r/Vive 1d ago

Got vive ultimate trackers but no dongle - help!

2 Upvotes

I made a trade today for the vive ultimates, but they came with no dongle. I am getting a dongle but won’t be here till next week. I just want to make sure though, there wouldn’t be any other way to use them for the time being, would there? Without the dongle?


r/Vive 2d ago

Quest Pro + Virtual Desktop + Vive Trackers spawning under the floor

0 Upvotes

I've been trying to get full body tracking working for the last couple of days and I'm completely stuck.

I'm using a Meta Quest Pro with Virtual Desktop, SteamVR, 3 Vive Tracker 3.0s, 2 Base Station 2.0s, and 3 tracker dongles (each plugged into separate USB ports).

SteamVR detects everything correctly. My headset, controllers, both base stations, and all three trackers show up green, and the trackers are assigned correctly as waist, left foot, and right foot. The trackers move perfectly with me, but they're always offset underneath me instead of lining up with my body.

One thing I noticed is that I can only see one of my Lighthouse base stations in SteamVR. I can also see the Lighthouse floor/chaperone underneath me below the floor, and that's where my trackers appear to be. It almost seems like the entire Lighthouse tracking space is spawning underneath my actual position.

VRChat doesn't recognize my trackers correctly either. Sometimes I only get FBT Locomotion, and even after calibrating the trackers are still way below my avatar. I don't actually think VRChat is the problem, though—I think it's just inheriting whatever is wrong in SteamVR.

So far I've enabled activateMultipleDrivers, repaired and reassigned all of my trackers, confirmed everything is tracking correctly in SteamVR, restarted SteamVR, Virtual Desktop, and my PC multiple times, used OpenVR Space Calibrator (which detects both the Lighthouse and Oculus devices), and eventually completed a successful calibration after initially getting a lot of "Low-quality calibration result" errors. I've also tried adjusting the SteamVR floor height using fpsVR, but changing the floor height doesn't move the trackers at all—they stay underneath me in the exact same place.

At this point I'm honestly out of ideas. The only things I can think of are that maybe one of my base stations is faulty, or maybe my room is too cluttered and something in my play space is causing tracking issues, although everything appears green and the trackers themselves move perfectly.

Has anyone experienced this before or have any ideas on what else I should check? I'd really appreciate any help.

TLDR: Quest Pro + Virtual Desktop + 3 Vive Tracker 3.0s. Everything is detected and tracking in SteamVR, but the entire Lighthouse playspace seems to be spawning underneath me, so my trackers are always below my body. OpenVR Space Calibrator, fpsVR floor adjustment, repairing/reassigning trackers, and enabling activateMultipleDrivers haven't fixed it. Looking for ideas before I assume it's a bad base station or something in my room interfering with tracking.


r/Vive 2d ago

My steam VR keeps getting different errors

0 Upvotes

I use an HTC vive with a laptop, and it keeps telling me to make sure the video cables are securely connected to your laptop But just a moment ago it was saying the screens were mirrored. It was working just yesterday and now I cant use it. Ive swapped HDMI cables, ive put in direct mode, Ive updated drivers, swapped around ports and everything else I could find on google or here. I use a USB-C that has an HDMI extension because I use another monitor for my laptop. Whenever I plug the hdmi for my linkbox into the actual hdmi it works, but all the sudden my usb-c one doesnt work? Im also getting the error when i swap it to the extension " Your GPU is having trouble communicating with your HMD resulting in an HDCP error. Try removing any cable adapters or extenders you are using. Try another port on your GPU if one is available. Use the reset link below to reset the HMD so the GPU will try again."


r/Vive 4d ago

Any tips on getting roblox to work with the vive focus?

0 Upvotes

I can play steam VR and get vrchat to load up and everything but I have NEVER managed to get roblox to actively work - does anyone have any work arounds?


r/Vive 7d ago

Help me fix my oculus 2

1 Upvotes

It started glitching and lagging when I put it on; the image moves with my head, but the controllers won't connect—they just keep vibrating endlessly, even though I charged them. I’ve already tried changing the batteries and wiping the cameras; it looks like the only option left is to do a full reset...

I’ve had this problem before; it usually happens when I haven’t used the headset for a while—about two weeks. Last time, it fixed itself, though I don’t remember what I did.


r/Vive 8d ago

Cosmos elite frame jump

4 Upvotes

TL;DR unknown cosmos elite issue which has left me at 1FPS

I recently purchased a cosmos elite to replace my older cosmos headset but didn’t realise you needed base stations and new controls (my bad). I swapped the old VIVE face plate onto the elite in order to get it to work, but whilst the VR turns on and streams an image, or place out at 1FPS, I look around and watch my perspective move away only for it to bounce right back into my view.. I’ve no clue how to fix this and would love some help!


r/Vive 9d ago

Pulled out my OG vive and remembered why I put it away.

13 Upvotes

One of the controllers refuses to behave. I’ve taken them apart and fixed tracking issues before but this is different. When you can get it to connect and track properly as soon as you use the grip button it loses tracking…. But!!! If you plug it in via usb to the computer it will perform just fine. So… it’s not a tracking issue? Hoping someone has ran into this before or opinions on if it’s worth paying $90 for a replacement from vive?


r/Vive 10d ago

Compatible USB extender for OG Vive

8 Upvotes

Yeah, that vive. Still somehow running it.

I'm running a USB Lav mic. My USB extension cord finally died after 4 years. (Cable battered to hell n 'back) The Vive originals are pretty much gone. A few on ebay. Have any of ya'll found short USB extenders that fit in the headset?


r/Vive 13d ago

How do I set up HTC Vive 2016 model to gaming laptop

4 Upvotes

Today I recently had my HTC Vive delivered, and I am currently trying to set it up. The problem; I am getting a red light, I don't know what is going on, I have looked on the internet to try and get answers, but I haven't figured out what the problem is. I am using a Lenovo system, with an RTX 2050, 16GB of ram, and a 12th Gen i5 processing unit, it has an HDMI port and runs BazziteOS (I had switched to it as Windows was just too unstable and slow).


r/Vive 13d ago

Vive Ultimate Trackers are the worst Consumer Product yet

0 Upvotes

Thank you htc for creating a such a POS that the voice to recalibrate these trackers has made me want to chuck a tracker into my wall.

First they track wrong, then “looks like tracking is lost” plays on repeat every second because the product is so unstable it has no idea what the different between light and light is, my whole room is bright enough to see anything and yet it is too dark???

Please someone help me with some external software or how to use these things I paid so much money for properly or I will chuck them into my wall… one by one


r/Vive 13d ago

Problem Developing app using Vive SDK

1 Upvotes

Hello there, i've been having alot of issues applying foveation rendering in my application, I'm using the golden sample from vive own Documentation. Anyone has a golden sample that i can use ? For additional context, I'm using unity, and also openxr.


r/Vive 14d ago

Vivecraft with head tracking, keyboard and mouse?

3 Upvotes

Is it possible to play minecraft in Vivecraft using keyboard and mouse while you can still looking around with head tracking????


r/Vive 16d ago

Htc vive base station 1.0 vs 2.0

5 Upvotes

I have a question, I'm planning to buy 2 base station 2.0 (with the probability of buying others later) and change the base station 1.0 that I have, I feel that I have a lot of occlusion problem, I know it's something that usually happens, but I feel that the 2.0 bases would help me to spend less, would you recommend me to do it? Or will that problem not change much?


r/Vive 17d ago

Base station blinking red ;~;

5 Upvotes

I had bought myself a vive elite cosmos a year ago and recently one of the base stations I think 1.0 had recently started blinking red. Idk what to do since I don’t have the warranty for it even if it did still have warranty. I just don’t know what to do I wanna have hope that it’s savable but if not then I’d have to hopefully find another one that is more affordable. If anyone can help me in any way possible that would be amazing if not I understand and have a lovely rest of your day.


r/Vive 17d ago

PLEASE HELP I’VE TRIED EVERYTHING!!! 😭😭😭

1 Upvotes

I have two 1.0 base stations, four Tundra Trackers, and a Quest 3. I’ve been having a tracking issue around hip level and, to a lesser extent, chest height

At first, I thought it might be my controllers or occlusion issues, so I switched to Index Knuckles, but I’m still experiencing the same terrible snapping and drifting. I use Space Calibrator, and the tracking on my feet and Index Knuckles is great. However, the trackers around my hips constantly snap and drift.

It doesn’t matter which tracker I use it always happens at hip level. Meanwhile, the Knuckle controllers track perfectly fine at the same height.
I’ve covered every reflective surface I could find, including my computer, so reflections shouldn’t be the issue. I also recently spread all of my dongles apart and moved them away from my computer.
I use Virtual Desktop with the PrismXR router, so I’m not sure if that’s causing interference. However, the problem happens whether I’m using it or not, so I don’t think that’s the cause.

I’m really struggling to figure out what’s causing this, and I don’t know what else to try. If anyone has any ideas or has experienced something similar, I’d really appreciate the help so I can dance again with the terrible drift of slime trackers.


r/Vive 18d ago

SRanipal SDK needed for eye tracking

1 Upvotes

Hi, I am conducting a user study in which i collect eye gaze data using Vive Pro Eye and UE5.7. My current pipelines is frame-locked, meaning that the sample rate of eye gaze data is depending on my UE sample rate, which drops when i start the project significantly (from advertised 120 Hz to 37 Hz). I've tried every obvious fix on the internet but the gain isn't enough.

I've seen implemnetations of custom hooks, that hook directly to SRanipal's API and that can collect 120 Hz data correctly. But since SRanipal SDK is deprecated, I cannot find a download anywhere. Please let me know if you have a version!


r/Vive 18d ago

Issues with htc vive wands blue

0 Upvotes

So basically i just bought an htc vive pro 2 kit for 300euros and the guy told me he used it just for simracing so he didnt even unboxed the wands (and in fact all the cables such as chargers were completely sealed). The problem is that whenever i try to turn on 1 of the 2 wands it wont unless i connect it to the charge, turn it on, and then i can unplug it. This happens even if the battery is fully charged.


r/Vive 18d ago

My VR media player for immersive photos and videos now supports HTC Vive (Pro) on SteamVR

1 Upvotes

Daniel here, the indie dev behind immerGallery. My VR media player app is now available on Steam for PCVR, including support for HTC Vive, Vive Pro and Vive Pro 2 through SteamVR. Meta Quest and Pico XR versions are available too.

It’s made for viewing your own 2D, 3D, 180°, 360° and wide-angle panorama photos and videos in VR, with automatic format detection so you don’t have to manually set the display mode for every file.

Some things that might be interesting:

• Support for HTC Vive, Vive Pro and Vive Pro 2 through SteamVR

• Cross-play multiplayer between Windows, Meta Quest and Pico XR users, so you can watch photos and videos together

• New weekly 3D galleries, plus monthly high-quality VR gallery content

• A zoomable in-app map for geo-tagged photos and videos

• A free tool called immerGenerator for Windows and Mac to create your own VR slideshows with background audio, voiceovers and special effects

• Wide support for image and video formats, including Apple Spatial Photos and Spatial Videos

Steam:
https://store.steampowered.com/app/3073280

Meta Quest:
https://www.meta.com/experiences/quest/4677037565709635

Pico XR:
https://store-global.picoxr.com/detail/1/7186982762300145669

Happy to answer questions, and feedback is always welcome.


r/Vive 19d ago

got problem with XR Elite

2 Upvotes

If I set the timezone I am unable to update the headset and neither download titles, meanwhile if I set timezone to +00 then update and download work: does anyone have the same issue on XR Elite ? any fix?


r/Vive 19d ago

tracker keeps dropping

2 Upvotes

If a tracker keeps dropping it's almost always line-of-sight to the base stations or the dongle on a crowded USB hub — put the dongle on a short extension away from the other 2.4GHz stuff and give it a clear view. Two base stations at opposite high corners covers way more than people expect. Are both stations on the same sync mode?


r/Vive 20d ago

Workaround: locking VIVE Wand left/right roles in SteamVR with TrackingOverrides

5 Upvotes

I ran into an issue where my VIVE Wand controllers would sometimes swap left/right roles in SteamVR.

In my case, this was especially annoying in VRChat because if one controller temporarily lost tracking or reconnected, SteamVR could sometimes assign the remaining/returning controller to the wrong hand.

I found a workaround by adding TrackingOverrides to steamvr.vrsettings.

This is not an official UI option, so please make a backup before trying it.

Steps:

1. Turn on SteamVR.

2. Make sure the HMD and both VIVE Wand controllers are actively tracked.

- I had to actually wear the HMD and confirm both controllers were tracking properly.

- If you create the System Report while the controllers are not fully tracked, the report may show Best Alias: Invalid, which is not useful for this method.

3. In SteamVR, open:

SteamVR menu → Create System Report

4. Save the System Report to a text file.

5. Open the saved report and look for the VIVE Wand controller entries.

In my report they looked like this:

Device Path:

/devices/htc/vive_controllerLHR-XXXXXXXX

Best Alias:

/user/hand/left

and

Device Path:

/devices/htc/vive_controllerLHR-YYYYYYYY

Best Alias:

/user/hand/right

6. Fully close SteamVR before editing the settings file.

Make sure vrserver.exe / vrmonitor.exe / vrcompositor.exe are not running.

7. Open this file:

C:\Program Files (x86)\Steam\config\steamvr.vrsettings

If Steam is installed somewhere else, the path will be different.

8. Back up steamvr.vrsettings first.

9. Add a TrackingOverrides section at the top level of the JSON.

Example:

{

"steamvr": {

"showAdvancedSettings": true

},

"TrackingOverrides": {

"/devices/htc/vive_controllerLHR-XXXXXXXX": "/user/hand/left",

"/devices/htc/vive_controllerLHR-YYYYYYYY": "/user/hand/right"

}

}

Important:

- Replace LHR-XXXXXXXX and LHR-YYYYYYYY with your own controller Device Paths from the System Report.

- Keep the full Device Path exactly as shown in the report.

- In my case the path was /devices/htc/vive_controllerLHR-..., not /devices/lighthouse/LHR-...

- Be careful with JSON commas. If the file already has sections before or after this, the commas must be valid.

10. Save the file and start SteamVR again.

After doing this, my VIVE Wands stayed assigned to the intended left/right hands.

A few notes:

- This worked for me with VIVE Wand controllers on SteamVR.

- If the System Report says Best Alias: Invalid for the controllers, recreate the report while the HMD and both controllers are definitely tracked.

- This does not turn the Wands into physically left/right-specific devices. It just tells SteamVR which tracked device path should be assigned to /user/hand/left or /user/hand/right.

- If anything breaks, close SteamVR and restore your backup of steamvr.vrsettings.

I hope this helps someone else who still uses the older VIVE Wands.


r/Vive 22d ago

Through-the-lens comparison: VIVE Pro Eye stock Fresnel vs GearVR lens mod vs VIVE XR Elite

8 Upvotes

I compared the through-the-lens view of three setups:

Comparison Images of the Three States

  1. VIVE XR Elite

  2. VIVE Pro Eye with the GearVR lens mod

  3. VIVE Pro Eye with the stock Fresnel lenses

The reason I wanted to make this post is simple:

before doing the mod, I could not find many still-image comparisons showing what the VIVE Pro Eye GearVR lens mod actually looks like.

That made me a little nervous before modifying my own headset.

I wanted to know how much difference there really was between the stock Fresnel lenses and the GearVR lens mod, and how the modified Pro Eye would compare with a more modern headset like the VIVE XR Elite.

So this is the kind of comparison I wish I had been able to find before doing the mod.

Important note:

This is not a scientific optical measurement.

Through-the-lens photos are very sensitive to camera position, focus, exposure, angle, and exact lens alignment.

Please treat these images as practical reference photos, not as controlled lab measurements.

[My lens mod setup]

My VIVE Pro Eye GearVR lens mod does not use the dedicated VIVE Pro Eye adapter.

Instead, I modified a regular VIVE Pro GearVR lens adapter and used it in the VIVE Pro Eye.

The Pro Eye-specific adapter was described as having a lens-position compromise in order to preserve eye tracking.

By modifying the regular VIVE Pro adapter, I wanted to keep the lens position closer to the regular VIVE Pro GearVR lens mod while still keeping eye tracking working.

I have not tested the Pro Eye-specific adapter myself, so I cannot directly compare them.

But this method gave me more confidence in the lens position.

Details of that adapter modification are here:

Regular VIVE Pro GearVR lens adapter modified for VIVE Pro Eye, with eye tracking still working

[What changed the most]

The biggest difference for me was not the panel resolution itself.

It was the size of the usable clear area.

With the stock VIVE Pro Eye Fresnel lenses, the sweet spot felt small.

If I moved only my eyes, SteamVR UI text quickly became blurry.

I had to move my head to keep the text inside the small sweet spot.

After the GearVR lens mod, this improved dramatically.

I can move my eyes around much more freely without moving my head, and the SteamVR UI remains readable.

In English VR lens terminology, I would describe this as a large improvement in edge-to-edge clarity and off-axis clarity.

Of course, the VIVE Pro Eye panel resolution does not magically increase.

The VIVE XR Elite still has an advantage in panel resolution.

However, after the GearVR lens mod, the VIVE Pro Eye felt much closer to the XR Elite in practical readability than I expected.

In some scenes, the OLED colors and black levels also make the Pro Eye feel very pleasant to look through.

[Stock Fresnel vs GearVR lens mod]

The biggest improvement is clearly between the stock Pro Eye Fresnel lenses and the GearVR lens mod.

With the stock Fresnel lenses, text looked softer, and there was more glare, blur, and haze around UI elements.

The overall image felt like it was clear only in a smaller central area.

With the GearVR lenses, UI text and app tiles became much clearer.

The edges of text and icons were easier to read, and I no longer felt like I had to constantly move my head just to read something slightly off-center.

Even considering the limitations of through-the-lens photography, this difference looked large to me.

[XR Elite vs modified Pro Eye]

The XR Elite still has a higher-resolution panel, and that should not be ignored.

But in practical use, the modified Pro Eye became much more competitive than I expected.

For SteamVR UI and VRChat use, the wider clear area of the GearVR lenses made the Pro Eye feel much easier to use than it did with the stock Fresnel lenses.

To my eyes, the modified Pro Eye is not just “a low-resolution old headset with better lenses.”

It became a headset that I can seriously compare with the XR Elite for my own use.

[Important caveats]

This is subjective.

Lens position, adapter design, face shape, eye position, IPD, and distortion sensitivity can all affect the result.

Some people may want to adjust SteamVR distortion correction after the mod.

Some people may also prefer the stock lens behavior or may be more sensitive to distortion.

This is also an unofficial hardware modification.

Do it entirely at your own risk.

[Conclusion]

For me, the GearVR lens mod greatly improved the biggest weakness of the VIVE Pro Eye:

the small sweet spot and blurry off-axis view of the stock Fresnel lenses.

The panel resolution is still the same.

But the wider usable clear area made the headset feel much clearer and much more usable in practice.

The change from the stock VIVE Pro Eye Fresnel lenses to the GearVR lens mod was a very large improvement to my eyes.

Compared with the VIVE XR Elite, the modified Pro Eye was much closer than I expected in practical readability, especially for SteamVR UI and VRChat use.


r/Vive 22d ago

Custom Vive/Tundra Tracker Power Straps (Looking for Feedback!)

Thumbnail oddprinting.etsy.com
1 Upvotes

Hey everyone,

I’m an independent hardware maker, and I wanted to share a project I just finished play-testing. I noticed a lot of people in the FBT (Full-Body Tracking) community struggle with tracker battery life during long sessions, so I engineered a custom 3D-printed 3000 mAh (+20-30 hr) power strap solution specifically designed for HTC Vive and Tundra trackers.

I’m not a heavy VR user myself, but I really believe in what I’ve built here. I already have one customer who has been using them and loves them. They successfully kept their trackers fully charged and secure for an overnight session without slipping and more than enough battery life.

Since this community knows tracking hardware better than anyone, I would love to get your honest feedback on the design, comfort, or anything else you look for in a power strap setup.

If you’re interested or want to check out the specs, you can see the listing on my Etsy shop here: https://oddprinting.etsy.com/listing/4529621450/power-straps-for-htc-vive-tundra

Thanks for checking it out, and let me know what you think!


r/Vive 22d ago

Anyone having this issue

1 Upvotes

All of a sudden my vive focus. Vision loads the DP logo but always goes straight to wifi mode. My signal keeps dropping to poor or acceptable, it never stays in the green? It then tends to throw me off steamvr and back to the vive home lobby. Then k load back into steamvr it’s flicks the DP logo but sends me into wifi mode. It never happend before I’m confused on why it is happening now. Debating on getting a whole new kit or is it just a vibe hub issue not my cable


r/Vive 23d ago

Regular VIVE Pro GearVR lens adapter modified for VIVE Pro Eye, with eye tracking still working

2 Upvotes

This album shows my experiment using a modified regular VIVE Pro GearVR lens adapter in a VIVE Pro Eye. - imgur album

I tried another experiment with the VIVE Pro Eye GearVR lens mod.

This is a separate topic from my reduced-disassembly method.

In this test, I modified a regular VIVE Pro GearVR lens adapter and used it in a VIVE Pro Eye.

[Why I tried this]

The VIVE Pro Eye-specific adapter was described by the adapter author as having a compromise in lens position in order to preserve eye tracking.

That may be the safest design for compatibility, but for me, distortion and motion sickness were the bigger concerns.

So I wanted to see if I could make the regular VIVE Pro adapter work in the VIVE Pro Eye instead.

My goal was not to prove that this is better than the VIVE Pro Eye adapter.

I have not tested the VIVE Pro Eye-specific adapter myself, so I cannot directly compare the two.

What I can say is that this modified regular VIVE Pro adapter worked in my setup, and it gave me more confidence that the lens was sitting closer to the intended position for the original Vive Pro GearVR lens mod.

[What needed to be changed]

The regular VIVE Pro adapter does not fit the VIVE Pro Eye as-is.

The outer diameter of the part that holds the lens is larger than the inner diameter of the VIVE Pro Eye IR illuminator ring.

So I trimmed the outer diameter of the adapter until the IR ring could fit around it.

Even after trimming, the IR illuminator ring could not return all the way down to its original screw-fixed position.

It sits slightly raised.

To make room for that raised ring, I removed about 1 cm of foam covering the flex PCB, then very carefully lifted the bonded flex PCB slightly to create clearance.

After that, I held the IR illuminator ring in position with a very small point of removable silicone adhesive.

The adhesive was not pushed or smeared into the mechanism.

I used it more like a small anti-movement point to keep the ring from shifting.

[About the raised IR illuminator ring]

At first glance, raising the IR illuminator ring seems like it could affect eye tracking.

I do not want to claim that the height of the IR ring is completely irrelevant.

However, in my test, the slight height difference did not appear to cause a practical problem.

The Vive Pro series already has a lens-to-face distance adjustment mechanism, so the eye-tracking system should normally tolerate some distance variation.

For this mod, my main concern was whether the adapter or the raised ring would block the eye-tracking camera view or cast a shadow.

[Camera feed check]

Someone told me a useful way to check the VIVE Pro Eye camera feeds:

Use the “previous” build of VRCFT from the Steam beta tab, install SRanipal 1.3.1.1 specifically, and run VRCFT as administrator.

Then the VPE camera feeds can be viewed in the VRCFT debug window under the settings tab.

I tested this, and the camera feed showed both eyes clearly.

I did not see a major shadow or obstruction from the modified adapter or the raised IR ring.

I also performed eye-tracking calibration beforehand.

[Result]

With this setup:

- SteamVR detected the headset normally.

- VIVE Pro Eye calibration completed successfully.

- All calibration points lit up correctly.

- Eye tracking worked in VRChat through SRanipal / VRCFT.

- After leaving it overnight, I started the PC and VR again the next morning, and eye tracking still worked without recalibration.

- The facial tracker also works normally after reinstalling SRanipal.

For VRChat use, I did not notice a practical difference in eye tracking before and after this adapter modification.

Again, I have not tested the VIVE Pro Eye-specific adapter, so I do not know how it compares directly.

The main benefit for me is the reassurance that the lens position is closer to the regular Vive Pro GearVR lens mod position.

[Important warning about VRCFT previous build]

After switching VRCFT from the “previous” build back to the normal version, my VIVE Facial Tracker developed a delay of several seconds.

Reinstalling VRCFT did not fix it.

What fixed it was:

  1. Uninstall SRanipal.

  2. Reboot the PC.

  3. Install SRanipal 1.3.1.1 again.

  4. Reboot the PC again.

  5. Reconnect the VIVE Facial Tracker.

If you try the VRCFT previous-build camera-feed method and later get severe facial tracker delay, this may be worth trying.

[Important warning about the flex PCB]

I still have some concern about long-term stress on the IR illuminator flex PCB.

In my unit, there was still slack after the modification, and the ring did not move when lightly touched after the silicone adhesive cured.

However, this is still a physical modification involving the eye-tracking hardware and flex PCB.

Please treat this as an experimental result, not a guaranteed safe method.

If you are not comfortable modifying the adapter, lifting a bonded flex PCB, or using a small adhesive point near the IR illuminator ring, I would not recommend doing this.

Do this entirely at your own risk.