Posts by Jeff Gray

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    Actually, could you take it a step further and submit the file as safe to Cylance? When I get a false positive using Symantec, I can either locally whitelist the file or submit it Symantec for evaluation. That said, none of the .exe I've created with Enscape ping Symantec.

    Unfortunately this is not technically feasible for us at the moment due to the nature of the WMR SDK's implementation (among other things it's DirectX only).

    Which quality settings did you test Enscape with in VR and on what hardware? As stated in the knowledge base article due to the higher resolution of the WMR HMDs it might be required to lower quality settings to draft in order to get a smooth experience. Performance comparisons are a difficult topic as it depends on so much different factors like overall scene complexity, number of light sources, view perspective etc. So unfortunately it's impossible to guarantee a smooth performance in every case especially in comparison to small VR showcase applications that are essentially build all around the objective to optimize VR performance, which we can't do in case of your (architecture) projects.


    Hope that sheds some light on the issue :)

    Thanks, Clemens! I lowered the settings to Draft and it's usable now. Smooth enough not to induce motion sickness. Using the move feature on the left stick (like you're walking) can be a bit disorienting. I chalk that up to my own experience because two other users who tried walking didn't report the same feeling.


    We do still get the shimmering textures but it isn't as widespread as before and might be something misaligned in our drawings.


    The rendered handsets are very jumpy. Not like they are tracking incorrectly, the animations and movement on-screen are erratic. They are usable even if the on-screen representation is flickering in and out of view. Not sure where the issue is here since the tracking and usability is fine.

    What do you mean by emulate a Vive? To run a MixedReality HMD with SteamVR you require "Windows Mixed Reality for SteamVR" and once installed it should detect the MR HMD with the controllers correctly (and not as a Vive). All necessary steps to set this up are described in detail here:

    https://enscape3d.com/knowledg…-virtual-reality-headset/


    I documented my experience here: Alternative VR HMD's (Head mounted Displays) When we connected our Odyssey through SteamVR (and WMR for SteamVR), SteamVR thinks it's a Vive. As I noted in the other thread, using Enscape (through SketchUp) in SteamVR resulted in a jerky, nausea-inducing experience with many graphic errors like walls jumping around and flickering in and out of existence. Other applications we tested within Steam and the Windows Mixed Reality interface were smooth at 60fps so the performance we were seeing was directly tied to Enscape itself.


    With the announcement that WMR is supported in the latest version of Enscape, I naturally assumed that it meant that WMR headsets were now recognized directly by Enscape and we no longer had to use the SteamVR workaround to get it functional.

    Been looking forward to native Windows Mixed Reality support for a while and was happy to see it was implemented in the latest release. However, we're having trouble getting Enscape to recognize our headset. I've made sure that our VR station has the most updated drivers for all of WMR and the headset (we're using a Samsung Odyssey) but Enscape does not find the headset when we Enable VR. I've looked over the support site trying to find if there are settings we need to set in Enscape but haven't found anything. If it helps, this is using the latest Enscape patch on SketchUp. We haven't started fully using Revit yet so I do not have Revit on this station to test if it works there. The headset works fine in both the Windows VR space and SteamVR and I'm still able to emulate being a Vive through SteamVR and use Enscape but as I've noted before, it's not optimal.


    Anyone else able to use WMR successfully? What was your experience?

    Good call and I did try this but I think it might work better as a watermark. The options I can get by doing that are for inserting images (no text only) into the loading screen, a permanent image in certain locations, and changing the title of the window. We could make it work in a pinch by putting our disclaimer into an image file but might not be visible at all resolutions. While I didn't test an image file here with transparency, I noted that the image I did use to test didn't scale with the window. So my 640x480 test image stayed 640x480 no matter how large or small I scaled the window. That might be a bug though. Also, the loading screen is pretty quick (or we just have really fast machines...) and you probably wouldn't be able to read the text anyway.


    I guess an alternative might be to have some kind of confirmation box before the model comes up that states the disclaimer with yes/no like a EULA.

    Some of my clients have expressed a concern about sending standalone exe files without some sort of disclaimer in the image stating this may be a work in progress and not representative of 'as built' construction for legal purposes. Would it be possible to add some form of customizable watermark we could embed in the standalone file that states this?

    zebrand Here's how I was able to get it to work for now.


    1. Install Steam from steampowered.com and create an account (or use your own...)

    2. Search the store for SteamVR for Windows Mixed Reality. It should show up as being Early Access.

    3. Install that and run it. You'll probably need to go through the SteamVR setup process after doing so.

    4. When you get through the setup and make it to the SteamVR UI, leave it running, & switch over to Revit, SketchUp, or Rhino.

    5. Load your model and start Enscape.

    6. Enable VR headset from the Enscape menu.


    At this point you should see the model in the headset and can proceed from there. As I noted above, performance varies a lot depending on the model size and complexity, hardware, etc. Happy to see they're on the case about supporting WMR!

    I hadn't considered using SteamVR but I was able to get it working as well. Clearly it's not the most optimal yet. Not only was the frame rate low enough to induce nausea (for me anyway) but there were a number of glitches when looking around from a fixed location. Parts of the building and the 3d people we had placed would flicker in and out of existence or distort. Anxiously anticipating native support!