Thursday, November 24, 2016

Dev update #25



This is quick update to let you know what we're working on. Desktop app will let you know that auto-update is ready soon (version 1.1.3).

Stable update for desktop app (v. 1.1.3)

We're pushing desktop beta updates to stable branch. Everyone will be able to take advantage of software encoder on low end PCs. This is last resort option because this will put heavy load on CPU. You should only use it if you don't have any compatible hardware (recent GPU or Intel Core CPU).

This update also includes some stability tweaks, UI changes, newsletter opt-in and Gear VR edition download button.

Motion controller black screen

Several people reported that black screen no longer happens in Steam VR beta when you use multiple drivers (e.g. VRidge and PSMoveService). Check it out and send log files* if it still blacks out for you.

*vrserver.txt located in Steam/logs (by default: C:\Program Files (x86)\Steam\logs).

Work in progress: sound streaming

The sound streaming work is done on the Windows and networking side. We just need to finish up Android decoding and playback. It's still on track to be released as an update sometime in December.

Work in progress: android improvements - jitter, Android 4.x, HEVC

During our jitter research we decided that it's worth a shot to try synchronous video decoder instead of asynchronous (which is recommended by Google). This will allow for VRidge to work on Android 4.x devices.

Most of the older phones that weren't upgraded to Android 5.0+ aren't great VR devices but there are some phones that have 720p+ display there were simply forgotten by carriers and were left with Android 4.x OS. If you have decent Android 4.x based phone with 720p (or better) display and you want to try VRidge on it - e-mail us at support@riftcat.com with "Android 4 testing" as subject line. We'll contact you when we have something worth testing.

Creating synchronous decoder as an option forced us to do some refactoring of our decoding & rendering flow. This will make it easier to implement HEVC/H265 coding which is ~40% more efficient than H264 that we use now. This means 40% better quality at the same bitrate. We hope that we don't run into major roadblocks on the PC side. We'll start with NVIDIA GPUs first for HEVC.


We are also in process of getting Daydream & Pixel to explore new VR possibilities on Google's new flagship device but it's too early to talk about the details.

50 comments:

  1. Please fix bug with axis in Freetrack tracking mode (more detailed description in support tiket).

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  2. So dis you fix jitter issue on S6 Edge and gear vr?

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    Replies
    1. Nope, that's why we'll be adding H265 soon since it is very likely that the issue is H264-exynos specific.

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    2. Any ETA on when the support for H265 will be finished? I just bought RiftCat, even with the high lag on my Samsung device :) If you want a tester for that feature, just drop me a note.

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  3. I just bought an iPhone and i can't use riftcat :( When we will use riftcat(VRidge) on iPhone?

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  4. Replies
    1. Just why? Do you even know what these programs do? If you are in VR you won't be able to see the moonlight stream anyways and the high latency of gamestream based streaming would make you vomit instantly in vr. Believe me, I tried ...

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    2. sure?? moonlight is very fine, minumun latency and the best quality graphics

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    3. Strap it in front of ur face in a vr headset, it is noticeably higher than VRidge/ RiftCat. And in addition to that it does not have rotational tracking and supports 2D video only. Not a SBS vr video stream. And lastly no ... U can't just take 2 programs and slam em in one, copyright, compatibility aswell as useless effort would result out of it. VRidge stream is much better with it's low latency stream with constant 60 hz and more.

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    4. This comment has been removed by the author.

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    5. Isn't that what "stream theater" does, using Moonlight for the streaming part? Not saying Riftcat should or needs to do the same but it in theory it should work one way or another, I guess.

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  5. Hey, have you seen Xiaomi's MiVR?
    Has integrated sensors and a BT controller.
    Sounds good, I'll buy one for my OnePlus 3 (it uses USB C interface)

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    Replies
    1. Is the MiVR compatible with Daydream and/or Oculus? If not I would not recommend the purchase outside of its intended market or you might be one of the two guy stuck with a nice VR HMD without apps. VR is nothing without actual apps.

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  6. Are you thinking abour psvr suport?

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    Replies
    1. Currently we are focusing on Mobile VR only.

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  7. Is there a possibility to add TrackIR support ? I get really horrible drift but the tech itself is so mesmerizing I can't stop looking around in lfs hehe

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    Replies
    1. Currently we are focused on other tasks, but TrackIR should work with Opentrack. However we don't have TrackIR in our office so we cannot test it.

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  8. Have you thought about adding something like Asynchronous Spacewarp, which Oculus uses, into Vridge? I've tried Vridge with some games and still find the latency from the video streaming unacceptable for comfortable use.

    I think it can definitely be possible. Looking at the Daydream Youtube VR app, it's able to display 2D/3D video on a virtual screen while the user can look around lag free.

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  9. hi,
    I have an xperia Z5 premium and it looks amazing (no SDE) but i have some problems with the streaming. I can only stream at 23 mbps with an usb cable. I tried to modify the config file but it doesn t improve (50/55 mbps). I'm tryng with project cars. It seems that the only problem is the streaming. How can improve it? or has anyone the setting to get it works with Project cars? thanks

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  11. For high-quality product, I advise you to use the QA service companies, it is a guarantee that your product will be tested to the full. The last time I worked with them http://www.deviqa.com. When you work with your friend testers, it can not always be high quality, already tested it on my first projects.

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  12. Motion controller black screen
    Several people reported that black screen no longer happens in Steam VR beta when you use multiple drivers (e.g. VRidge and PSMoveService). Check it out and send log files* if it still blacks out for you.


    Does that apply to the leap motion controller as well.

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    Replies
    1. That should apply with all devices that require multiple drivers flag. That includes PS Move, Razer Hydra, Leap Motion, or anything else really.

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  13. Just had a though and I should probably post it on the steamvr driver github page but anyway....
    With oculus touch sdk released, could there be a way to get real hand motion tracking to translate into 'touch' button presses with leap motion Orion drivers.....? Eg. Fist clench with index finger up to translate naturally into what we see on screen.
    Just a thought.

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  15. Hi.. will we have some updated in december?

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  16. Hey! I was ecstatic when I read that there was a way to emulate an oculus device directly.
    You can imagine my disapointment when I discovered that it only works with an android device connected.
    I never really do this but I'm wondering about the possibility of a full desktop version? Something that would display the Rift view in a separate window on the desktop.
    As far as I can tell there's not much in the way of this right now anywhere online. This would be really useful because it would allow people like me without an android device to still use your product. I could use a remote desktop or similar VR app on a different phone or device and still use your product to play Oculus required VR games.

    If there's any plans for this I would love to know. Thank you for the work you're doing towards the future of VR!

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  17. Hey!

    This is an awesome software, but I miss a really important feature. I have an all in one HMD with HDMI input, and it would be really cool to use that input instead of streaming. Better quality, no lag.


    I dont think I'm alone with this request, so is there chance the HDMI support will be added anytime?

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    Replies
    1. Hi Orasoldus.
      What "all in one" are you speaking of as im pretty keen on getting something like this as well.
      Just a heads up to all that 2017 is looking really good for riftcat in regards to hardware collaborations...
      Cant wait to see what they have installed for us.

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    2. HDMI input is planned, but no ETA.

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  18. Hi, I have a gtx 750, and last week, when I update the nvidia driver to 376.33, the quality of all games increase, the fps increase from 20 fps to 50 fps, in the same configuration in Elite Dangerous. the drift in my s7 with gear vr, also reduce a little.

    the grafics appers like when I use rendertargetmultiply "steamconfig", or when I use renderscale in vridge.

    what happed? can you give a short splanation?

    recently I also test the psvr with trinus, and my gear vr with vridge, is better. the unique problem is the drift/jitler, if this is resolved, then will be perfetc.

    thanks. sorry about my english.. Joao Paulo from Brazil.

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    Replies
    1. "Rendertargetmultiply" in steamconfig is probably their own Render Scale. Just use ours Render Scale instead. About Render Scale, it changes the internal resolution at which game is rendered. For example if you have 1920x1080 resolution and set 150% render scale, then the internal resolution you'd actually be rendering is 2880x1620. It helps with readability of text in Elite Dangerous but also reduces performance.

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  19. You guys are awesome! I got a faster router (5Ghz wireless AC) to use with my GearVR and tried ViveCraft. Wow. So cool. Looking forward to h265 compression to help stop jitters during turns.

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  20. When will amd users be able to use it on windows 7?

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    Replies
    1. It is possible if you use Software encoder, but performance might not be greated. According to Microsoft, MF encoder should not work with AMD on Win7, but for some users it does, so I'd suggest to give it a try.

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  21. Still occasional black screen (usually game display in mobile screen). using razer hydra. log will be sent soon or not.

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    Replies
    1. I pressed usb reset button on steam vr setting window during the game, and problem has gone.
      However I can't sure yet, because the test time wasn't enough.

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    2. Okay.. it turns out resetting usb isn't solution.

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    3. Black screen is an issue on SteamVR side so there is not much we can do about it. Try SteamVR beta since with recent updates it should be a bit better.

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  22. No update for over a month... Unlike competition, Trinus had at least two...

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    Replies
    1. not sure if your just being cheeky or what but trinus isnt even close to what this software can do, so you could say that trinus could use all the updates it can get....
      ps. setting your updates to beta may get you one if your dying for it.

      Delete
  23. Not even close? I'm afraid I have to disagree with you, you clearly dont know what Trinus can do. Don't get me wrong, both of them are great but only one of them seems to keep in touch with community recently

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    Replies
    1. Writing blog post or deploying minor downloadable update just to keep some kind of update hot streak isn't our top priority. A new blog post is coming in 2-3 weeks along with an update with some new features and long-awaited fixes.

      We usually write posts here only when we have a meaningful (and downloadable) update ready. Every week we are active on social media and we actively respond to all questions through e-mails and on public boards so it's hardly being out of touch with community. Do you have any specific questions that I could answer for you?

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    2. Sorry guys I'm not using social media for my own reasons so this blog is the only place I monitor, I'm probably not the only like that. As for the question, you have already answered it. Now I know that next update is 2-3 weeks away and that is what I wanted to know

      Delete
  24. When I click on the Play SteamVR Games button, the app crashes. SteamVr does open though. I have already re-installed steamvr just in case. But it didn't help.
    My phone is Nexus 5x.

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  25. Thorwal, kogi, etc,

    Just wanted to say as a happy premium payer how grateful we are for your development. It's exiting seeing VRidge get more advanced and the amount of opportunities it opens up for those without dedicated HMDs.

    Thanks for your very hard work!

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  26. Please support the Google Daydream sensor is simulated as HTC Vive sensor and supports highly sensor:)

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