Problem with 3D on HTC Vive

vr
bug-report

(Edcrowly) #1

Hey guys,

Got a weird problem with Vive. I installed latest experimental Chromium build, enabled Webvr and now every time I try to view a model with my headset it appears that the picture is divided in half slightly to the right (On screen left "half" of the render window is wider than the right one), and when I look at it in the Vive the picture appears doubled as if i'm heavily drunk.

I tried other Webvr experiences and it worked totally fine with the same chromium browser.
Any ideas why it might happen? Is there a way to try it with Nightly?


(Aleahy) #2

Hi, it might help if you can send the 'Both Eyes' screenshot from SteamVR > Display Mirror rather (or as well as) the desktop screenshot.

Your desktop shot looks fine, but obviously isn't what your experiencing!

Andrew


(Edcrowly) #3

Sorry, maybe I wasn't clear with that screenshot.
What I was trying to show is this:


Below the render frame I added approximate size in pixels for left and right eyes.

While on my work PC it looks fine (it can't handle Vive though, so I just checked how it looks in browser)

Also at work I have win7 and at home win10 (though I bet webvr was optimized for both OS)

But good point, I will also upload screenshot from Display Mirror when I get back home..


(Stephomi) #4

I̶n̶d̶e̶e̶d̶ ̶w̶h̶a̶t̶ ̶y̶o̶u̶ ̶o̶n̶ ̶t̶h̶e̶ ̶c̶o̶m̶p̶u̶t̶e̶r̶ ̶s̶c̶r̶e̶e̶n̶ ̶i̶s̶ ̶n̶o̶t̶ ̶r̶e̶a̶l̶l̶y̶ ̶r̶e̶l̶e̶v̶a̶n̶t̶.̶
H̶o̶w̶e̶v̶e̶r̶ ̶i̶t̶ ̶s̶h̶o̶u̶l̶d̶ ̶w̶o̶r̶k̶ ̶f̶i̶n̶e̶ ̶i̶n̶ ̶t̶h̶e̶ ̶v̶i̶v̶e̶.̶

hmm, the 635/510 difference is weird indeed.

How did you try on your home computer? was it the same vive, oculus?
Did you have only one headset plugged on the office computer?
Did you try several time?

Unlike oculus, vive support in webvr is a bit less stable for us (not much, but it's not specific to sketchfab, we have the exact same behaviour on the https://webvr.info/samples/ examples).

Many vr examples in the web are based on the old deprecate API which we don't support.

Unlike chrome, they are still not up-do-date with the last webvr API changes.
You can track https://iswebvrready.org/, to see when it's here (it states "end of may" but obviously they are a bit late)

Is it working fine in https://webvr.info/samples/ ('official' webvr example)?


(Edcrowly) #5

Stephomi, thank you for your reply

First of all let me clarify this:

How did you try on your home computer? was it the same vive, oculus?
Did you have only one headset plugged on the office computer?
Did you try several time?

On home computer I have Vive and it's where the subj problem appears. Connected just vive and monitor. Don't have Oculus to try. Freshly installed Win 10.
On work PC I don't have vive (it's just too shitty to handle vive) but I tested chromium webvr build just to see if disproportioned left and right eyes is normal or not... turns out it's not normal, because at least in browser on office computer left and right sides are the same.

Upd: Actually if I unplug my Vive, the view in render window in browser goes back to normal too. (left and right halves are equal). The moment I turn on SteamVR, refresh the page and click "view in VR button" it gets weirdly split again.

Is it working fine in https://webvr.info/samples/1 ('official' webvr example)?

Just checked it, it works perfectly.

Here are screenshots from Headset Mirror:



On the second picture it shows only right eye: you can see part of the left eye here.

And this is WebVr sample in Mirror:


Everything is fine here.

Just now I also tried a little earlier build of chromium, same result.

UPD 2 Tried install SteamVR beta - same thing.


(Stephomi) #6

We develop on window 10 too and it works fine (unless the usual "go in vr" several times which is due to the browser).
It's kind of bothersome that we can't reproduce the issue.

The size of the left/right quad are given by the device itself, so if you unplug the valve, we have to fallback on something.

Can you give us the result (bottom right) of : https://jsfiddle.net/ds61pdyh/ (load the page with the vive plugged in), please?


(Edcrowly) #7

Hi, here's what I got:

Display number : 0
Display name : HTC Vive MV
Display id : 1

Has position : true
Has orientation : undefined
Has externalDisplay : true
Has canPresent : true
Has maxLayers : 1

Has stageParameters : true
sittingToStandingTransform : 0.9364227652549744,0,-0.35087379813194275,0,0,1,0,0,0.35087379813194275,0,0.9364227652549744,0,0.27799585461616516,1.1420528888702393,-0.43166667222976685,1
sizeX : 2.300001859664917
sizeY : 1.5000014305114746

--- LEFT EYE ---
renderWidth : 2268
renderHeight : 2520
offset X : -0.030499998480081558
offset Y : 0
offset Z : 0
FOV up : 55.898963928222656
FOV right : 51.391510009765625
FOV down : 55.71228790283203
FOV left : 54.40846252441406

--- RIGHT EYE ---
renderWidth : 2268
renderHeight : 2520
offset X : 0.030499998480081558
offset Y : 0
offset Z : 0
FOV up : 55.94679641723633
FOV right : 54.54172134399414
FOV down : 55.68159484863281
FOV left : 51.307167053222656

===================================


(Stephomi) #8

Thanks!

Found the issue thanks to the report.

Turns out we don't have the same HTC Vive (yours state MV and ours DVT, I don't know what it stands for though).
The main difference is that your resolution seems much higher.

The fix is easy on our side, I'll tell you when it's live.


(Edcrowly) #9

Yay! That's a good news!

Turns out we don't have the same HTC Vive (yours state MV and ours DVT, I don't know what it stands for though).
The main difference is that your resolution seems much higher.

Maybe you guys have Vive Pre, the early devkit version?
Mine is a consumer version already...

Looking forward for hotfix, thank the team :slight_smile:


(Arck Project) #10

Hi,

Is there a fix for this yet? We are having the same issue here at work. Currently we have several machines running Windows 7 and the VIVE works great on sketchfab, however we have several Windows 10 machines and sketchfab VR does not work... we get the side by side view when in VR but it does not show in the VIVE.


(Stephomi) #11

@arck_project Hmm we can't reproduce the issue (windows 10), do you have the issue on https://toji.github.io/webvr-samples/XX-vr-controllers.html on the latest chrome build ?


(Skinmon) #12

i had the same issue. i traced the start of the problem when i tried to supersample with Chaperone Switcher. When I changed the render target multiplier back to 1 from 2.5 the problem went away. Hope this helps.