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new-gen23 avatar new-gen23 commented on July 26, 2024

One more thing: I connected the Vive to my GeForce GTX 1070 via an HDMI to DVI adapter to my secondary out, as the primary HDMI port is used by my monitor.
Do I have to tell the demo somehow where to reach the Vive?
Ok, I switched the connections and the vive is now directly connected to the Geforce. Still remains dark.

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new-gen23 avatar new-gen23 commented on July 26, 2024

Ok, I updated the nvidia driver using:
apt-get install nvidia-driver-430
Now the Steam client runs without this error and installed steamvr.
However, in the console, it threw at least one error:
steam[2081]: LHR-FFA7BB43: Connected to receiver 3620D4F601 steam[2081]: 3620D4F601: Firmware Version 1124082563 ��@����kW steam[2081]: 3620D4F601: ERROR: firmware does not meet minimum required version (1420157645). Please update device.
But at least steam finally runs its vr room setup. will update...

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new-gen23 avatar new-gen23 commented on July 26, 2024

ok, good news and bad news. For the first time in about 3 years now, the vive steamvr demo runs under linux and I can see my controllers + the default room of steamvr.

bad news: the openvr demo still only runs on the monitor and completely ignores the vive. it remains dark.

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beniwtv avatar beniwtv commented on July 26, 2024

In the demo the .so files are already placed correctly - in demo/addons/godot-openvr/bin/x11/.

For your own game, make sure to place both libgodot_openvr.so and libopenvr_api.so in the same directory - where depends on your organization, really.

Now run Godot with /home/user/.steam/steam/ubuntu12_32/steam-runtime/run.sh /path/to/godot (or alternatively, the exported project) - alternatively, you could add Godot (or the exported project) to Steam directly "Add non-Steam game...".

If it still remains dark, check the log output in the terminal.

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new-gen23 avatar new-gen23 commented on July 26, 2024

Ok, update: When I do "run.sh Godot_v3.1.1-stable_x11.64" and open the openvr demo and start it,
I very briefly see the Steam default room, then very shortly the OpenVR Demo and then the app crashes.
The Godot Log loops indefinitely to:

servers/arvr_server.cpp:305 - Condition ' p_tracker_id == 0 ' is true. returned: __null

When I "run.sh my_exported_openvr_demo.x86_64", the Vive remains dark.

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new-gen23 avatar new-gen23 commented on July 26, 2024

Update: It works. Partially. The openvr demo crashes as soon as one controller becomes active.
The error log outputs only warnings, so no problem here.
The main log only says:
Controller vr_controller_vive_1_5_3 became active
Loading: vr_controller_vive_1_5
** Debug Process Stopped**

But at least the glasses work now. For unknown reason there is a freeze every 4-5 seconds, which triggers nausea and headache pretty fast.

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new-gen23 avatar new-gen23 commented on July 26, 2024

Ok, more insight:

  1. When I place libopenvr_api.so and libgodot_openvr.so in the same folder with the binary of my exported demo, it also works. Nice!
  2. I have to close Godot to make the freeze go away. I guess the load was to high for my system to calculate 3 views (vive, duplicate of vive on screen, godo 3d view).
  3. When I start the openvr demo, it starts steamvr. When I kill the demo, the steamvr remains running. When I now start the demo again, the vive remains stuck in the SteamVR default room, trying to load the "Steam Home" application but failing. I therefore recommend to stop SteamVR before restarting one's own application.

By the way: my compliments to the authors here. You did a terrific job of getting the vive to run unter linux. I already gave up hope after the last Unreal Engine disaster. But this solution here looks solid.

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new-gen23 avatar new-gen23 commented on July 26, 2024

I guess since the demo is running, I will gladly close this issue. Thanks for the support!

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beniwtv avatar beniwtv commented on July 26, 2024

If you run the module from the master branch and Godot 3.1 it would crash when activating a controller -> the master version needs Godot 3.2 beta. I do recommend 3.2 anyway, as there have been other improvements for VR.

Also, I ought to fix that p_tracker_id == 0 issue, that is just because in the properties of the left controller the id is 0 when it should be 1.

Glad it works for you now though :)

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guysoft avatar guysoft commented on July 26, 2024

Hey, I also had an issue with it, I found that it only works if I place the addon binary for linux in:
res://addons/godot-openvr/bin/x11/
If I import it seems to import the path to:
res://godot_openvr_1.1.0/addons/godot-openvr/bin/x11/ (note the extra godot_openvr_1.1.0 in the project path)
Which then fails to load.
I managed to figure out where to place it thanks the the error output on stdout when running godot from a terminal.

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