01-21-2019 10:03 PM
Dear Support Team,
Unfortunately until now your support has not been helpful and our issue has not been resolved. As per the last forceful update on the trackers, the output voltage of the General purpose output pin is still at 300mV instead of 3.3V as it is supposed to be.
Also after the latest update in SteamVR from unity asset store, we are unable to find any function to trigger a haptic event and send a signal at the output pin of the tracker.
Previosly we done it by
We have already spoken to SteamVR github support about this and they have redirected us to you that this does not concern them and its for HTC to provide the relevant support.
We are trying to build some innovative experiences using HTC Vive and its supporting hardware, which directly or indirectly increases the demand and popularity of HTC Vive and relevant products in our market. The recent updates have halted our progress and no proper support is being provided.
Please kindly help us get these issues resolved. Its the least we expect from you.
01-22-2019 05:10 PM
3.3V is the VDD system supply voltage - not the voltage across pins. There is a detailed list of electrical characteristics in the tracker manual that explains the difference.
Are you using Tracker 18 or the original tracker? There currently exists a difference between the original tracker and Tracker 2018 - the multipler factor for the haptics value. The original tracker is a milisecond multiplier and 2018's current production firmware operates on a microsecond multiplier. There is a new tracker 18 firmware revision which is currently in review by Valve - it changes the 2018 back to a milisecond value. Is calling TriggerHapticPulse(500) giving you a compile error? It may just be related to the multiplier.
Technical Specialist - San Francisco, CA; Monday-Friday
01-24-2019 09:51 PM - edited 01-24-2019 10:02 PM
Dear Vive Staff,
We have both the original tracker and the tracker 18. The issue arose when the new firmware update for the trackers arrived. We know VDD voltage is 3.3V. As for the voltage accross the pins, all we know and have tested is the output voltage at the general purpose output pin. We ran our vibration circuitry from that general purpose output pin for months using old steamVR unity plugin until the firmware update arrived. Whether the output voltage of the general purpose output pin has changed after the firmware update or the duration of the output signal has been reduced, we cannot say for sure because all we have is a simple digital multimeter to measure the output voltage of the pin. Before the firmware update to the trackers, the measured output voltage on the general purpose output pin used to be 3.3V. Now, after the update, it only rises to 0.3V on our multimeter. The transistor ahead that switches the vibration motors either does not get sufficient voltage or the duration is too less; problems that were not present before the update.
But all this comes later after the signal has been sent from unity, for which we are not getting any option anymore in new SteamVR plugin ver: 2.0.1.
Previously we sent haptic pulse to tracker by this line of code
Now there is no "SteamVR_Controller" class exist in the plugin.
How can we send haptic signal to tracker in new steamVR plugin?
01-31-2019 01:46 AM
After updating firmware of Vive Tracker 2018, my haptic motor connected with Vive Tracker did not come to work.
After a couple of days researching, I found this page and my issue is completely same as this.
I checked out output pin voltage and it was 0.3V, not 3.3V.
I replaced with old Vive Tracker and it worked perfect.
So, it is clear that the firmware update has issue and would like to fix it.
01-31-2019 02:03 AM
I am surprised to see that you are having the exact same issue as we are. We were working on similar projects where our vibration motor circuit was triggered from the output pogo pin of the vive tracker. Just like you said, it stopped working after the firmware update. The voltage has dropped from 3.3V to 0.3V.
Unfortunately, no one has provided us with a solution until now.
Where are you from?Can u share what kind of project you are working on? We have the exact same issue as yours and have been stuck on it for months without any help. Maybe we can figure something out. Vive staff is sure not helping!!
01-31-2019 03:56 AM
Thanks for your reply.
It is clear that this is an issue.
I found this post, too.
I am from Japan.
We are developing a new medical device with HTC Vive.
These are our company's article, and unfortunately they are written in Japanese.
But I think you can probably understand what we are doing.
Our device works with old HTC Vive Tracker.
It worked with HTC Vive Tracker 2018 before firmware update.
Now, it does NOT work with HTC Vive Tracker 2018 after update.
I am quite not sure what we can do without HTC help.
One of solutions is to use AA battery..? But we cannot get ON/OFF from Tracker.
02-08-2019 03:51 PM
I am awaiting comment from the hardware product team on this - their response is delayed due to Lunar New Year; I will push for deeper engagement and more direct communication from that team upon their return.
Technical Specialist - San Francisco, CA; Monday-Friday
02-16-2019 12:52 AM
I also ran into this issue, with the 2018 Vive Tracker, and I think I've figured it out.
My code that used to work fine with the old Vive Tracker no longer produced vibration with the new tracker.
When calling SteamVR_Action_Vibration.Execute, you can specify the duration, frequency, and amplitude as parameters. Here's an example of my Unity code:
SteamVR_Action_Vibration actions = SteamVR_Input.actionsVibration; actions.Execute(0, pulseLengthSec, freq, amp, SteamVR_Input_Sources.LeftHand);
With the old tracker, the tracker's output pogo pin would remain on constantly for some duration (oddly, the duration was not actually equal to pulseLengthSec. Setting higher frequencies and lower amplitudes reduced the duration of the time the pin was on, but this isn't really important. The point is that the pin remained solidly on when vibrating).
With the new tracker, the pogo pin's output behavior is completely different. Now, instead of remaining on constantly for the vibration duration, it outputs a series of pulses at the specified frequency. The pulses repeat for the specified duration. Amplitude doesn't seem to have any effect.
Your multimeter is showing a lower voltage with the new tracker because the pin is no longer constantly on. It switches on and off at the frequency you specify, so your multimeter shows a sort of "average" voltage over time.
I believe the result of this change is that we will no longer be able to directly drive a traditional vibration motor (i.e., eccentric rotating mass) directly from the output pogo pin. Instead, the pin should be able to drive a vibrating linear actuator (e.g. this), which requires this type of oscillating signal.
This is a nice feature to have, because now software can control the vibration frequency. However, this change will probably break most existing tracker accessories :smileyfrustrated:
Here is an oscilloscope capture of the output signal of the new (2018) Vive Tracker showing sequential calls to SteamVR_Action_Vibration.Execute, each lasting 200ms with this list of frequencies: 1hz, 10, 100, 1000, 10000. You an see the frequency of the output pulses increase:
02-16-2019 02:20 PM
As a quick fix to get your eccentric rotating mass motor working you can try setting the frequency somewhat high (like 1kHZ). This makes the wave fast enough that it is effectively a DC voltage to the motor. The duty cycle is only 50% though, so you'll be driving the motor at half power.
a week ago - last edited a week ago by VibrantNebula