Aces High Bulletin Board
Help and Support Forums => All things VR => Topic started by: Mister Fork on March 04, 2018, 12:16:01 AM
-
So, with the SteamVR fired up along side my Mixed Reality Portal for my Acer VR headset, I launch my DX11 version of Aces High - I say yes to the "Use HTC Vive" ...
my VR headset goes black...and this is all I see on my desktop...
(http://bbs.hitechcreations.com/smf/index.php?action=dlattach;topic=392041.0;attach=29318)
:(
So, Acer VR is not compatible with Aces High. This of course does not include Oculus and HTC VR of course...
I could be doing something wrong...any ideas Skuzzy?
-
Ok, so it's tracking properly in Aces High, yet no video to the headset. Any ideas?
-
I assume you have all the updates (Fall Creators Update) for Windows 10?
-
I assume you have all the updates (Fall Creators Update) for Windows 10?
I do and all updates since.
-
you are otherwise able to get video in that headset and play other games with it correct? it's just aces high?
Ok, so it's tracking properly in Aces High, yet no video to the headset. Any ideas?
-
you are otherwise able to get video in that headset and play other games with it correct? it's just aces high?
For all Windows Mixed Reality compatible games, they work just fine. And it's a brand new OS install too with latest drivers for everything with Windows 10 Pro. And I have to say, the install didn't take that long. (Mind you, I do have SSD's). End to end from format to playing games with everything installed, maybe 2 hours? Before, I was looking at a weekend job.
Back to the issue - it's just weird that the tracking and motion all work, but the SteamVR portion isn't. I will add, I do have 'use beta versions' for SteamVR checked - could that be the issue?
Skuzzy - should I post my DirectX?
-
You have to use the SteamVR version of the game for it to work. You can only get that from Steam. You cannot use the DX11 version of the game.
It should just plug and play, if you have all the Windows 10 updates.
-
You have to use the SteamVR version of the game for it to work. You can only get that from Steam. You cannot use the DX11 version of the game.
It should just plug and play, if you have all the Windows 10 updates.
I'm going to try two things. First, try running Aces High DX11 out of the install version through steam, and then next...
...create a steam account on Aces High with a native install from Steam and see if it'll work though there. :cry
Wish me luck cause it would suck to have to start with a new game ID and loose all my perkies I've earned over the 17 years of Aces High...
:old:
-
So I installed Aces High via steam and still no joy. Showing as unresponsive when launching via the platform. So maybe the Acer series are just not compatible?
-
You have to install the Windows Mixed Reality to Steam Vr driver which I think you can get from Microsoft. You also have to install Steam VR. You have to have both. Once I installed these the regular AH 11 worked in vr by selecting but it was kinda clunky.
-
Yeah, have all that done Terry - its a good reminder. What kind of headset are you using?
-
Yeah, have all that done Terry - its a good reminder. What kind of headset are you using?
I have the Samsung Odyssey but quit using it and went back to the gold standard Rift. I understand Microsoft is planning a major revision to the mixed reality compatibility this spring so that may help.
-
I have the Samsung Odyssey but quit using it and went back to the gold standard Rift. I understand Microsoft is planning a major revision to the mixed reality compatibility this spring so that may help.
Thanks Terry for replying.
Yeah, I hope so - but this issue I'm not 100% sure it's Windows as it might be that Aces High just isn't compatible with the Acer Windows Mixed Reality headset.
-
Let's try this.
We just tested the HP MR Headset here to make sure it still works and it does. All these MR headsets should be the same.
1) Do not start the Mixed Reality software from Microsoft.
2) Start SteamVR. When you get the "Ready" dialog panel, then start the DX11 version of Aces High.
3) When prompted if it is "Vive" headset, then check yes (we will fix that question).
And that is it.
We did discover a bug where the mouse is still active with the MR headset and the tracking dot is not being enabled. That is on the bug list to correct.
All this assumes you have the latest updates for Windows 10 from Microsoft. You MUST have the latest Fall Creator Update installed for the MR headsets to work correctly with any software NOT from Microsoft.
-
Let's try this.
We just tested the HP MR Headset here to make sure it still works and it does. All these MR headsets should be the same.
1) Do not start the Mixed Reality software from Microsoft.
2) Start SteamVR. When you get the "Ready" dialog panel, then start the DX11 version of Aces High.
3) When prompted if it is "Vive" headset, then check yes (we will fix that question).
And that is it.
We did discover a bug where the mouse is still active with the MR headset and the tracking dot is not being enabled. That is on the bug list to correct.
All this assumes you have the latest updates for Windows 10 from Microsoft. You MUST have the latest Fall Creator Update installed for the MR headsets to work correctly with any software NOT from Microsoft.
I'll give it a try when I get home from work... thanks Skuzzy! :x
-
I should explain something. When I said do not start the Windows Mixed Reality software, it is due to thefact SteamVR will start it. If you do not let SteamVR start the software, we have noted SteamVR can get a little wonky.
-
I should explain something. When I said do not start the Windows Mixed Reality software, it is due to thefact SteamVR will start it. If you do not let SteamVR start the software, we have noted SteamVR can get a little wonky.
I think I was starting the WMR it’s self so that may explain why mine was clunky. It also gave eye strain that I don’t have with either Vive or Rift. It has been a while since I tried it so will try again. Will the dot bug be fixed anytime soon?
-
The dot bug is on the list to be fixed. I cannot say when, as we never commit to dates/times on these things.
The eye strain may be due to the poor adjustments of the lenses. I noticed on our HP unit, I could not get the lenses far enough apart to line up the two images. It was close, but not quite there.
The quality of the lenses did not appear to be that good either.
-
The dot bug is on the list to be fixed. I cannot say when, as we never commit to dates/times on these things.
The eye strain may be due to the poor adjustments of the lenses. I noticed on our HP unit, I could not get the lenses far enough apart to line up the two images. It was close, but not quite there.
The quality of the lenses did not appear to be that good either.
I just tried it again by only starting steamvr the AH11. The mouse was only visible for part of the time and would stick and not move. It took me forever to get in a plane because of the mouse issue but once in it was much smoother than before and the eye strain although still there was less. With the Samsung I think the clarity is much better and the tracking worked fine. If the mouse bug is fixed (it’s not usable as is) I think it would be an acceptable alternative to the Vive for sure and probably the rift.
-
Let's try this.
We just tested the HP MR Headset here to make sure it still works and it does. All these MR headsets should be the same.
1) Do not start the Mixed Reality software from Microsoft.
2) Start SteamVR. When you get the "Ready" dialog panel, then start the DX11 version of Aces High.
3) When prompted if it is "Vive" headset, then check yes (we will fix that question).
And that is it.
We did discover a bug where the mouse is still active with the MR headset and the tracking dot is not being enabled. That is on the bug list to correct.
All this assumes you have the latest updates for Windows 10 from Microsoft. You MUST have the latest Fall Creator Update installed for the MR headsets to work correctly with any software NOT from Microsoft.
Ok. Here is what I did.
1. Did NOT start WMR software.
2. Started SteamVR (which then auto-launches Windows Mixed Reality). SteamVR is now green
3. Start AH11 - when prompted for Vive - I select Yes
And the SteamVR shows...
(http://bbs.hitechcreations.com/smf/index.php?action=dlattach;topic=392041.0;attach=29318)
again. :(
-
Alright, time to look ay your DXDIAG output. Post it as an attachment please.
-
Dxdiag (http://bbs.hitechcreations.com/smf/index.php?action=dlattach;topic=392041.0;attach=29435) as requested
-
Working through your data.
I need some very specific details on what you are seeing and when.
Does the headset ever display anything when you try to start Aces High? Aces High splash screen?
Does the headset show the SteamVR splash screen when starting up SteamVR?
-
When I launch Aces High inside of Steam (Aces High in VR) - it goes through the motion and shows the Aces High and the loading bars cycle underneath the logo. It just stays there. I get into game - the headset directional settings are working like I have a trackIR - just no video through the headset.
When I launch it outside of Steam (AH3DX11) (launching SteamVR first) and then select AHDX11 and say yes to Vive - it just shows a blank video screen with the 3D mesh. Again, the headset directional settings are working.
Both instances, the SteamVR small box (the one I posted) shows as unresponsive. Kinda weird. Anything else you want me to test?
-
What happens on your monitor when Aces High is trying to load?
-
I have two monitors - When I start SteamVR, the left monitor goes black and then back on - and now the VR headset is on, as are both monitors. I then start Aces High - the monitors go into VR mode and it goes "Hit Windows Y" to enter desktop move with a blue bar across the top (Windows Mixed Reality.) The left monitor now looks like this:
(https://docs.microsoft.com/en-us/windows/mixed-reality/enthusiast-guide/images/1050px-windowsy.png)
..and Aces High appears in my right monitor. The VR however shows just the 3D mesh background or the Aces High loading mini-window shows in the background (launced via desktop AHDX11 vs Steam-> Aces High in VR.)
Do you think it's the dual monitors? I could try disconnecting one of them.
-
The monitors should not have any effect on it. We render the two (left and right) panels used in the headsets and then just hand those rendered panels to the driver API for the headset.
Why it is not showing up is a mystery.
How would you feel about shipping one of those units to us (we will pay for shipping)?
I sure hate to think we need to buy every MR headset on the market to insure they will work. That was the whole point of Microsoft's MR implementation. All those headsets are supposed to be the same, save any external difference which do not impact software.
-
The monitors should not have any effect on it. We render the two (left and right) panels used in the headsets and then just hand those rendered panels to the driver API for the headset.
Why it is not showing up is a mystery.
How would you feel about shipping one of those units to us (we will pay for shipping)?
I sure hate to think we need to buy every MR headset on the market to insure they will work. That was the whole point of Microsoft's MR implementation. All those headsets are supposed to be the same, save any external difference which do not impact software.
Sure - let me speak to my boys and fire it off to you in the original box. Standby
-
they are both plugged into your graphics card right and you don't have one plugged into you mb?
steamvr will not like one being plugged into the card and one plugged into the motherboard.
Do you think it's the dual monitors? I could try disconnecting one of them.
-
Thanks Kanth, good point.
-
they are both plugged into your graphics card right and you don't have one plugged into you mb?
steamvr will not like one being plugged into the card and one plugged into the motherboard.
LOL. Good catch Kanth - it's not but still, good catch.
All 3 are plugged into my 970 video out ports (1 x HDMI, 2 X DVI and 1 x Display port). The Acer is using the display port. I may experiment with unplugging one monitor to see if plugging my main monitor into port #1 (DVI), and the Acer into port #2 (HDMI) resolves the issue.
I saw all the Acer and VR headset support question posts around that exact same issue and i just giggled to myself. (I've done that before).
-
Ok - tried my son's computer with his Acer VR headset and a new 1050 Ti 6Gb card - no joy - exact same issue.
Skuzzy - he's agreed to give up his for a couple weeks. I'll fire you a PM.
-
Ok, Fork was good enough to send us one of his units, and good news!
It got here and we have already confirmed something is not right. First step completed, duplicating the problem.
-
Ok, Fork was good enough to send us one of his units, and good news!
It got here and we have already confirmed something is not right. First step completed, duplicating the problem.
:x.
Onwards and upwards
-
Turns out the Acer unit does not send the game the input value for the headset sensor so we cannot know the user put it on. HP headsets do have that input. Seems there will be inconsistencies on the Microsoft MR approach.
-
Turns out the Acer unit does not send the game the input value for the headset sensor so we cannot know the user put it on. HP headsets do have that input. Seems there will be inconsistencies on the Microsoft MR approach.
Is this something I should complain to Acer about? I could submit a bug report on their website...
-
Not a bug, per se, just a difference in the hardware implementation. Not sure what type of leeway Microsoft is giving the MR manufacturers.
HiTech found a way to work around it. Taking some time as it also impacts how audio and controller mapping is switched when you put on or take off the headset.
-
Not a bug, per se, just a difference in the hardware implementation. Not sure what type of leeway Microsoft is giving the MR manufacturers.
HiTech found a way to work around it. Taking some time as it also impacts how audio and controller mapping is switched when you put on or take off the headset.
Yikes... :eek:
What a PITA... :(
That may earn him a bribe for his efforts...
Speaking of...where is your bribe link Skuzzmiester?
-
No need. Now we know the headsets can come configured that way, we can deal with it. Works in our favor. Appreciate what you did! <S>
-
For anyone reading this thread;
The problem has been corrected.
-
For anyone reading this thread;
The problem has been corrected.
:x
Thanks SkuzzMiester!
-
Thank you!