connect button on ALVR Server.
But on my computer ALVR says i have wrong version
https://imgur.com/a/RSqdd1C
But in "ABOUT" it displays i have 1.9.2 server version.
Thanks.
Ver1.7の更新お疲れ様です!ありがたく利用させて頂いております。
表題の件ですが、VRidge for GearVRをOculusGoで使用するとコントローラーのトリガーを引くことで
今向いている方向を正面にリセットすることができます。
この機能がとても便利なので、差し支えなければ今後の実装を検討していただけませんでしょうか。
am i missing something?
The picture comes through PERFECTLY, tracking is incredible, however steamVR is showing the hmd as grey - and i think this is causing me to not be able to use openVR input emulator to change the hmd offsets and also remap my vive controllers in order to get vive controls aswell as positional tracking for the HMD via a controller/vive puck.
Any ideas?
Is it planned/coming anytime soon?
Thanks.
Malwarebytes quarantines the exe via it's Machine Learning engine:
MachineLearning/Anomalous.94%
First of all, CONGRATS!. What a great project!. It works really well and it's amazing the improvement compared to any other solutions out there.
I'm using v1.7 and the control of my Oculus Go is working pretty well with some number of buttons limitations (I was expecting that), but seems like the trackpad is working, but not perfectly. The click is working perfectly, but the movement with the trackpad is not. You can see what I'm saying if you start Google Earth VR and try to move around. The trackpad seems to be working up and down backwards and just one small portion on the trackpad is usuable.
Again!, congrats on the project, really looking forwad to see how far you can get it!. THANKS!
Once the drivers are installed, changing the location in the driver's installation bat.
When I click on ALVR start server then steam vr open ups but with the error "A key component of Steam VR isnt working properly"
if I uninstall the driver steam vr opens correctly.
Hello first of all this is incredible it works "flawless" and with the gearvr controller too :D !!!
But I have a problem, I am no computer savy/pro :_( ... Windows firewall prevents the detection of the device. If I turn it off it works perfectly but it is not advisable to do so since it puts the computer at risk... and it is not clear how to permit the exception. Could you explain with more details on the procedure/steps to allow the connection throught windows firewall?
Many thanks and keep the good work good ;)
Seems like it crashes when i would look down at the go controller, which i wasn't using, I using a gamepad, and the app stops on the GO, but then I relaunch the app from the unknown apps area, reconnect on the pc, and we're working again.
Any logs you want me to try and pull or find when it happens?
Otherwise, great job, runs very well on the targeted devices, I haven't tried it yet on my S8+.
Maybe it´s something silly, but could be possible to make a version compatible with Cardboard/Daydream? For easy adoption...
I take this bug / request to congratulate you on your project.
Works really great!!!
It's a pleasure to enjoy VR dolphin or skyrim VR unthetered and with the visula quality of the go!!!
Just I just need to pair the gamepad to the headset to being able of enjoying it everywhere.
Thank you!!!!!!
It has happened a few times before: there is an interface overlay over my game and I can't control it. I have no idea how it got activated, but it is probably part of SteamVR. I can't exit it and I can't control it. It looks useful, though.
Making this issue to collect information on this issue and maybe find out what is causing it and find a solution.
When the back button on the Oculus Go controller is pressed, it will always crash the app. This behavior was also present in the 1.7 version that I tested.
Getting this weird "Oculus update required" message when starting the app on Gear VR 2017 with Galaxsy S8+. I injected my OSIG file and reinstalled the app two or three times still no luck.
I checked the Oculus app for updates and it's fully updated. Not sure whether something wrong with my installation or the app itself, though I believe it's the former.
Like vridge with Fake SteamVR sensor's(freetrack) option to bypass sensor req on games that require but don't demand it (if using a xbox controller) but won't let you past it? ( i.e. Chronos)
Sorry but not really an issue. Had to ask though. Does it work ok? Thinking of buying vorpx.
That will constantly try to connect to the first headset it finds. Whenever I get my headset off, the connection is lost and have to go to my PC and click "connect" again.
This would be better.
Also do you guys know of any steam VR launcher that works with gamepads since my steam VR home doesn't work with the gamepad?
Just to comment that. The S7 with gearVR sm-324 works awesome.
The controller in the headset does nothing.
Also, there shold be some fix to use other drivers at the same time with alvr, like the oficial nolo, to get the 6dof tracking.
Also, the use of alvr disables the use of other headset... please fix that...
other gear vr apps can utilize the back button, can it do something for steam vr aswell instead of closing the app?
also, I have a positional tracking solution for my headset and I noticed that the controller is stuck in one position, can the controller follow the headset's position?
The new ALVR 2.0 apk is crashing on note 5 and then it opens the Gear VR home. I am thinking it might be a building issue, but i tried rebuilding 1.9.2 and it worked.
I have an amd radeon rx 480, so if that's the problem I'll go cry in a corner. If that's not the case, then here's my problem:
when I start the server it opens steamVR and goes live, but after a few seconds it dies.
I sometimes get this message:
openvr.tool.steamvr_room_setup.Error:
VRApplicationError_IPCFailed.
Others I get this .NET Framework Error:
Consulte el final de este mensaje para obtener más detalles sobre cómo invocar a la depuración
Just-In-Time (JIT) en lugar de a este cuadro de diálogo.************** Texto de la excepción **************
System.NullReferenceException: Referencia a objeto no establecida como instancia de un objeto.
en ALVR.ControlSocket.d__11.MoveNext()
--- Fin del seguimiento de la pila de la ubicación anterior donde se produjo la excepción ---
en System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
en System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
en ALVR.ControlSocket.d__10.MoveNext()
--- Fin del seguimiento de la pila de la ubicación anterior donde se produjo la excepción ---
en System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
en System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
en ALVR.Launcher.d__14.MoveNext()
--- Fin del seguimiento de la pila de la ubicación anterior donde se produjo la excepción ---
en System.Runtime.CompilerServices.AsyncMethodBuilderCore.<>c.b__6_0(Object state)************** Ensamblados cargados **************
mscorlib
Versión del ensamblado: 4.0.0.0
Versión Win32: 4.7.2661.0 built by: NET471REL1LAST_C
Código base: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dllALVR
Versión del ensamblado: 1.9.1.0
Versión Win32: 1.9.1.0
Código base: file:///C:/Program%20Files%20(x86)/ALVR/ALVR.exeSystem.Windows.Forms
Versión del ensamblado: 4.0.0.0
Versión Win32: 4.7.2556.0 built by: NET471REL1
Código base: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dllSystem
Versión del ensamblado: 4.0.0.0
Versión Win32: 4.7.2556.0 built by: NET471REL1
Código base: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dllSystem.Drawing
Versión del ensamblado: 4.0.0.0
Versión Win32: 4.7.2556.0 built by: NET471REL1
Código base: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dllMetroFramework
Versión del ensamblado: 1.2.0.3
Versión Win32: 1.2.0.3
Código base: file:///C:/Program%20Files%20(x86)/ALVR/MetroFramework.DLLSystem.Configuration
Versión del ensamblado: 4.0.0.0
Versión Win32: 4.7.2556.0 built by: NET471REL1
Código base: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dllSystem.Core
Versión del ensamblado: 4.0.0.0
Versión Win32: 4.7.2661.0 built by: NET471REL1LAST_C
Código base: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dllSystem.Xml
Versión del ensamblado: 4.0.0.0
Versión Win32: 4.7.2612.0 built by: NET471REL1LAST_B
Código base: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dllSystem.Windows.Forms.resources
Versión del ensamblado: 4.0.0.0
Versión Win32: 4.7.2556.0 built by: NET471REL1
Código base: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms.resources/v4.0_4.0.0.0_es_b77a5c561934e089/System.Windows.Forms.resources.dllMetroFramework.Fonts
Versión del ensamblado: 1.2.0.3
Versión Win32: 1.2.0.3
Código base: file:///C:/Program%20Files%20(x86)/ALVR/MetroFramework.Fonts.DLLMicrosoft.CSharp
Versión del ensamblado: 4.0.0.0
Versión Win32: 4.7.2556.0
Código base: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/Microsoft.CSharp/v4.0_4.0.0.0__b03f5f7f11d50a3a/Microsoft.CSharp.dllSystem.Runtime.Serialization
Versión del ensamblado: 4.0.0.0
Versión Win32: 4.7.2612.0 built by: NET471REL1LAST_B
Código base: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Runtime.Serialization/v4.0_4.0.0.0__b77a5c561934e089/System.Runtime.Serialization.dllSystem.Xml.Linq
Versión del ensamblado: 4.0.0.0
Versión Win32: 4.7.2556.0 built by: NET471REL1
Código base: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml.Linq/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.Linq.dllSMDiagnostics
Versión del ensamblado: 4.0.0.0
Versión Win32: 4.7.2612.0 built by: NET471REL1LAST_B
Código base: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/SMDiagnostics/v4.0_4.0.0.0__b77a5c561934e089/SMDiagnostics.dllSystem.ServiceModel.Internals
Versión del ensamblado: 4.0.0.0
Versión Win32: 4.7.2612.0 built by: NET471REL1LAST_B
Código base: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.ServiceModel.Internals/v4.0_4.0.0.0__31bf3856ad364e35/System.ServiceModel.Internals.dllSystem.Dynamic
Versión del ensamblado: 4.0.0.0
Versión Win32: 4.7.2556.0
Código base: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Dynamic/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Dynamic.dllMicrosoft.CSharp.resources
Versión del ensamblado: 4.0.0.0
Versión Win32: 4.7.2556.0
Código base: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/Microsoft.CSharp.resources/v4.0_4.0.0.0_es_b03f5f7f11d50a3a/Microsoft.CSharp.resources.dllAnonymously Hosted DynamicMethods Assembly
Versión del ensamblado: 0.0.0.0
Versión Win32: 4.7.2661.0 built by: NET471REL1LAST_C
Código base: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_32/mscorlib/v4.0_4.0.0.0__b77a5c561934e089/mscorlib.dllSystem.resources
Versión del ensamblado: 4.0.0.0
Versión Win32: 4.7.2556.0 built by: NET471REL1
Código base: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.resources/v4.0_4.0.0.0_es_b77a5c561934e089/System.resources.dllmscorlib.resources
Versión del ensamblado: 4.0.0.0
Versión Win32: 4.7.2556.0 built by: NET471REL1
Código base: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/mscorlib.resources/v4.0_4.0.0.0_es_b77a5c561934e089/mscorlib.resources.dll************** Depuración JIT **************
Para habilitar la depuración Just In Time (JIT), el archivo de configuración de esta
aplicación o equipo (machine.config) debe tener el
valor jitDebugging establecido en la sección system.windows.forms.
La aplicación también se debe compilar con la depuración
habilitadaPor ejemplo:
Cuando esté habilitada la depuración JIT, cualquier excepción no controlada
se enviará al depurador JIT registrado en el equipo
en lugar de controlarlo mediante el cuadro de diálogo.
I'm sorry it's in spanish, but you get the point. I've installed the drivers in the same drive as SteamVr, my AMD drivers are up to date and when I tryed to install vc_redist.x64.exe, windows told me that I already had a superior version.
I really dont know what else to do.
Hello and thanks for your solution.
It's not functional on my GO. My specs : PC Win 10 on ethernet + Go on Wifi 5Ghz. the pc client does not find my GO and still remains in "finding the client" while the app Go is launched and displays me "press connect button on alvr server". I launched the client PC (it shows me "server is alive"). so that does not work ...
For info : Vridge is ok on my GO. It's not a network problem
I've test Wifi <-> Wifi. same result ...
Moonlight with 60mbit streaming works perfectly fine on my network but ALVR will get packet loss and artifacts all over the place some times.
Is there anything I can do to fix this?
The bat files that install and unistall the drivers (driver_install.bat and driver_uninstall) are pointing to C: \ Program Files (x86) \ Steam \ steamapps \ common \ SteamVR \ bin \ win32 \ vrpathreg.exe, so if steamvr is installed in another site, the driver will not be installed.
Hello, if you have a full oculus set (oculus sensors and touch controllers) is it or will it be possible to use them through ALVR? as controllers for steam vr. steam vr arleady lets you use the touch controllers but it needs the rift headset on and working. Either you play normally with the rift, or you use go/gearvr with gamepad or gearvr go controllers, but it doesnt let you mix both the standalone headset and the touch controllers with the base stations/oculus cameras
On 1.9.2 its telling me i have the wrong client version but im definitely using 1.9.2. I rolled back to the 1.9.1 client and it can connect however i cant use the new resolution feature as the image is all distorted.
Hello my friend.
I am trying all my games with ALVR an my Oculus GO, some hames like Edge of nowhere, Feral rites, Willsons heart and Fallout 4 vr have jitter problems when you moveyour head, perfect resolution an 0 lag baut is impossible to play with them, Wich problem with them?¿?¿?
Hello,
I've test v1.6 on my Oculus GO and everything is great !
I've found a bug on the Go App.
On the first launch, everything is ok (message on Go screen, I can play, ...) but if i close the app to return on home Go screen and relaunch ALVR app. I have a black screen. I can't go out this screen (even with the controller) while staying pressed on the ignition button. I then have the opportunity to reboot the GO so we can get out of this black screen only by rebooting.
It is a bug that is not blocking so far.
Congratulations again for this this beautiful app ;)
Hi. I am very impressed with your work, this is another level of streaming vr, after a lot of tests the application is very functional in OCULUS GO, the next step would be the positioning and the controllers, have you thought of any solution to integrate?
I will be very aware of your development, I would be delighted and it would be an honor to be able to collaborate with you as much as I can, on my YOUTUBE channel I have already made a video of installation and presentation of the application:
One issue I can't overcome is when I look around too fast you can see the black area outside of the screen space for a split second before it catches up to where you are looking.
日本から寄付する際なのですが
"PayPalでは、現在JPの買い手からの寄付支払いはサポートされません。ご迷惑をおかけしますことをお詫びいたします。"
といいたエラーが出てしまい支払いすることができませんでした。
以下wikiに日本から寄付をする方法が紹介されているのですが、polygrapheneさんの公開されてるメールアドレスなのが見当たりませんでした。
http://seesaawiki.jp/odyssey1/d/%B4%F3%C9%D5(Donate)
もし差し支えなければ、PayPal送金用のメールアドレスなどを公開していただけませんでしょうか?
Is it resolution per eye or full thing?
I'm on a s9+. Shouldn't I be able to choose the native resolution?
Would it be possible to run ALVR over internet like you can with moonlight or streamtheater? I imagine the lag would be nauseating but would be an interesting experiment.
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