So I tried Vader Immortal and have to realize that I can’t get past the initial scene since the game does not recognize the grip buttons. Oddly enough in the light saber dojo I can pick up the saber just fine with the grip button.
Next thing is the vive wands are completely out of angle and this also is the case in Dead and Burried 2.
As a sugguestion or maybe there is already a workaround, can I change the angle of my vive wands when using the “revive” in PiTool when playing Oculus games, so I don’t have to bend my wrist that its very unfomfortable?
Also is Pimax still working on a new PiTool version or is this completely abandon since it goes open source? The worries me a lot, that I now have hardware which is not officialy supported anymore?
I believe pimax should dump oculus support and we just use revive as I have more faith that it will be more often updated and supported at this point for more games. This way they can stop intercepting the controllers and pass that through to steamvr which would fix many other problems!
You should blame pimax for not supporting revive. Instead of going to the developer of revive and cooperating with him to integrate the pimax with revive, pimax decided to do this instead: (check the pic)
Same issue here, but in the dojo, I can only use the grip on the left hand, so it’s kinda awkward playing it with both hands on one Vive wand with the right virtual hand dangling like a nudist senior citizen’s balls.
To those who have managed to get past the scanning dial thingy at the start, please tell me how. I really want to enjoy this game without having to shell out additional $700 for an Oculus S or Quest (that’s the going rate in my country due to import tax). I have tried running it directly from PiTool as well as ReVive under Steam. Thank you.
@Heliosurge@nukular do you guys reckon that Valve is actually punishing Pimax for stealing patented technologies from Valve’s Knuckles for their swerd controllers? Would explain the base station delay as well the controllers being totally different from what we say late last year.
Revive acts as a compability layer for SteamVR. Pimax’s Oculus Compability doesn’t use SteamVR. In fact in both situations SteamVR is not in use. Piplay on the p4k (before removing other modes) Accessed Oculus through Oculus Dk if not mistaken. Pitool shutsdown SteamVR to run Oculus programs; unless your running a program through steamVR using Revive.
As for Sword & Knuckles? PimaxUSA recently stated on Reddit that they have been discussing with Valve on a fix that in theory will not be broken in future.
No Pimax had it’s own Oculus coding. The 2 modes if mem serves for Oculus was 0.6 & 0.8 modes.
Pimax 4k had it’s SteamVR mode. 2 Oculus modes & an Extended mode. So really they simply re implemented something they had before.
There was even Tutorials someone posted for the p4k to run Oculus content without Piplay. In later piplay sometime after 1.192 the extra modes were dropped. Leaving Pimax Mode (Steamvr) & Video Mode (Extended).
Whoa…didn’t want to break lose a legal discussion ^^. I just hoped someone would have a fix for Vader and that someone from pimax would answer if they still working on pitool or give up when entering open source.
@Yongkykun It seems for now you have one grip to use until the game bugs out again. Restarting checkpoints always let me grip once and then the game does not recognize items you can pick up. I could get past then hyperdrive…then restart…didn’t touch anything and could do first scan…and now I am stuck since I can’t scan the second time.
@Heliosurge I see, let’s just hope they put that into practice then.
That’s a shame. But some people have finished the whole story mode though judging from what I read in other posts. Which means that there is a way to either remap the controllers or maybe bypass the bugged sections of the game.
I am well advised, thank you to worry about this.
I doubt that all VR specialists are also mistaken about this, unless you have information in your possession that prooves everyone is wrong.
Do not confuse method and purpose.
It is indeed a compatibility layer that illegally allows competing headset to be “unlocked” by Oculus software. I pass the details of the conception and how Revive works, which are also illegal.
Which unless changed last I heard Oculus founder Lucky supports REVIVE with $2k/month. No like WINE it’s not illegal. REACTOS is not illegal either that was aiming to create a binary compatible Windows NT OS.
Luckey would do anything to annoy Oculus, like giving free repair audio kit. Supporting Revive is symbolic.
Modify, uncompiling, reverse engineering a source code or a product without his owner agreement in a purpose to divert from its intended use by the owner, sry but it’s illegal in many countries (maybe not yours idk).
I know how Revive works, and I know the difference with an emulator (30 years of computer science and some serious experience in the dark side). Unless CrossVr is omniscient, he had to search in the Oculus code. And the purpose was to break Oculus exclusives against their will.
Oculus/Facebook broke Revive once. After facing user’s anger and realising they would sell more content, they let Revive working again. But remember: that’s only tolerated and can be legally broke again if Oculus decides.
To be clear, I’m not against Revive. I sometimes use it myself. But let’s be honnest and call a spade a spade.
Legally broke yes. But as there doesn’t require dissassembling programs/reverse engineering. It is not illegal to create a compatibility layer.
WINE is a perfect example. But there is a difference between endorsed Compatibility layer like Windows(3.x) for OS2Warp endorsed by Windows.
And WINE which didn’t have MS direct blessing. Using WINE as is is Fine. Using WINE with Windows OS binaries requires a license.
REVIVE & Pimax’s Compatibility is not made illegally to my knowledge unless you can provide direct proof it’s a pointless discussion.
Don’t know if it still works but a work around was made at one time to use Oculus headset in Linux plugging into the Windows Oculus SDK to fill in the missing bits.
Using the Oculus SDK to create a compatibilty layer is not out of scope of use. No different than ALVR & VD (VD has been forced to remove this feature; but maybe re released as a seperate sideload ap)
That’s an easy one. When someone releases something similar most cry fowl. On the Bad though should never make statements like that in the in open unless you have direct proof of misconduct.
See NoloVR as that the Dev has direct proof as even admitted by Nolo using his code.