![]() Lighthouse tracking 2.0 will open this up a bit, but that will be a whole new generation of hardware and it's not out yet for a while. No, with the current generation of Lighthouse tracking, you can only use 2 base stations. Of course, it's a very powerful bit of software and requires a lot of power behind it to work properly.ģ. ![]() Murray's book, 'Building Virtual Reality with Unity and Steam VR' he describes it simply: "The Compositor is in charge of synchronization, distortion, prediction and other issues that would otherwise be a huge challenge to get working nicely for comfortable VR experiences." In otherwords, without the Compositor. VR is inherently a very resource intensive process, and only high end GPUs can provide the processing power needed to render the displays in all their complexity.Ģ. At this point, the VR compositor will sit on extended monitor. 3) Set your monitor projection to Extended Mode (WIN+P) 4) Connect and Run the Games/VR. I can give some very basic answers, but I think or someone else might be able to explain in more detail.ġ. 1) Download and extract to SteamAppsSteamVRdrivers 2) Set Trinus VR Server to use FreePieIO as Sensor Output. Can I connect multiple base stations to implement a more extended room scale? However, there was an error that the compositor could not be used and it was a pityĭoes it work only when I use a graphics card that supports 2160x1200 resolution of HTC VIVE?ģ. I understand if the vr program is running and there is a delay. Interaction between the controller and the object, and there is nothing to load the gpu. One error you might encounter is 'Shared IPC Compositor Connect Failed (400),'. I already know minum PC spec, I think a very simple vr program should work. Since these two systems weren't originally designed for each other, there are some bugs you might come across. on Rival Ariarne Titmus Breaking Her 400m Record Claims She Saw It Coming. Simple VR application is maded by unit圓d and just one plane.īut i connect vive, error is display "compositer is not available". Metro Exodus players are leaving thousands of positive reviews on Steam. i test simple VR application used notebook equipment GPU is 940MX. Graphics do not support vive's resolution?Ģ. This means thant the warning "compositer is not available" is displayed because the built-in Is there any information I should add to this post EDIT: Current Version, Stable 1.1. I have uninstalled and reinstalled RiftCat and Steam just to see if it would work itself out. I connected the hdmi cable to external GPU, VIVE is working. Installed everything, 'Play Steam VR Games' SteamVR launches and says 'Compositor is not available' I am running the latest version of RiftCat. So, 'compositor is not available' Error is presentating SteamVR. I connected the hdmi cable to the main board. ![]() It would just be one less layer for us to have running, as we certainly have to have Oculus Home running as well when playing the game.Hello, now i am VR application developer using HTC VIVE.ĭuring development, i have some question.ġ. It’s handed over to Steam VR’s compositor, which applies lens correction and renders it to the headset’s native resolution. Having said that though, I do hope at some point down the road when they have the time and resources to do so, they can go ahead and implement native Oculus support through the Oculus runtime. When a game renders a frame, it isn’t sent straight to the headset. Just launch the game and it will run and connect through Steam VR for you. I don't know if this makes any difference, but you guys do know you do not need to launch Steam or Steam VR prior to launching BOS? I was very pleasantly surprised at how well the game performs in the Rift for me - much better than I had anticipated. I had never used it before with my Rift till now. When the compositor is not active or not set. The Compositor's function is to make sense of all of the VR overlays and put them together to create a realistic VR visual. I was somewhat concerned when I learned that the VR implementation for BoS was going to be going through Steam VR only as I have a Rift. Both errors 'Compositor is not fullscreen' and 'Compositor is not available' are caused from issues with your VR compositor intializing or displaying properly in the background. The Rift client seems to run pretty lean. I wish those of us who use Rifts and standalone keys didn't have to run BoX through SteamVR. Mine has VR Compositor using 35-40% and VR Server using around 10% when SteamVR is idling.Ī quick google search leads me to believe that this is a long-standing issue since the beginning of SteamVR and I don't think it has ever been resolved. Is it showing "VR Compositor" and "VR Server" both using a lot of CPU?
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