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It seems that currently, there's no consistent way to distinguish which device somone is actually using (independent of the runtime in use). From what I've read there seems to be a consensus that such…
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Si la création de tableaux complexes avec l'implémentation proposée est claire et efficace, elle pose quelques soucis lorsque l'on veut créer un tableau relativement large ou vraiment complexe.
Voici…
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I just got this working yesterday, full body tracking worked perfectly. (2 steamvr stations, 3 vive trackers, oculus quest 2) but today, stuff wasnt working. I calibrated it, everything was connected,…
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UE4: 4.22.0, source built
SteamVR: 1.4.1 beta
Plugin branch: develop-4.22 (`37097bca`)
Hardware: Vive, EV3 Knuckles
Tested by calling the blueprint node `Play Steam VR Haptic Feedback`. All call…
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Note: i'm running an AMD Ryzen 5 1600(non AF) and an Nvidia Geforce GTX 1070 Ti and an the HTC Vive.
i uninstalled OpenVR-InputEmulator and the major lag/shakeyness is gone, re-installed it and it …
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Hello, would it be possible to rotate/translate the controllers in the game using mouse and keyboard with no support at all of the vive controllers? What i mean is to set a specific position, at each …
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I can check if you put the headset while the app is running using the proximity sensor, but if you already had the headset on it doesnt work. Using GetState gives always true, so its useless for this
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I tested today, if it was possible to combine the SteamVR wands with the Oculus headset. (Mostly to play FO4).
I found out that it is possible to use the wands with a SteamController USB dongle an…
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When accessing the visual options, you're limited to the maximum resolution of your monitor by the looks of it.
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##### Description:
Greetings,
We have a very weird bug with the WebVR implementation in our System. We are trying to use webvr-polyfill library (https://github.com/immersive-web/webvr-polyfill) …