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Issue tracker for Supermedium and Supercraft. Bug reports, suggestions, feedback!
Requested by a couple of people (e.g., for use with Unity).
In the Main Menu of Supermedium the controller is not displayed with Oculus Rift, only the laserpoint.
Are the vive tracker active, you can not go back to the Supermedium menu/nav, by pressing the menu button on controller. Nothing happens by pressing the menu button on controller.
Since update of SteamVR to the version 1.3.22. In the main menu of Supermedium, the tracker is taken as a controller again. It worked, before the update (1-2 days ago).
Also in the content(website/Aframe) the tracker taken as controller.
I can not give any more information because firefox no longer recognizes the tracker at all.
I will test it with another pc and report if it is not the same issue there.
Hi!
It is issue with the Aframe sound component, the distance and position change does not work correct. The distance volume does not work correctly and it does not really soften at distance and interrupts when moving your head. I have testet with Rift and Vive, both the same.
When returning home from a resource intensive site, like Cubescape, the SteamVR loading screen will flicker making it difficult to navigate the menu unless you return back to the page and then immediately go back to home.
CPU: Intel i7-6700K @ 4.00GHz
GPU: Nvidia GeForce GTX 980 Ti
RAM: 32GB
Hi!
I want to report little misleading bug in aframe-supercraft-thing docs.
In npm
section package names are type without aframe
prefix: supercraft-thing
instead of aframe-supercraft-thing
and supercraft-loader
instead of aframe-supercraft-loader
.
Also, on npm page there is broken link to github repo.
For some reason when we load Supermedium there is something strange going on with the IPD, for a second the eyes really hurt as if you are looking crosseyed. After about a minute you somewhat get used to it but withing a few minutes both of us were getting a headache. And then when coming out of VR the eyes take a while to adjust. Interestingly the IPD for the steam overlay is still normal, so once you are used to Supermedium bring the steam overlay causes the disparity again. Strange bug!
WMR works pretty fine on windows via EDGE. Would be great to have single entrance point on windows for all (wmr, steamvr and so)
MWR via SteamVR very annoying and still being slightly buggy
Hi
I have noticed, that website's with aframe 9.1 and a lot of content, in supermedium not change in vr-mode.
Not with all computer, only the weaker have this issue.
I have tested with 2 computer. With the Personal Computer(GTX 1080) start fine, with the Notebook (GTX 1070) it does not change into the vr-mode.
I have tested almost same website, aframe 7 works, aframe 9.1 not. Website's with small content and aframe 9.1 works.
I have also tested another website(not mine, a featured), which have a lot of content and aframe 9, the same issue. But the second try, it worked. I think, because loaded content was in the cache.
I hope it is useful information.
When booting Supermedium browser from like Steam, the screen is all black with bunch of logos. We should make a Supermedium throbbing logo to indicate loading.
Reported by @kfarr
If you load another webpage with a lot content from a opened webpage (via link or window.location.href), then the new page will sometimes no run in vr-mode and it will hanging on the steam supermedium loading image.
If the cache is empty, the change not working. If you have loaded the webpages before, the change works at the first time. You cannot change back and forth, if you have a lot content (in my case). With simple webpages it runs well.
Here you can test it: https://towermax.fitness/tower and https://towermax.fitness/reaction
You see on the left side a button to the tower or the reaction.
I've got a Rift S and use an external wireless headset (HyperX Cloud Flight S, if that helps). They're my defaults as configured under Win10 and I have "Windows Default" selected in the Oculus settings. If I launch Moonrider from Firefox, I get audio out of the headset as expected. If I launch Moonrider from Supermedium, the audio is routed to the built-in speakers on the Rift S. I'd expect audio to come over my headset.
Firefox seems to have its own issues with rendering controllers (I get glitches in controller position), so using that to play Moonrider does not make for a good experience. It'd be great if Supermedium observed the audio selection from the Oculus control panel.
To upload to your creator portfolio.
To reproduce,
First:
Then Compare:
Notes
I believe this is a bug in the Oculus Browser's positional tracking. Possibly the positional tracking is running at 60Hz while the headset is running at 72Hz?
βIt has a significant impact on comfort for anything less than 2 metres away. It would be fantastic if the Supermedium Browser could fix this, given Supermedium will also be a native app.
Versus WASD which no one's really going to use as a viewer.
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