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knob2001

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A member registered May 03, 2018 · View creator page →

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Hi,  tfojistazy

The absolute max hFOV of the G2 is 98.85°. That is stated by the driver given the hardware, so it means that without the interface, the max hFOV you could ever have is that value. I don't know what other apps are you using, but if any of them give you more than 98.85º, then there's something weird in them.

Thanks for buying the app! 

hi! Thanks for visit my app :) it is compressed with 7z, similar to zip or rar. Download the free 7z  compressor and uncompress it with it. Then, just click on the .exe and test your headset.  ;)  

Hi! Thanks for passing by. The last version of the app is compressed with 7z, so you need https://www.7-zip.org/ in order to extract all the files. :)

Hi, Wyndsan.

This app is made with unreal. No mods. No weird plugins. Just pure & simple 100% genuine unreal. Whatever problem you may have with your PC, I can assure you it isn't related to this app (or to any other unreal app). I use G2, Pimax, Cosmos, Rift, and Index at the lab and none of them made me a single BSOD in all my years of coding, only a ton of bugs due to my limited knowledge. ;)

As Itch.io is telling me right now, 5,713 virtual souls have downloaded this app so far. 1 of them (you) got a BSOD. Maybe bad RAM? I don't know how to help you here, sorry.

Good luck anyway and thanks for the info.

hi! Of course. Give me some more info and I can send you a key. Oscar@realovirtual.com

Yep. The hFov and vFov are limited by the driver itself, the structure of the headset internals - lenses & cup- and the so-called HAM -hidden area Mask. The driver and the HAM are software controlled, the structure of the lenses and the cup dimensions are hardware. 

The designer of the headset decides the final FOV value, trying to match the hardware limits with the software limit to just render the visible pixels. So... again, the max hFov and vFov are normally fixed and can't be changed. There are other headsets like Pimax that can decide to alter programmatically the max FOV (Large o medium) by not rendering the pixels beyond certain software limits. But as far as I know, G2 is rendering exactly what the driver states.

Those with results above the driver max FOV values are using the pre-calibrated versions or a different app. ;)

(1 edit)

Hi! Thanks for trying it :)

The main idea is: you can't have more FOV (hFov or vFov) than the max value the driver is telling to the renderer. So, no matter the app you use, you are only allowed to see what the headset draws. With the Calibrated version, I've tried to calculate the fixed position that gives you the "max" hFov & vFov possible according to what the headset renders. From there, it can only go smaller or narrower.

To check if any other apps (including mine) are working, remove the facial from the headset and look to the very limits of the cone edge (= the limits of the visible screen). That measure should give you exactly what the headset manufacturer driver states: the max hFov / vFov drawn, not a single second of degree more. Once done that, you can be sure that you are measuring the Fustrum (look it up in Wikipedia) from the right point and the subjective FOV is in concordance with the theory.

:)

Hi!

Could you share that config in the SteamVR Controller binding menu? I'm quite busy right now and that could help others with the same problem. Thanks!

Hi! Thanks for using the app :) My guess is that you are not using SteamVR with the WMR plugin. Do it if you are using a WMR and let me know if that was the problem.

Cheers!

Hi.

Thanks for using the app! TestHmd must be used with SteamVR. First, open SteamVR with the WMR plugin, and then, launch the app. The only caveat with reverb G2 is that the movement is quite weird (you have to press a button and move the controller to the axis you want to go). I'm trying to fix it :)

Cheers!

yep. It’s weird that HP decided to change all the axis and buttons functions... only working in unreal .26 Press the upper button on each controller and move the hand in the axis. It’s a little shitty but right now it’s the only way to move around with the reverb G2. I’ve changed some interactions to the trigger instead of grab to make it more compatible.  (Look under the Controller mapping in SteamVR)

Nop :) Todas las actualizaciones están incluidas, faltaría más.

Hi! Yep... meanwhile I update it to unreal .26 (which is still in beta but it's the only one that accepts the new HP G2 controllers map), doing that will allow you to mess around inside the app. It's not the perfect solution, I know, and sorry about that.

Also, you could remap controllers in SteamVR to match the actions just for this app.

Thanx and have a good time measuring your virtual experience. []-)

Hi. As this app was done by me alone, don't expect a lot of activity around. I'm doing my best with the spare time the work and family leave me.

FYI, I just downloaded it and decompressed it with 7zip (freeware). It just works. Try to use the last version of this tool, please.

Regards.

Hi! thanks for trying the app. At the time I developed it, I hadn't a WMR to fully test all the controllers. I’m waiting for my G2 to change it, so expect a new exe soon.
Regards!

Hi!

The rar is working at my side, but I know a couple of users had some trouble with it so far (more than 700 downloads right now). Try to unrar it with another version and if it works, put the version here for others with the same problem. And many , many thanks for trying the app. Really appreciate it. 

There’s no manual outside the app because the explanations are written on the walls. Most of them are just places to look and stare, looking for errors and limits. 

Are you having any problem with locomotion? 

Great news! And very helpful for others with the same problem. Now, time to explore the limits of your  VR headset!!!

(2 edits)

Hi.

Thanks for the support, really appreciate it! Let's try a different approach. Have you tried to decompress the rar with the last rarsoft available? That error could be pointing to a missing file lost or erased due to an incorrect unrar method. I should have compressed it with 7z or ZIP, I guess. 

Anyway, try that because knowing that the build works for at least 2K people, it could be something related to the rar itself rather than code. Also, do you know your specs? Amd? Intel? ati? nvidia? Those stuff.  If the rar doesn't work, I can compress it in zip and send you a copy to test it.

More info I just read around:

"EXTRA NOTE: Whether or not you happen to be using the official Itch Directory App, some users upon opening the .exe for the first time may be greeted by the error message, "Couldn't Start [File Executable Location] CreateProcess() Returned 2".

In this case, either move the .exe back to the file of origin, uncompress the zip folder in another location, get any firewall or antivirus you may be running to unblock it or simply re-download it."

Sorry, but as you probably know, these "one man projects" are hard to maintain. I'm working full time on another company right now and it's not an easy task to find time for this.

About you problem. Frankly, I have more than 2K (2,041) downloads right now and no one has asked me about this problem before. I've tested this app everywhere for a year (yesterday in two different computers) and it just works. It's based on 4.22 Unreal and the only custom stuff I've coded is a little chunk of C++ for the Synth generator. The rest is pure unreal. Packed as always.

I'm afraid that the error could be a combination of your exact system and my app, something I could not resolve because I don't have those exact variables here. Sorry again about that. I really think that the refund is a great option in these cases.

Hi!

That's weird. It must be something related to the system, as the game is made in Unreal and it has been working in all the people's computers. There's nothing fancy inside it.

Have you checked if your antivirus is messing around?  your antivirus software could be causing the issueLink 2

If you can't get the game to run you can find out about itchio refunds here, of course. 

Let me know if you manage to run it to have that info for anyone later.

And thanks for buying it (and for using VR). 

Regards.

I’m out for holidays, but I’ll check it as soon as I return home in a week. Weird because that zone is exactly the same code, double checked with the creator of hmdq himself. Thanks for the feedback!

Hi! Yep, you were very right about that.  I've added a line with "Touch Mandatory" at the very beginning. Thanks for the feedback :) If I manage to find some time between works, I could try to modify some tests for people with gamepad. 

Hi!

Thanks for the feedback. As this is just a "One Man Only" project, I can't find the time between work and family to update it with that. I'm with you: free locomotion is not the ideal. 

About having some fixed spots... I did that just for the FOV test. Remember that you can move outside any fixed point because the VR outside movement (you can walk in real life, literally), so the only way I found really useful was to freeze you and the headset. But that is soooo uncomfortable that I don't want to do it for the the rest of the tests. I placed a "shadow" point at your feet for location purposes.  

Hi! The app was meant to be used with the Touchs, Wands or whatever the Windows Reality names their controllers. I'm afraid I can't do all the interactive tests for joystick as some of them needs both hands to work. Sorry about it (you can ask for a refund, no problem about it, it's completely understable)

Buenas.... Pues realmente no se qué puede ocurrir. ¿Qué visor tienes? Unreal toma siempre los datos de la calibración del visor (steamvr o oculus). Ese botón lo único que hace es mover algunos tests a la altura de tus ojos para mayor comodidad. 

Buenas... pues hasta donde yo se, lo único que tienes que hacer es bajarte la última versión (Framerate) de los links cuando entres con tu usuario (está mal traducido: no recibirás en casa ni en el mail, sino que al pagar, recibirás acceso a bajarte los archivos). La anterior se ve muy bien pero a costa de perder frames si tienes una gráfica antigua y la Framerate es con forward rendered, que mejora muchísimo el framerate con cualquier tarjeta a costa de perder algo de brillos y efectos.

Un saludo.

So... here you have my second version of the HMD Test tool than more of 6.500 users have been using at StemVR environments. This one, standalone for Oculus and all SteamVR.

https://knob2001.itch.io/testhmd

List of Test included in Version 1> 

* for Interactive Test

  • Lenses TEST
    • Geometrical Aberrations
    • Sweet Spot
    • Glare test
  • Readable Test
    • Rounded Form test> Blurriness
    • Snellen Test
  • Sub-Pixel Test
  • Audio Test
    • Binaural Positional *
    • Frequency *
  • Contrast & Brightness Test *
  • FOV test
    • hFOV *
    • vFOV *
  • VIDEO Test
    • 4k/2k/FHD/SD image test *
    • Distance Test *
  • Color Test
    • Color Charts 
    • Details Test

Hope you find it as practical as me!

Virtual cheers, fellows VR colleagues out there!