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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  • Re: HOW TO: Play any VR Game With Full Locomotion on Omni! Arizona Sunshine Verified

    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 my attempts to get input from the Omni were failing. I decided to drop the other approaches and just get SlimDx setup. 3 lines of code later...I can see the Omni in my code...next up...capturing input...if I pull that off that'll remove both FreePIE AND Hydra from the mix...

  • Re: HOW TO: Play any VR Game With Full Locomotion on Omni! Arizona Sunshine Verified

    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 yet on the axis. Next up I'll start a project that listens for the axis (working from this sample: https://www.codeproject.com/articles/185522/using-the-raw-input-api-to-process-joystick-input) and combines that with the lib for doing the vr input emulation. As I think about this..what we really want is something that listens to gamepad input, and then translates that to either vive or occulus touch input...it's not really something that is Omni specific necessarily. Anyway still plugging away, and I want to document my progress in case another decides to jump in.

    TLDR: Still working on it. approach = Rawinput + openVRInputEmulator lib
  • Re: HOW TO: Play any VR Game With Full Locomotion on Omni! Arizona Sunshine Verified

    k. OpenVR-InputEmulator has a console project it looks like, in that source there is a method for axisEvent that seems to inject an x/y for the axis. My initial thought is to build a simple app that listens for the analog stick from the gamepad mode of the Omni, and then just relays that to OpenVR-InputEmulator via that method in the console project (I'd try to just bring up a c# project, and do this via marshalling the calls, since it'd be clean and easy in .net to expand on the functionality). I wont be able to test it on an actual Omni till December, but I can work on some code next week and send it your way to test if that works. Also if you have c++ skills, that's the approach I'd take. This would remove most of the steps. Please tell me more about the settings for the Omni that you want set...is it stuff like turning down sensitivity because certain games work well/don't work well based on it?
  • Re: HOW TO: Play any VR Game With Full Locomotion on Omni! Arizona Sunshine Verified

    K that makes sense...that would simplify this down to install openvrinputemulator and done. And I see we have that source. Excellent!
  • Re: HOW TO: Play any VR Game With Full Locomotion on Omni! Arizona Sunshine Verified

    You may have brought me back. I won’t get to try this till early December most likely sadly, but this looks exciting. The work is appreciated