KozGit / DOOM-3-BFG-VR

Doom 3 BFG VR: Fully Possessed. Doom 3 BFG with native Oculus Rift/Touch or OpenVR support
GNU General Public License v3.0
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WMR - HP Reverb G2 - Controller binding #366

Open nrbk999 opened 2 years ago

nrbk999 commented 2 years ago

Hi.

I have DOOM 3 BFG from Steam and installed(copied) 021.G mod version from NPi2Loup. So far it works very well but I have issues with controoller binding. A-looks like A and B buttons (or X and Y in left controller) registers as the same input so I cannot bind different actions to each one. B-stick buttons seem to not being registered so I cannot bind them to anything.

Don't know if I can make something myself to make them work.

Thanks for this mod anyway.

NPi2Loup commented 2 years ago

I just test with ValveIndex : Right and Left inputs are detected as intended BUT by default steamVR's binding legacy : the left and right A button (at bottom) are map as the left and right grip action !!

It's strange and with this default config it's impossible to register differents actions on grip and A buttons. Maybe your issue is similar : double check steamVr controller settings (you could put some screenshot here)

For ValveIndex, we must

For instructions look some articles like : https://steamcommunity.com/sharedfiles/filedetails/?id=1545634111

nrbk999 commented 2 years ago

Thanks! The instructions where usefull. I have created a playable SteamVR + DoomBFG binding layout. Also disabled vr_openVrStuckPadAxisFix.

With default WMR controllerbinding it worked fine, but when I removed TrackpadEmulation, the Slayer started to get "stuck" so I disabled it.


I tried to find the Doom key bindings in: C:\Users\myuser\Saved Games\id Software\DOOM 3 BFG\Fully Possessed\vr_openvr.cfg But I have found only Stick directions binds. Example: bind "STEAMVR_LEFT_JS_UP" "_forward"

No clue where the rest of controller buttons or axis are listed. They work, I could bind them inside Doom Control menus but can't find any reference in the file for things like: Left A (is flashlight) Left stick press (is run) Left Grip press (crouch) Left trigger axis (jump) The same for right controller.

NPi2Loup commented 2 years ago

I could have test a WMR recently. I didn't found any issue, just need to remap input in parameters. Launch the game, go to Settings / Controls / Keys Binding

tomoprime commented 2 years ago

Update: Resolved - I went into my NVidia Control Panel and Added an entry for the Doom3BFGVR.exe executable for running directly off of the High-Performance NVidia Processor to stop any loading of the iGpu. Now either Oculus or the Reverb G2 will run.

How did you get the game to load for the G2? Mine has a lit black screen in the headset, can't see the menu, I can only hear the audio. If I look to my laptop display I see the windowed Doom menu but there is very odd flickering of a ghost copy of the menu on the far right and left side of the window when rotating the headset from side to side. There is still a menu shown in the center of the screen. This is in the Doom Window of my laptop display. The G2 display is all black / blank.

I am using the latest download with the new stairwell patch (v0.21i-Alpha-RC1 in NPi2Loup/DOOM-3-BFG-VR)

Note I also own a Rift S. The game totally crashes when attempting to launch. I get the ERROR: iVr::HMDInitializeDistortion unable to create OVR swap texture set. This happens regardless if I switch to Oculus SDK or use the SteamVR version with +vr_APISelect 0,1,2 yada.

Eye 1 Rendertaget Width x Height = 1984 x 2128
Generating FBOs.
Default recommended resolution = 2560 1440 
Requested pixel density = 1.200000 

Working resolution ( default * pixelDensity ) = 1984 2128 
vr_FBOAAmode 1 r_multisamples 2
Creating 1984 x 2128 MSAA framebuffer
Adding Depth/Stencil attachments to MSAA framebuffer
Adding color attachment to MSAA framebuffer
GlRenderBufferStorage GL_RENDERBUFFER, 2, 6408, 1984, 2128
Creating resolve framebuffer
Adding Depth/Stencil attachments to framebuffer
Adding color attachment to framebuffer
Globalframebuffer w x h  = 1984 x 2128
pdaImage size 1984 2128
Hudimage size 1984 2128
Oculus IPD : 67.500000
Oculus HMD Screen separation = -0.017450
Init Hmd FOV x,y = 91.999992 , 97.999992. Aspect = 0.900173, PixelScale = 1.000000
Creating oculus texture set width = 1984 height = 2128.
WARNING: OveErrorInfo: 0 / <unknown>
--------- Game Map Shutdown ----------
--------------------------------------
********************
ERROR:  iVr::HMDInitializeDistortion unable to create OVR swap texture set.
 ovr_CreateTextureSwapChainGL failed.
 (If there are multiple video cards installed, make sure the rift is attached to the primary card. This is an issue with the oculus SDK.)
********************
Error during initialization
Shutting down OpenGL subsystem
...wglMakeCurrent( NULL, NULL ): success
...deleting GL context: success
...releasing DC: success
...destroying window
...restoring hardware gamma: success
tomoprime commented 2 years ago

Thanks! The instructions where usefull. I have created a playable SteamVR + DoomBFG binding layout. Also disabled vr_openVrStuckPadAxisFix.

With default WMR controllerbinding it worked fine, but when I removed TrackpadEmulation, the Slayer started to get "stuck" so I disabled it.

Thanks this fixed my issue with my player getting stuck when moving with the analog sticks. He would start moving but then stop. Only vr_openVrStuckPadAxisFix 0 stopped the sticky walking behavior.