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openvr-walkinplace's Issues

Not working on SteamVR Beta

Just realized OVRWIP is no longer working with SteamVR beta branch.
It still does work on the non beta branch, if you have any issues try to revert to non-beta.
Maybe once changes with OpenVR and SteamVR find very consistent standard ground this wont be a problem any more... Other then that I may try to find time to fix it working with the beta branch...

Allow to select more then 1st and 2nd controllers

I have never been able to get walking in this app before. I have gone through your troubleshooting steps and still no dice, but I think I know why this is...

When selecting 2nd controller, I can get a response from games that use both controllers for movement... but only on my first controller.

In input emulator, my controllers show up as devices 3 and 4, or 7 and 8 when running driver4vr. If I could select the device number from the list of available devices in input emulator instead of 1st or 2nd controller, I am pretty sure it would work... assuming first and second controllers are statically assigned to devices 1 and 2 or 2 and 3 or something along those lines.

NO WALKING MOVEMENT IN SKYRIM

I think this could be a wonderful addition to Skyrim VR . I want to use just the walking mode. So I DLed and ran OpenVR-WalkInPlace on PC. I have Skyrim in Direct Movement (trackpad smooth locomotion) and OpenVR-WalkInPlace with WIP checked. Set parameters the same as on OpenVR-WalkInPlace info page that show an example. I do see lots of indication of movement on the OpenVR-WalkInPlace Graph page. So I continued to Play around with various OpenVR-WalkInPlace settings.THERE IS NO WALKING MOVEMENT IN SKYRIM, Played around with various OpenVR-WalkInPlace settings. No luck. Anybody have this working with Skyrim VR for PC?

VR server crashing when in Menus

I'm sure this is user error, because it hasn't happened with any previous releases, but whenever I try to change a value in the menu, or look at the graph, I'm experiencing a screen freeze. Steam says the VR server is no longer working and I have to restart my whole system. I've tried uninstalling and reinstalling the drivers (this one and Open VR Input Emulator), reinstalling Steam VR, and playing around with every setting and bugfix I could locate, but I'm stumped. Any help would be greatly appreciated!

Headset type and Tracker checkbox always reset

Everything else I can save in a profile but, every time I start up SteamVR or load a profile, the headset type always reverts back to WMR and the tracker box always gets checked on. Just a minor annoyance ;)

Using extra controller wands in place of tracker possible?

I have two extra wands and steam dongles I have flashed to watchman dongles. Walk in place doesn't seem to recognize them as trackers. Openvr Input emulator shows all 4 controllers. Walk in place only shows two controllers and no trackers that I can tell. Am I doing something wrong?

Enable / disable multiple trackers

Hello, first of all thank you for the great work done with this fantastic addon.

I would like to make a suggestion that may not be very complicated.

In my case I use different trackers for different functions:

  • I always use a tracker for my hyperkin hyperblaster gun
  • use 2 trackers for the feet with which I use Walkinplace
  • sometimes I use another 2 trackers for the wrists of the hands
  • sometimes I use a hip tracker that I also use for Walkinplace
    It would be necessary to enable / disable which trackers we want to use in Walkinplace (2 trackers in the feet or 1 tracker in the hip) and to be able to continue using the rest of the trackers without interfering in Walkinplace.

Thank you very much and encourage your work in the addon.

No movement in any games using WMR headset

Hi, I've tried this program with the latest SteamVR (1539100633), a Lenovo Explorer Headset and Windows 10 build 1803 (17134.320). I've installed WIP via the installer and could see it on the SteamVR dashboard. I activated it as instructed and went in the graph section and saw both the headset and controllers were picking up clear movement, however none of the games I've tried worked with it.

Only Gorn had movement upon activation, but it was just moving forward without any means to stop it. I tried to change several settings and read all the info I could find carefully. I also tried to use the other SteamVR versions still available, with no success.

The log mention a long list of mapping problems such as this one:

"[INFO ] 2018-10-31 18:50:40: New client connected: endpoint "driver_vrwalkinplace.client_queue.1914551630", cliendId 7
[WARN ] 2018-10-31 18:50:40: Device 2: No mapping from axis id 1 to input component."

either for device 2 or device 1.

I see the last version of WIP date from 31st July. Could it be a compatibility issue with the newest SteamVR/WMR or am I missing something?

Thanks in advance!

How To Install?

No .exe I can clearly run anywhere in here and the Readme says to execute the latest installer.

What am I executing? Do I need a special program to run something in here?

Debug information

Some debug tools could help in diagnosing when it isn't working (haven't been able to get it to work myself), some ideas:
Indicator on the overlay when a step is detected
Output on the overlay of recent detected inputs corresponding to the thresholds
Ability to manually trigger walk input to a game (ie. by remapping a controller button), to check whether the input pathway is broken.
Simple steamvr environment that is known to be working with the walk in place input method, to test threshold levels.

Speed getting stuck after changing settings

When I change some of the settings, the speed gets locked to jog or run for a while afterward and I can't switch to walking until it resolves itself. Haven't been able to determine exactly what resolves it but it doesn't seem to be time. If I just keep turning WiP on/off with the optional activation button (hold grip to activate, in my case) and moving at walk speed it starts working after 5-10 seconds (it will only do run speed until then). Again, a minor annoyance ;) If I figure out anything more about it, I'll update you.

Suggestions, disable track pad.

I love this program, it's so immersive that I don't like playing anything without it lol but I will occasionally graze the touch pad witch actually breaks my immersion!
Why not disable the physical track pad?

Left Trigger vs Right Trigger

Thanks a ton for fixing the movement while not holding the configured button. That is working great.
That being fixed exposed the next issue we are hitting. Left trigger vs Right trigger.

Specifically for ViveCraft, most the buttons already do something important. The left trigger was one of the few unassigned controls. So we selected trigger as the move button. The problem is Walk-In-Place is responding to both triggers, and the right trigger is attack/work. So I have to hold perfectly still while chopping a tree to keep from moving (sometimes falling off the top of the tree).

So this is more of a feature request than a bugfix I guess. But need a way to select which controller has the button input. The controller select at the top I think is only impacting the controler Walk-In-Place uses to inject movement.

Thanks,
Josh.

I canv't see the overlay window

Hi. Could you please help me?

I installed your .exe , but when I open steamvr nothing happens. How do I start your program?

Thanks!

Skyrim VR PC virtual walking issue with vive trackers

Great work on this driver so far! That said, are there any settings that work well with Skyrim VR PC and foot trackers? The game is amazing and uses the controller pad for smooth locomotion, so I'd think it would work. I see the foot steps registering in the graph so the tracking is working. However, the only way I can get movement in the game is to use the keyboard input setting (and fyi, you MUST click in the game window before playing or the keyboard input doesn't get recognized!). Anyway, this technically works, but the movement speed is very slow and is fixed rather than variable like when using the vive directional pads.

I've tried many settings like turning WIP on an off, controller A, B, both. Tracker on & HMD off. Various thresholds. Nothing works even though my footsteps are being recognized in your graph.

If keyboard is the only option for this game, then there at least needs to be a way specify a faster walking speed. Even if variable speed is not possible, if faster foot steps triggered sprint mode, that would be great for immersion (and for my goal of getting more exercise in an enjoyable way). I look forward to hearing from you! You're so close to giving us the most immersive Skyrim VR experience ever!

Same as previous- No steps taken for FO4 or Gorn. Graph works.

I've tried Gorn as well and the graph works but I'm not getting any movement. Am I installing incorrectly? Should I be doing anything other than running your installer?

I'm running the OpenVR emulation for Fo4 so I've got your OVRIE installer. I'm also using your screenshotted settings for everything. The trackpad emulation works just fine. Steam VR isn't in beta.

Thanks for your help on this

Trackers and sprint

In Fallout 4, how to sprint when using only the trackers? Any idea?

Or change speed based on feet sped

Error "Could not find HMD"

Hello!
I just Install "OpenVR-WalkInPlace.exe" and try to run "startdesktopmode.bat" and see only this error - don't catch what can be wrong.
image

The same happens with execution "OpenVR-WalkInPlaceOverlay.exe" and after I have build and ran openvr-inputEmulator itself from sources.

SteamVR worked fine with HTC Vive, but i want to run games without it - is it possible at all?

Trackers not recognized

I have the WIP and tracker box checked and settings exactly like your screen shot example. However, the trackers aren't recognized (they were recognized for a while, in your previous version I think). The line is flat on the graph screen. However, the trackers are paired and lit green. I even tried pairing them again. Also rebooted. I've also uninstalled your driver, deleted the folder, and reinstalled (it still shows all of my old profiles after the uninstall by the way). This time I tried installing the OpenVR-InputEmulator-v1.3.exe and then the OpenVR-WalkInPlace-OVRIE-driver. Trackers are still not recognized.

Note: HMD and hands are recognized.

Skyrim VR walking/Jogging randomly STOPS

I did some more testing in Skyrim VR with WIP and various touchpad settings (both with trackers/no HMD as well as with the arms/HMD implementation). In all scenarios, the movement will randomly stop every 5 to 30 seconds of movement. This can happen if I'm walking or jogging (not sure if I've seen it while sprinting). However, it happens so often (usually within seconds) that it makes the driver unusable!

When this happens, I try moving faster, slower, bob head, swing arms more or less, touch the pad, or something until it gets "unstuck" and starts moving again. However, the problem returns quickly. I even try consistent and exaggerated arm swings and head bobs to make sure I'm always triggering the threshold, but that doesn't seem to eliminate the issue.

Are you seeing this? If not, what might be causing it? If your install works in Skyrim VR with walk, jog, sprint, then a screenshot of your working Skyrim implementation with and without trackers would be very helpful! I've tried many different settings to no avail.

jumping

you haven't given us a way to jump, as an arm swinging api this far exceeds natural locomotion, especially given that this is free however as they don't seem to be compatible i am going have to stick with natural locomotion

how to use with skyrim vr for arm swinging

hi mate i want to use your program to use walkinplace with skyrim vr, but i dont have trackers, i saw there is an option to move with arm swinging but i can't seem to get it to work.

i've enabled it and tried all the options but even though your app says its working when i check thru the overlay, when i go back into skyrim nothing happens.

im using direct movement with skyrim on left touchpad.

any ideas?

Need to jog before walking? (also using vive trackers)

I just installed this the other day (with vive trackers) and was using it with VRChat and the only way I could get it to walk was by first moving my hands to get it to jog and then stop moving my hands and continue moving my feet and it would be walking.
Is this intended? Its kind of weird since if I want to walk forward I have to burst forward with a jog first, and I could see that being a problem in some games and it also kind of ruins immersion.

Unable to detect steps in graph

I've installed the new release, and I see activity recorded in the graph but I'm unable to see any detected steps no matter how I tweak the thresholds (and don't see any steps in Compound).
I've tried uninstalling and reinstalling, and I've tried disabling other overlays (using OpenVRAdvancedSettings and TurnSignal). I'm using the steamvr beta on windows 10.

VRWalkInPlace.log

Oculus Rift Support in the future?

I can see that the tool is able to track Oculus Rift movement at the moment but not "moving" in VR.

It seems it doesn't support Oculus yet? :)

Walking Disabled When Turning

Turning in place (even slightly) causes all steps to not be registered (while still turning). I have no idea why - my XZ thresholds are maxed out.

Looking at the graphs, the Y values continue to follow the same patterns as when not turning. The only difference in the graphs is the XZ values. But they should not be affecting anything, since they're set to the maximum threshold.

I've read the readme and tried a lot of things, but nothing is fixing it.

This happens in all games I've tried.

Any idea what's going on?

using the W key for going forward

now i imagine this is a thing you cant do but i have this vr tread mill called rovr what triggers the W key for moving forward, what is awesome for the vr minecraft mod. I would love to be able to use it for fallout 4 vr or some thing else like skyrim so is there a way to allready do that or could this be a possible update?

Manually Change Settings

Whenever I try to manually change the options (in VR, by clicking the actual number in the menu) it looks like all of the options are changed. For example, for testing my settings, I highlighted the HMD Pitch Down and tried to change it to 60. Once I confirmed on the VR keyboard, I found that the HMD Pitch Up was also 60, and the Step HMD Y, Step HMD XZ, Hand Jog, and Hand Run were all set to what I assume are maximum values. This is happening with the latest version, 2.3.

OpenVR-WalkInPlace for Skyrim Not working in Windows Mixed Reality (WMR)

I have tested it only only on Skyrim using the Samsung Odyssey headset. The software is detects position and shows tracking data but there is no movement whatsoever. I tried using both trackpad and keyboard movement. However, WMR does not use the trackpad for movement like the vive does, it uses the sticks. Using the keyboard was also unsuccessful.

vcvarsall.bat is not recognized as an internal or external command, operable program or batch file.

when running the step:
b2 toolset=msvc-14.0 address-model=64

The error "C:/Program Files (x86)/Microsoft Visual Studio/2017/Community/VC/Tools/MSVC/14.12.25827/bin/Hostx86/vcvarsall.bat"' is not recognized as an internal or external command, operable program or batch file. appears several times. Build ends with

...failed updating 6 targets...
...skipped 4 targets...
...updated 1190 targets...

Is this crucial?

Suddenly stopped working today

I'm using this plugin for Fallout 4 VR and The Forest, and I really love it. Problem is, today it randomly stopped working. Not sure what the issue is, but the graph shows the spikes and yellow lines, yet no movement translates to the game or wand. I tried reinstalling it three times, tried the OpenVRInputEmulator version, I'm at a loss. I can't really parse the logs either, but I'll attach them. Any help would be greatly appreciated!
driver_vrwalkinplace.log

Track Pad input not working (OVRIE user)

I saw another (closed) issue where this was mentioned. I use OVRIE for my motion simulator motion compensation and don't want to uninstall that (which is how the other guy fixed this).

Can you give some more info on getting WIP working when OVRIE is also installed? As near as I can tell everything works fine except that WIP does not emulate the track pad inputs. No grey dots on the virtual track pads and no movement in game. Trying to use this for "Unknightly" ATM.

Thanks

auto configure doesn't work properly on WMR

Thank you for your fantastic work, this is very much appreciated. The new options makes "walking" feels very natural, however there are a few options that doesn't work, at least with a WMR headset. When trying the auto configure option, the "walking phase" at the start doesn't detect any movement but the "jogging phase" and "running phase" are working normally. If the auto configure is cancelled or interrupted, it is not possible to re-run it without having to restart steamVR, or else it's stay stuck on the "walking phase" and cause blackout on the display for a few seconds, once in while, until steamVR ends up crashing. The other options ##to enable/disable WIP doen't seems to work either.

I use steamVR 1.1.4 with the lastest version of Windows 10. Please let me know if there are any other info or log I can give to help.

Does this work with WMR

I have been trying to get this set up for a while and can't seem to get it working. the trackers show fine on the graph but the headset never seems to move on the graph, I have tried reinstalling openvr steam vr and windows mixed reality for steam. can windows headsets just not be tracked at all? or I'm I doing something wrong.

SteamVR For Linux

Can now rebuild the entire project on linux but there is some undetermined issues.
The Overlay will run although dashboard input is oddly inverted but still seems to work...

However after installing the driver in steamvr, VRServer crashes, not sure of cause.

Maybe if someone else interested in playing VR on Linux and interested in this project can check out more.
Using qmake and cmake you can rebuild the entire project using the provided build.sh and run.sh will run the Overlay.
Im copying all the driver resources and binaries directly into the SteamVR drivers path. I will make a script for that soon.
Most of the steps are on the Readme.

The issue here is determining the problems of the Overlay Input and the crashing driver are due to OVRWIP system or just current SteamVR Linux support.

Moving when button not pressed (Need help)

Took us a while to get it working, but we got movement in both Vivecraft and Skyrim today. Awesome tool.

We are still facing some issues, the most serious of which is there are movement inputs happening when not pressing the "Button for movement". Its smooth when holding the button for movement, and head nodes and arm swings cause jerky movement when the button is not pressed.

Smaller issue: I also don't know what some of the options are, so we have been careful not to change them. Vivecraft touch/joy input adjusts move speed based on how far to the edge I touch the controller, but when moving with OpenVR we seem to just have one speed? Is there a setting for this? Is it the Walk Touch / Jog Touch / Run Touch?

I'm running Vive (not pro).
[Edit: Think we figured out the walk/jog/run but still having lots of issues with unintended movement when button not pressed]

Sometimes Step triggered by HMD x-z movement

The threshold for isolating the HMD moving "up and down" seems accurate. However sometimes its also triggered by turning head left and right. Lowering the x and z threshold would make sure the x-z velocity needs to be lower than "up and down". Haven't really found the sweet spot for this but im aware of it, also accuracy of the x,y and z using the Vive Hardware is affected because its not "inside out" it only gives velocity data which is not as accurate as acceleration data. Not sure if this may be just a limit of the hardware... If anybody plays with the UI numbers and notices a big difference with a certain setting let me know and I can set it as the default.

Button to Enable WIP Problems

I usually dont use the Button to Enable WIP feature, I leave it on Disable when Held with the Grip usually...
So I just realized there is issues when using this feature. The issues come when you are already WIP and then either press/release the button to enable/disable movement. The button does work if you press/release the button before any WIP movement is detected.
I actually think that this issue is somehow related to a previously reported bug in the SteamVR/OpenVR system, in which "input release" events weren't triggering at the exact moment they were called.

I verified I am triggering an input untouch event, which should enable/disable WIP however maybe because there are other simultaneous virtual input touch events for touchpad movement along with the physical grip/trigger touch/untouch, these virtual untouch events are not triggered until another button, such as the grip,trigger etc. are physically toggled again.
Just documenting this issue, because it does seem related to the OpenVR bug

I would recommend limiting use of this feature, ie. Flipping to disabling WIP when held vs enabling. Or get a set of trackers and this feature is essentially un-needed.

Walk in place stuttering

Hi, i've been using walk in place for a while now with and without trackers. It has worked fine with every game i've played up until just recently when steam reassigned the default input types for trackers. It almost seems like it's game related, as in the step graph i'm triggering the step smoothly. My profiles are all set up the way I want them and i've had plenty of experience using walkinplace. The forward movement happens when using the touch pad but when I try to trigger the walkinplace step it's stuttering forward slightly and not consistently.
On the controller representation in the menu, moving my feet will produce a flashing grey dot on the trackpad. It looks fine on the step graph though so I don't know what's happening.

Oculus Rift: Too short steps

Hello!
I've tried WIP today with Skyrim VR and my Oculus Rift. My headmovement is detected and translated into movement. The problem is, that the detection seems to skip some head movement and the steps are way too short, so that I keep staying more or less on the same spot. I jumped to provocate better detection and faster movement. I surely altered the settings: Treshold, steptime, Walk/jog/run touch, etc. The movement speed in SkyrimVR itself, too But no consitenst movement at all. Help would be very appreciated.

Feature Request: Allow step time to below .05

@pottedmeat7 , on the next build, could you change the step time to allow going down below .05 seconds? I am using trackers only in both F0VR and SkyRim. I have it trigger perfectly for me stepping but what I have noticed is that it will trigger immediately when I make a step, but the delay in stopping isn't almost immediately. It is one of two things most likely. I am assuming that the step time is how long the walk virtual button is pressed when you sense movement. I am also assuming your algorithm tries to figure out when you are stepping using some time interval. If I could reduce the step time below .05 to .03 or even .01, I could see if reducing it will produce an almost immediate stop but not below whatever time interval you determine the step, unless that is a minimum of .05.

I've mentioned this before, but it would also be nice to have the trackers, when only using the trackers, have the algorithm figure out how fast you are stepping to trigger between WALK, JOG, and RUN. I know that the wand movement still works for running but would be nice to figure out a way to do it with just actually speeding up the pace with the trackers.

Once again, I have to say that your driver is awesome and that it should be part of the Steam VR Open VR standard for all games.

Working very well in Skyrim except for side to side movement

Latest update working very well in Skyrim with and without trackers.

I noticed that Skyrim is implementing a sidestepping (or maybe turning, I'm not sure) with the slightest wand movements. I've never noticed it before because I was standing still. However, when you are walking it causes you to weave from side to side. This almost definitely is not a WIP issue, but it would be great to somehow disable that function in Skyrim if anyone knows how, because although WIP really helps immersion, the side-to-side movement does break it a bit.

I suggest more of us support this project, it is by far the best walking solution because it simply makes a lot of sense to recognize patterns in how we walk normally instead of us using forced artificial means such as over emphasized arm swings. Great work!

Please support this impressive project:
http://www.patreon.com/pottedmeat7

where is the inbstaller?

Am I blind? All i see under releases is the source code. CAN I have a link to the installer please?

Vive Trackers Version

It works! For the first time on my system, so it is a big step forward.

But I need to bobble the headset in order to advance, setting HMD Y to the lowest value helps a bit, but IMHO If trackers are active, all other inputs should be disabled.

In addition, a sensitivity setting for trackers would also be useful for use with treadmills .

No steps taken for FO4 or Compound. Graph works.

I'm attempting to get this to work with FO4VR, I've copied your settings from the screenshot on the read me and I've tried controller 1 and 2 and no movement occurs. If I start the graph out seems to register steps but they are not translated into movement. I tried the Compound demo and it was the same, no steps.

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