Obduction 1.8.0: Promising Update (PP no longer needed)

Just found these two entries in C:\Users\DrWilken\AppData\Local\Obduction\Saved\Config\WindowsNoEditor\Input.ini:

ActionMappings=(ActionName=“SteamVR_Proximity”,bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=SteamVR_HMD_Proximity)
ActionMappings=(ActionName=“SteamVR_Proximity”,bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=SteamVR_Input_Temporary_Action_7)

I’ll try to tweak those later… :wink:

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Possibly also related:

			InputState.bIsProximity = CurrentInputKeyName.Contains(TEXT("_HMD_Proximity"));
			// Only handle proximity sensor for headsets
			if ((bIsHeadset && !InputState.bIsProximity)
				|| (!bIsHeadset && InputState.bIsProximity)
				)
			{
				continue;
			}

And:

// Check for headsets
bool bIsHeadset = Controller.Description.Contains(TEXT("Headset"), ESearchCase::IgnoreCase, ESearchDir::FromEnd);

And:

			// Override values in case of hmd proximity
			if (InputState.bIsProximity)
			{
				CachePath = FString(TEXT(ACTION_PATH_HEAD_PROXIMITY));
				CacheMode = FName(TEXT("button"));
				CacheType = FString(TEXT("click"));;
			}

I’m thinking Cyan started using the proximity sensor “actions” in the last update.

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@Matthew.Xu could You ask the developers if PiTool/drivers are faking proximity sensor or not?

It seems (to me) that this specific game uses it to decide if it should display anything in the headset or not (and Cyan confirms that above).

If they’re not faking it maybe they should based on gyro activity or at least add an option in PiTool like “Proximity Sensor always on” (Pretend that headset is always worn).

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Hi @DrWilken, Well, let me take a look at this post before feedback developers. Thanks

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Thanks a lot @Matthew.Xu… Good to have You back (I know it’s been a while)… :+1::wink:

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Hi again, Matthew.

Did they recognize that there might be a generic issue with not presenting proximity sensor data (at least in Unreal Engine games) or something else?

I just want to know if it seems like this can be fixed or not PiTool/driver side as I’m afraid Cyan will use a similar (or same) code their upcoming game Firmament which I happen to be a backer of too… :wink:

By the way, if You want to get in touch with them I can send You the contact details of the guy I’ve been writing with… :+1:

With Obduction it doesn’t seem to be prox related. I haven’t tried with LH. But I believe was it @john2910 has LHes & no trouble launching in VR.

I am wondering if it’s maybe something to do with your version being steam bought opposed to I think John & I are using GoG bought?

I will see if I can get a chance to SS directory structures & content.

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I noticed yesterday that Obduction is also part of VivePort Infinity subscription so I’ve installed that too and will give that a go hopefully today.

There could be so many other causes but it might be related.

You never had a Vive, You’ve never used basestations, You’re not using Vive controllers, You’re on Ryzen etc.

It just seems to me like it might be related to proximity sensor stuff if You look into how they’re used (see earlier links) and jojon’s comment about needing the sensor enabled on his Vive to play.

I still wish Pimax or Cyan would look into this as they know how it works and I’m almost certain it’s an easy fix. I’m just guessing based on observations really… :wink:

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In this steam discussion pne user daid to launch obduction & let it launch Steamvr.

But it seems a lot of ppl are having issues. @jonnypanic there reports a variety of wmr users are also having issues.

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Thanks for the link @Heliosurge:wink::+1: Hopefully it’s an all-in-one fix as I don’t think they’ll do anything about it if it’s Pimax specific… :roll_eyes:

EDIT: Just had a look at the thread (only read a few posts so far) and it’s not exactly the same as I’m seeing.

This is what happens:

  • Intro shows on desktop. Only sound in headset, no image. This is not new. I’ve never experienced it differently. I just skip the intro by clicking on the Vive Wand trigger.
  • Menu shows in headset. All good.
  • I choose “resume” or start a new game.
  • Game starts (I can hear the sound) but no image in headset (and by that I mean black screen which makes it look intentional, like when the rendering is paused). Image is shown on desktop and the headset is tracked.
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I am still wondering if it isn’t the player-out-of-bounds blackout shade deciding to joo-janta-2000 itself over the view, despite us being out in the clear.

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That sounds plausible too… :+1:

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Really hard to say but some vive & wmr users are xping this as well.

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Yep, yep - Index here. Worked perfectly fine when I briefly started the game, after having downloaded that latest long awaited patch. Then, IIRC, a few days later I plugged in the p5k+, to give that a go, and got the black screen, and after that the same thing happens with the Index, too.

I don’t think that stint with the p5k+ did anything to anything on my computer, whether game-setting, or driver related, or something else, but I guess I can’t rule it out.

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I also gave the VivePort version a go on the p5k+ with the same result.

Nope. To many different issues with that release to conclude anything.

Could be triggered by something PiTool does (but only in some setups), but I can’t think of anything that would “stick”? :face_with_monocle::flushed::slightly_smiling_face:

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In theory Obduction is suposed to work with Oculus. Wondering if Steamvr is closed & Oculus Home open… If Obduction can open in Oculus mode. There maybe a cmdline switch as well.

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You’d have to likely copy your cd key maybe &/or follow one of @park’s no steamvr tutorials.

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I tried doing that earlier without luck, but I might not have gotten it perfectly right.

Might be worth another go… :wink:

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FYI:

https://community.openmr.ai/t/until-you-fall-on-steamvr/21783/6?u=drwilken

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