Joe

Sure @Yomer...I got them from this page: http://www.virtuix.com/consumer-games-ytlfj5fzy/ There are Oculus versions of Trace, but there isn't one for Omni Arena. Also there is no rift touch support, so we have to use controllers to play. For Omni Arena they dropped support for rift entirely

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  • Once you have that part done they’re usually pretty close on the shipping. I don’t think they bother with the forums, they’re a commercial company now. Commercial issues are going to go through other channels. I haven’t seen Jan post in a long time
  • A bit ago I did a calculation against the units they reported shipped, against 5k (my guess on price since that's what the Chinese resellers show them for), and calculated a revenue stream from hardware. I think divided that by an engineering salary…
  • that's exactly what they did. I'm not enjoying my Omni at all...I'm hoping that I can get the Omni vr driver working or Evols solution at some point, but honestly it's just a huge hassel. Everyone's playing VR games like Doom and such, and games got…
  • See the omnivr overlay thread...honestly having an Omni without that work isn't terribly exciting...but with it...it opens up a TON of potential and could make it a consumer device again (IMO)
  • Wow...thankyou. That's so damn disappointing to those of us with Rifts, or that supported them. I think we guessed it in the forums, but that's the first time I've seen them come out and essentially say it.
  • That email sounds updated from the one I received, which didn't mention rift vs. vive...can you post the contents? I'd be curious to know the wording, esp. since they changed their support of a device that I, and others purchased, with the belief th…
  • Nice!!
  • It’s intereting they mention shipping only 2000 last year. At 5000 each (assuming that’s the commercial price) that gives them a million in revenue. I imagine the cost of manufacturing is substantial, and a million only covers about ten developers s…
  • His solution is a one stop solution that would simplify install and everything, but it’s also time consuming to do it the right way. I’ve seen his approach and it’s solid though, and holds the most promise. I just don’t get time during holidays to c…
  • Agreed. They also reneged in many of the Kickstarter promises like it being foldable, and supporting multiple headsets. They’ve gotten to the point where they’ve released firmware that no longer supports Occulus...this happened after my unit arrived…
  • That's great news!
  • nice!! I'll try to sync soon and see what things look like. been heads down with some work stuff
  • Ejkilija - They're prioritizing commercial customers over preorders from what we can tell. So they'll get to you when they get to you. Don't worry, when you get it, you'll see that, unless you're running an arcade, they can care less about you. Al…
  • I didn’t check in. It wasn’t there for me, I downloaded it and copied it to a folder called subhook, then compiled it.
  • Please go a config file route. I can Frontend that no problem in c# and we can look at overlays afterward. From my research to overlay in steamVR I’d have to go raw c++ UI or bring in something like QT which is a heavy dependency. Your codes already…
  • C# with slimdx for init. When I’m home I’ll get you the code
  • Yeah I’ll look into it. I’m not clear on this feature though...wouldn’t you always (or 99%) want the Omni to emulate the thumb sticks? If there is per game customization wouldn’t having ini files be easier and cleaner? People could then share them. …
  • thanks, good instructions, I got openvr hooked in via source tree (that's pretty slick, hadn't done that before!). Got subhook going, and was able to build a dll. Going to read through source and study up on the openvr sdk so I get how to use this.…
  • Ooooh!!!! Ok that’s clever and even more awesome, though we’d take a dependency on behavior in the current drivers...if they change you’d have to update your code
  • I could take a look and see, never made a steam vr overlay. I agree freepie is not useful...I’m actually past that using the directinput method. So I see our software + openvrinputemulator as the solution currently. Do you have a drop of your solut…
  • I’m down for helping however I can. I had hooked into directinput and had that working, was about to wrap the input emulator in a full so I could bring it up to c# (I’m just faster making UI in a manged code). I got stuck trying to get openvrinput e…
  • @Evol FYI this sounds promising and along the lines of what I was attempting.sounds like Sakarah is having more luck than me so I’ll defer for now
  • nice work!! I won’t make progress on my side till December sadly due to the holiday, but hoping my approach gets past some of the limitations in unreal, or that we can figure it out. Does using the command line work in unreal?
  • Excellent! I think the axis will be enough for what we want...we’d still need the controllers to aim and shoot and stuff, just want to walk to move. That’s great news! I may try to rig up something to test, but I won’t be much use till I am back in …
  • I think you can pass like .3 and such (decimals) at least according to the code. Did it hang on the console when you ran that it does the console let you send another command? This may be really good news for. Shack I have in mind till I can wrap th…
  • I have to give this a break for about two weeks sadly, visiting parents for the holidays. I have the Omni input captured, and have access to the open input driver. One thing that would be a HUGE help Evol is if you or someone can download the clien…
  • To debug, in the Omni software, under advanced, you can select 'streaming' and see what the Omni software 'thinks' you're doing....that is the best way to figure out what's going on..if it's the Omni, the game, etc. In slightly other news, all of m…
  • Quick update from my end: Rawinput allows us to monitor 'gamepad' inputs from background tasks. This means I'm able to write an app that can be minimized, but listen to input from the Omni. I have that part working with a different gamepad, but not …
  • Some other quick useful notes: FreePIE is pulling directinput in via slimdx: https://github.com/AndersMalmgren/FreePIE/blob/master/FreePIE.Core.Plugins/JoystickPlugin.cs Evol's Freepie thread (and others) about getting this working (putting it h…
  • Ok quick update on where I got, and to share info in case someone else is working in parallel. To build the OpenVR Input Emulator solution, you'll want to do everything in 'initial setup' here: https://github.com/matzman666/OpenVR-InputEmulator/bl…