That Index can do extra stuff is as moot as Touch being used differently in an Oculus exclusive.
For Oculus it’s controllers are Steam (OpenVR) compliant. ie On Steam the 3rd and 4th buttons are addressable. My 20 year old Momo wheel has 6 buttons that all work on Steam. There is a standard on how to address them under Windows Direct Input rules and Steam is a pc platform.
Again you need to read the article I posted. As it involves making a SteamVR Controller. Oculus has been around and has direct Support added to SteamVR. Any title that is available on both platforms can use the controllers that are supported.
OpenXR was looking to simplify this issue of Devs needing to support each controller directly.
The Article has it is Black & White. Now if you want I am sure pimax could create there own full custom controller and have it out of the box no support for games as the Cosmos had. Requiring a work around to use as a Vive wand while waiting for direct support.
VR controllers are not like gamepads, keyboard and mice that mostly have universal support.
Otherwise slap a couple of trackers on the split ps3 gun like controllers and we would be done.
Yeah those three features on the samples only worked with demos we actually compiled and nothing else. Later there were a number of attempts at emulation and that required exponentially more people.
I do think this will be revisited as the team is quite eager to fully engage in that again, especially if support for these features becomes integral to OpenXR or directly from Valve.
I would add there are no third parties with SteamVR controllers for a reason. The market is large with all HTC, Valve and Pimax headsets - certainly over 7 figures clients in total. Normally that would cause herds of controllers of every flavor to appear on alibaba and ebay. It’s quite difficult, far more than it would seem.
Read the article. It is the same reason that while Razer hydra controllers have a total of 8 buttons there still only emulating vive wands. Otherwise we could be using them connected directly to the hmd with a mod iirc moving the coils so that the base could be mounted to a chest or belt buckle. Giving us a trigger, shoulder button 4 main buttons 1 system and a joystick(r3) button.
But with last update there still wand emulation.
I agree this is quite frustrating when looking at standard game controllers that are using the ps/xb layout being more universal.
The dev in the dev in the article said he was throwing his hat in. But figured he should publish his work as it may help others.
I did read it but i don’t code and so your idea of 'black and white" differs from mine. Why can’t you just be specific.
Pardon my confusion but last month they thought for a minute they could throw all their IFT into Sword. After 4 years someone thought they could do that and yet a 2nd button isn’t possible? That’s messed up
"Joystick nor extra “B” button were not properly supported by SteamVR today, "
How did HP manage it with the G2 ?
While I fully agree that Valve are A$$Holes . They are one of the most anti-trust VR companies ever.
When they decided to make their own hardware i know they screwed over alot of their vendors with Lighthouses, etc. So not surprising.
Yeah I just decided to take the trackpad version, because I paid for it already and they still look better than Vive wands for 1/2 the price. If confirming my upgrade now has them ship it to me early the sooner I can package it up and sell it for profit.
Nobody is asking for extra functions. All your posts are proving is that it is possible to get a stick and buttons working even if you have to emulate an index controller or oculus touch.
It proves that if you have unlimited funds and personnel like Facebook you can achieve a partially working solution with a few years effort.
Go to ebay and alibaba and let us know how many 3rd party steamvr compatible controller you find.
It’s also worth considering that years ago the valve/htc partnership regularly discussed open hardware designs for the basestation echosystem that didn’t occur. At the time it was reasonable to believe 3rd party hardware would be allowed to exist and even encouraged. It just didn’t happen that way.
The VR controller we are talking about is HTC Vive Controllers, I haven’t found a way to create Vive knuckles or a HTC Vive body tracker, unfortunately.
So, we are already limited to a device scheme, and that’s not a good thing, but better than nothing, and all VR games control are based on this minimalist VR control scheme.
But it doesn’t change, I am a bit upset, I hope you will find a way, because I am giving up, like the author of OpenVR-driver-for-DIY, VR is a cursed project
For understanding the coding reasons we need someone whom more understands what there reading.
As @pimaxUSA said holds true. If VR controllers were as simple as they should be. We would have a wide variety of 3rdparty controllers for SteamVR specifically.
The Index Stick might be being mapped to emulate Trackpad aa they did with hydra, Oculus touch. I read recently IC stick has a huge dead zone. This is why it is needed for Valve to release more open info on making controller inputs.
To properly emulate them you need the info to do so. Think of Wine, Revive etc… These application program interfaces(api) had to be built from the ground up figuring things out without official direct support. Valve added extra support for Oculus and wmr devices.
Greg whom Developed Driver4vr might have insights on emulating IC maybe. But on the other hand have to look. As I believe his api emulates wands and trackers.
Yes I mentioned this a while back, Valve isn’t as benevolent as some would believe. I suspected the reason we never heard again from LG on their steam VR headset was due to Valve doing a 180 on that. Quite a Anti-Competitive move to limit its competitions supply to bolster their own headset.
As for the difficulty with Steam Controller Bindings. It would seem that this is true based on what SadlyItsBradley says here
But it seems that Valve is switching its controller binding system over to OpenXR in the future so maybe then you guys will have an easier time with this.
It’s crazy that Guy Godin managed to reverse engineer oculus proprietary calls by himself.
If that is revive dev. Not as hard as one might think(at least those whom understand it). The Oculus sdk was used by pimax in the p1 headsets like p4k. The early sdk was used to fill holes in linux support when Oculus decided not to continue efforts.