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[BUG] Valve Index camera not working #231
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I've seen the same issue. When my Index is functioning on the USB 3 ports, the cameras don't appear to show up. I believe they do show up in dmesg, though so they are detected. |
Same for me. |
Same on pop os (ubuntu) 19.04, steamvr report: https://gist.github.com/ebbit1q/18f1de3192d8ae4b64e5c5b015c8b81d |
After switching to USB 3 again, I've noticed that SteamVR still can't seem to find the cameras. Here's the dmesg log when I plug in the headset at the Trident cable:
This also results in the addition of the /dev/video0 and /dev/video1 devices, however VLC doesn't seem to know what to do with them (and completely fails to open /dev/video1). |
Same issue here, all headset functions work but Steam says camera is disconnected. |
SteamVR says The cameras work fine with |
I've also confirmed that the cameras work fine in Chromium. |
i've found that the camera isn't added to the steam-vr udev rules yet.
to the end of |
Added it, rebooted and doesn't change anything. SteamVR says "camera not available" as always. Does it work for you? |
Same problem here on Arch Linux. Cameras are "not available" on any USB ports, but guvcview can load them up just fine. |
Same problem. Do you guys have installed openvr Input emulator? Edit. Removing openvr Input emulator fixed for me. But I need that program, so no cam for now. |
No I haven't. Interesting that removing it fixes the camera for you though |
AFAIK Input Emulator is a Windows only application, and it's known to break the camera functionality in SteamVR. It breaks it on the Vive too from what I'd read. |
Tried a different udev rule, didn't really accomplish much, but maybe useful to someone else: KERNEL=="6-4.1", SUBSYSTEM=="usb", ATTRS{idVendor}=="28de", ATTRS{idProduct}=="2400", MODE="0660", TAG+="uaccess" Still get
In the logs. |
The camera is also not working for me on a basic install of Fedora 31 with XFCE. |
@kedodrill It would be more surprising if it did work as I don't think it works for anyone currently. |
@jcc10 Figured as much, this post hasn't been updated in over a month so I figured I'd just throw that out there. The camera isn't super useful for me or a core component IMO but it would be nice for all of the hardware to work. I would much rather have Bluetooth work first so I can update my base stations. |
@kedodrill While updating & putting the stations to sleep would be nice, chaperone has a feature where when you are near the border you can see outlines of objects. Which in my room would help stop me from hitting lamps & monitors. TBH, I think that base stations should be the easier one of the two to implement, but both are the only real features I feel I'm missing by being on Linux. |
@jcc10 Oh, I didn't know that about chaperone. That sounds super useful. And that sums it up quite nicely. If both of these features were implemented it would be so much more feature complete. Fingers crossed we get some good news soon! |
I've noticed that the new UI in SteamVR Beta has some more options for the camera to enable / disable it and also includes chaperone options. However, when switching the camera to enabled, it still does not work. I haven't played around with chaperone settings much but I'm guessing that it still doesn't work either. Still...progress? I'm hopeful... |
I'd rather have the ui admit that the valve index camera on linux isn't working in steamvr (it works separately, why it doesn't work like the vive camera baffles me) |
@ebbit1q I would as well, but it is a beta and an entirely new UI so I'm guessing that they are still testing, adding, and removing things. |
Has anyone played with permissions on the appropriate /dev/video[0..9] devices? Getting the hardware soon and ill do what i can. |
I havent played with permissions per se but I used guvcview to watch the video feed from the cameras as user which worked fine. So this doesnt seem to be a permission issue. |
It could also be apparmor or selinux simillar. Really looking forward to
getting hardware in soon.
…On Thu, Dec 12, 2019, 9:16 AM Farmboy0 ***@***.***> wrote:
I havent played with permissions per se but I used guvcview to watch the
video feed from the cameras as user which worked fine. So this doesnt seem
to be a permission issue.
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this doesn't seem to be on any priority list, does it? |
Valve doesn't seem to care about the camera. |
would be nice to have at least basic functionality of an advertised feature though. |
Not sure if it's better to just 👍 the issue or comment "Me too", but... me too. Same symptom and logs, Ubuntu 19.10, SteamVR 1.11. |
I've got a hold of Steam Support, and they stated the following:
So it appears it's just not implemented yet, and it's not a hardware or software configuration issue. |
I feel like we're really get back burnered here with 1.17 having the overlay draw ordering issues that got introduced in 1.15 still present and no desktop capture anymore. |
Hmm, the camera V4L device has just stopped showing up for me recently. Is it just me? |
|
I found out I was using a USB port that can't support the number of USB devices on the Index. Changing to another USB port fixed the problem. |
Could you elaborate on what the difference was in the spec of the port you
were on , and the one you moved over to?
…On Thu, Nov 4, 2021, 8:27 PM yshui ***@***.***> wrote:
I found out I was using a USB port that can't support the number of USB
devices on the Index. Changing to another USB port fixed the problem.
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Since Valve has been inactive on this for so long, I decided to put something together: https://github.com/yshui/index_camera_passthrough It is still incomplete, but I wanted to share so people know there is progress being made. Currently it just shows your camera in the VR space at a fixed location. |
Thanks for your work on this, @yshui! |
Update: I think I've got this program into a usable state, it does pretty sure everything I wanted it to do now. If someone can give it a go and tell me if it works for them, that will be appreciated! |
@yshui works for me after adding a blank 1920×960 |
@ClearlyClaire Ah sorry I forgot to commit that file. Fixed now! The official stereo view is definitely better than mine, but close objects looks weird (double vision is what I experience) in it too. |
Is there a way to hack this work into SteamVR's room view somehow? |
It might be possible to write a custom openvr driver that exposes the camera stream. But I am happy with what this can do so I won't spend time on that. |
I'm just here writing a comment to remind Valve, that this issue still exists. I would love to use the camera outline-view for better orientation. As Valve is heavily into making everything Linux-playable. I don't get why they want all VR-players to get a Windows install. I don't have Windows and I don't want it. |
Valve is heavily committed into making everything Steam Deck-playable, and the Deck doesn't officially supports VR. It's different. (BTW, it can run VR on Quest2 via ALVR, but it can't do VR with the Valve Index, something about direct mode not working) But I have to say that I too would love this to be resolved, of course. VR is in kind of a low profile right now, although there are new, deep titles appearing on the store (RFVR, Soul Scathe, Barbaria, Green Hell VR, etc.). I hope VR gets on the spotlight again so Valve can justify investing on it for the tiny amount of us linux users. |
Just a reminder, this is still an issue. |
SteamVR 2.0.x has complicated this as an issue, I can in HMD in the settings run the test Camera(s) and it works fully. It's an odd warped view, but it totally works. However no other aspect of SteamVR acknowledges a working HMD camera |
Good to see them working on it, at least. |
The issue still persists |
February 2024. My Valve Index cameras don't respond either. |
Since the camera shows up as a V4L2 device, vr-video-player (Arch, OpenSUSE TW) is also an option if you already have it. Eg The result is very cross-eyed though and I didn't figure out a way to adjust it to work. |
You can fix that by recompiling |
Thanks, that fixed it. I made up a quick and dirty patch to add a 0001-Add-eye-left-offset-to-support-overriding-left-eye-o.patchFrom 92e96a15ac06f9da5a90ee61e94357c0b82e5053 Mon Sep 17 00:00:00 2001
From: Arnav Singh <me@arnavion.dev>
Date: Tue, 11 Jun 2024 02:26:07 -0700
Subject: [PATCH] Add `--eye-left-offset` to support overriding left eye
offset.
Ref: https://github.com/ValveSoftware/SteamVR-for-Linux/issues/231#issuecomment-2156754932
---
src/main.cpp | 6 +++++-
1 file changed, 5 insertions(+), 1 deletion(-)
diff --git a/src/main.cpp b/src/main.cpp
index 7e13ec9..d4a9871 100644
--- a/src/main.cpp
+++ b/src/main.cpp
@@ -394,6 +394,7 @@ private: // X compositor
double zoom = 0.0;
float cursor_scale = 2.0f;
ViewMode view_mode = ViewMode::LEFT_RIGHT;
+ double eye_left_offset = 0.0f;
bool stretch = true;
bool cursor_wrap = true;
bool free_camera = false;
@@ -637,6 +638,9 @@ CMainApplication::CMainApplication( int argc, char *argv[] )
zoom = atof(argv[i + 1]);
++i;
zoom_set = true;
+ } else if(strcmp(argv[i], "--eye-left-offset") == 0 && i < argc - 1) {
+ eye_left_offset = atof(argv[i + 1]);
+ ++i;
} else if(strcmp(argv[i], "--cursor-scale") == 0 && i < argc - 1) {
cursor_scale = atof(argv[i + 1]);
++i;
@@ -2783,7 +2787,7 @@ void CMainApplication::RenderScene( vr::Hmd_Eye nEye )
if( nEye == vr::Eye_Left )
{
- float offset = 0.0f;
+ float offset = eye_left_offset;
float scale = 0.5f;
if(view_mode == ViewMode::RIGHT_LEFT) {
offset = 0.5f;
--
2.45.2 |
I'm having a related issue where the camera shows up under
and guvc gets no frames from it, it's a pure black tiny square |
I didn't try guvc, but Click here
|
if it hasn't finished booting then i guess it never finishes booting, because after being plugged in for hours this doesn't change and steamvr can't see the camera either... what's next to test to figure this out? can i do a firmware reflash and if so how? |
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This comment was marked as off-topic.
eTronVideo_BootLoader suggests the headset's camera firmware is in some kind of inconsistent state after an update, I presume running a firmware update while missing the USB resources to access the camera results in this situation. There must be some good method to force re-flash the whole firmware lineup for the headset to solve this issue. |
As the title says. I have tried my USB 3.1 ports on the computer as well as the 3.0 ones. No working camera with either ones.
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