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[Supermedium] HTC Vive Tracker selected as 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.

[Supermedium] Positionsound not working correct

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.

Flickering loading screen

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

Docs bug

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.

IPD problem in app

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!

Direct Windows Mixed Reality support?

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

[Supermedium] Aframe 9 website not change always in vr mode

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.

[supermedium] load another webpage (lot content) from a opened webpage not working

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.

Rift S: Audio routes to built-in speakers rather than selected audio output

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.

On Oculus Quest, positional tracking is choppy

To reproduce,

First:

  • Visit http://moonrider.xyz using the Oculus Browser on Quest
  • Click to enter VR (glasses icon in bottom right corner)
  • Bend your knees. Move your whole torso from left to right (i.e. like a 'strafing' action, not turning your head)
  • Notice the edges of things like the 'Start' button and the grey star you are standing on (look down). They move in a choppy way.

Then Compare:

  • Open Beat Saber demo (native app) and start tutorial
  • Move to the corner of the black square you are standing on (with the white edge) and look down
  • Repeat same left/right strafing movement
    Notice the white edges of the square. Notice movement is not choppy.

Notes

  • Is not Moon Rider specific. Is easily seen on most AFrame demos, such as Anime-UI and Towers

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?

​It 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.

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