VR does not work

new machine, 2019 mac pro. New Vive Pro straight out of the box.

setup was brutal, undocumented, completely undocumented.


but now I have nearly everything working... hardware wise. And nothing works. Nothing.


FCPx sends video out to the VR Goggles. But in the glasses it's deformed, zoomed in and incorrectly cropped. The view is worthless. the image is hopelessly warped, scaled up, and while the tracking on the unit is solid... the display of the image is inverted on the Y axis... so you can only see a tiny part of it if your goggles are pointed down the Y Axis. rotating up on the X axis, the view rotates in the opposite direction, farther and farther away from where you are looking.


the controls are similarly broken. the only way to test them is with the system menu, and as it turns out... the control objects and the rays coming out to the controls are dead on. But hit testing, is inverted on the Y axis as well. You have to point up to click on something low, etc...


I need to use FCPx to finish my stereoscopic VR projects. But instead of doing work, I'm troubleshooting a thousand dollar doorstop. and I've run completely out of ideas.



Posted on Dec 22, 2019 10:50 PM

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Dec 22, 2019 11:35 PM in response to fox_m

no. not even a little.

that document is innocent. devoid of any of the brutal and insane detail required to get a headset running.


I had to figure it all out on my own.

like the fact that steamVR will not work at all unless you install the secret mac version of SteamVR.


the fact that there is no way to update the firmware in all of your various devices. because the mac client doesn't actually support support firmware updating.


but the problems I am seeing after getting through all of that is the most unforgivable kind of mistake. It's just pure negligence. poor quality control.

Dec 23, 2019 1:01 PM in response to Edward Devlin1

I really can't help you with that. I don't have any VR equipment. I'm not familiar with the setup. I have dealt with 360º video and use it from time to time, but basically to "distill it" to "flat" video.


Maybe you can find some useful information here:

http://alex4d.com/vr-video-guides/item/final-cut-pro

Alex talks about some the of the problems you might run up against and how to work around them.


Dec 23, 2019 8:02 AM in response to fox_m

fox_m,

yes. project is set up properly. I can navigate it just fine in the 360 viewer, I can export it and upload it to youtube and it works the way you'd expect. I am producing appropriate content.

in fact, fcpx and steam VR's mirroring function, both have the same, and correct output. the output you'd expect to see in the glasses.


the glasses themselves are not showing any of that. the glasses - and I can't figure out how to get a picture of this - are showing a nonsensical subsection of the raster image.


I can tell, because there's a wireframe in the background, that the hardware is tracking correctly. tracking the controls, the head unit... and producing correct results. because both FCPX and the SteamVR mirroring is showing the same and correct results, we know that the software is both capable of producing the correct output from the footage, and that at some level it in fact does.


what I'm getting at here, is everything in the pipeline, before the glasses displays the video, is clearly setup properly, and doing the right thing. The glasses themselves, show the background wireframe correctly tracking and correctly stereoscopic. It's just the content that is being displayed that is jacked up.


similarly, the controls are tracking perfectly. the rays coming out of the controls point exactly where you aim them. It's as intuitive as it sounded. Except... and this can only be tested in one place, the system menu... the hit testing for the controls is wrong. when you click, the hit is transformed on the Y axis... it's as if you're pointing in the opposite direction on the Y axis.

so wherever you are pointing it's magically transformed to x = x, y = -1 * y, this affects polling as well...


so let's stop looking for problems with the user here. the problem is not operator error. it's one of the three parties involved in this product: Steam, HTC, or Apple. Some terrible programmer has inserted observable, predictable, bad math into the system somewhere. One of those 3 parties.


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VR does not work

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