Open DawsSangio opened 4 years ago
I had this issue as well, and my resulted fix was to use windows dev settings to enable simulating oculus controllers from the wmr openxr runtime. This is apparently intended behavior when I asked the dev.
I had this issue as well, and my resulted fix was to use windows dev settings to enable simulating oculus controllers from the wmr openxr runtime. This is apparently intended behavior when I asked the dev.
Do you have instructions on how to do this? WMR OpenXR runtime hidden settings type thing, or windows Insider type thing?
This is the link I used to get to the right menu in windows dev settings, I'll post screenshots when I'm at my desktop. https://docs.microsoft.com/en-us/windows/mixed-reality/develop/platform-capabilities-and-apis/using-the-windows-mixed-reality-simulator#enabling-the-windows-mixed-reality-simulator
@huzhekun you find what you did to get controller tracking working? The link you sent is for WMR devs emulating WMR controllers with KB+M and stuff.
sorry about that, that was the wrong page. first, you need to install openxr dev tools app from the microsoft store you need to enable device portal and dev settings in windows and then access the dev portal page as instructed. go to the openxr section, and select simulate oculus touch controllers under interaction profile simulation mode
also wrote a better formatted version on the wiki https://github.com/LibreVR/Revive/wiki
Can this be left on when running other games (i.e. SteamVR)? Or is it necessary to only have the simulation mode enabled when using Revive?
you can leave it on in my experience, mostly due to steamvr not being related to openxr. but also, this method might not be intended behavior and nightly builds have this issue even with this method enabled. so far it only works for me on release 2.1.1.
Well now SteamVR has its own OpenXR runtime now, and it lets you switch between the WMR and SteamVR ones. Really wish this was better executed as having someone go into developer options and enable a debug server isn't exactly efficient UI design. Source for this being intended behavior?
Im not sure this is intended behavior anymore, I asked 6 months ago and I was told that having the runtime simulate oculus touch is intended behavior, but today crossvr said that going into the dev menu is not intended behavior and the runtime should handle giving the right output on its own, this was a convo in the revive discord server.
Also I guess it's then implied to be possible to run Revive in non-openXR mode then and have tracking work?
oh it is possible, its the usual method actually, openxr is experimental. I was looking into openxr because I needed openxr to throw frisbees right in echo arena.
if you can only use non-xr, then you should absolutely do that, it is much more stable
Well, it seems that editing dev settings is not at all the intended behavior, and things are starting to work in the latest nightly build w/o the emulated dev settings.
Describe the bug No games have hand traking using reviveXr and Windows Mixe Reality headset
To Reproduce Run Revive on desktop, check "Enable OpenXr support" Launch any games.
Expected behavior Hand traking was working in febrary 2020, but probably after some updates, maybe also the WMR openxr driver, suddenly stopped working.
Environment (please complete the following information):
Versions (please complete the following information):
Additional context As the sudden "not tracking anymore" I suspect this can be something related to controller action manifest, not up to date, or not present at all. Just wonder. I don't think that this something wrong in the code as it was warking really well.