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Explanation of VRInitError_Init_HmdNotFoundPresenceFailed
Can someone explain what this error is for?
How is it different to VRInitError_Init_HmdNotFound
?
I get this on OSX when I don't have a HMD plugged in. I've set requireHmd
to false
, but I don't think the steamvr runtime is respecting the setting. (That's probably a different issue)
If this is not the appropriate place for this [steamvr runtime question], do let me know where it should be. (Steam/Steamvr forums?)
This is possibly a bug in the latest SteamVR. All of a sudden (since 22 June when SteamVR was updated again) I have some users with this issue .
Not a SteamVR issue per se. It seems that sometimes on some machines, the USB detection test fails (even when the actual device is present). The way to fix this is find the driver.vrdrivermanifest for your driver and change or add this:
"hmd_presence" : "*"
That error specifically means the check that @TheDeveloperGuy mentioned failed. We test to see if there's a USB device present that's likely to be an HMD before spinning up the rest of the infrastructure.
It's possible (likely even) that requireHmd isn't checked before we look for hardware, but the USB checks are pretty lax. Do you have no hardware of any kind, or just not an HMD but still some kind of controller?
I'm trying to get it working with just flashed wireless dongles.
That explanation makes sense though, I've added the null driver (I forgot I added that on windows) and now the runtime loads, with all my controllers, with no headset attached
On Fri, 23 Jun 2017 at 6:52 pm, Joe Ludwig [email protected] wrote:
That error specifically means the check that @TheDeveloperGuy https://github.com/thedeveloperguy mentioned failed. We test to see if there's a USB device present that's likely to be an HMD before spinning up the rest of the infrastructure.
It's possible (likely even) that requireHmd isn't checked before we look for hardware, but the USB checks are pretty lax. Do you have no hardware of any kind, or just not an HMD but still some kind of controller?
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@JoeLudwig It seems that the "new" way of doing HMD presence check is perhaps not suitable for all scenarios. IMHO it would be better if OpenVR was able to ask the driver for a presence check (and if presence check interface absent in driver fall back to current behaviour). A mix of the "old" and "new" methods. :)
Thinking about it, (although I guess it doesn't matter to me as a client writer), the two errors still don't make sense. If a driver is dependent on a USB Vid&pid being present, how would it pass one time (as the drivers specify which USB id's they're associated with), and fail another? Or maybe the old error is just deprecated.
Another note (maybe more for your own planning with the runtime scenarios) is that I'm initialising the system as "other" as it's the only appropriate app type which doesn't expect/require me to send frames and have a headset attached (and I intend never to have one plugged in, just controllers)
@SoylentGraham Did you solve this problem later?How did you solve it?
@zhangqnick I'm not sure, steamvr's headless support varied wildly with every release (always had to spend a few hours making configs work again). I had to give up a project on OSX a few months ago because headless mode just doesn't seem possible there any more.
Have you got a specific problem, and maybe I can help?
As for the original query, that was answered above I think, basically USB or USB+HDMI present :)
How to set "requireHmd" to be false? I didn't find where to do the configuration. Can anyone give some hint?
Useful reference for linux users for paths
@liuty10 idk if you got an answer to that or not, but a lass here it is
Inside steamvr.vrsettings
(which can be found with all the other configs in your Steam installation) there is a section called "steamvr"
, to disable "requireHmd"
add it to that section with it set to false(its normal json), example:
"steamvr" : {
"requireHmd": false
}
@techy2493 your find
call has really interesting path simplification...
But the scheme used for driver.vrdrivermanifest
files is pretty simple, these files are stored in the root of the driver's directory, and in case of the drivers shipped with SteamVR they would all be in <SteamVR installation path>/drivers/<driver name>/driver.vrdrivermanifest
Then the driver.vrdrivermanifest
files themselves follow the structure described here