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About mmorselli

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  1. @VibrantNebula yes, I tried with VIVETrackerChanger_1.0, but vr::VRSystem()->GetTrackedDeviceClass(id) allways reports TrackedDeviceClass_GenericTracker, and SteamVR still pair those as trackers, not as controller Changing role is useful because the pogo pin buttons get back to work and many apps recognize them as controllers, but not all, Beat Saber is one of them. Old matzman OpenVR Input Emulator has a command line tool that can list all device properties, this is how my tracker looks... but It's still recognized as tracker for Device Class 1000 string aapvr 1001 string 1002 string LHR-0DC0C547 1003 string vr_controller_vive_1_5 1004 bool 0 1005 string HTC 1006 string 1498808359 htcvrsoftware@firmware-win32 2017-06-30 FPGA 262(1.6/0/0) BL 0 VRC 1498808359 Radio 1466630404 1007 string product 132 rev 1.0.4 lot 2000/0/0 0 1009 string DBD45A15BF 1014 bool 0 1015 bool 0 1016 string https://developer.valvesoftware.com/wiki/SteamVR/HowTo_Update_Firmware 1017 uint64 2214658052 1018 uint64 1498808359 1019 uint64 262 1020 uint64 1498808359 1021 uint64 1466630404 1022 uint64 1461100729 1028 string LHR-0DC0C547 1029 int32 3 1032 bool 0 1033 bool 1 1034 uint64 8589934594 1035 string htc 1036 string htc/vive_controllerLHR-0DC0C547 1037 string {htc}/input/vive_controller_profile.json 1043 bool 1 3001 uint64 12884901895 3002 int32 1 3003 int32 3 3007 int32 0 5001 string {htc}/icons/tracker_status_off.png 5002 string {htc}/icons/tracker_status_searching.gif 5003 string {htc}/icons/tracker_status_searching_alert.gif 5004 string {htc}/icons/tracker_status_ready.png 5005 string {htc}/icons/tracker_status_ready_alert.png 5006 string {htc}/icons/tracker_status_error.png 5007 string {htc}/icons/tracker_status_standby.png 5008 string {htc}/icons/tracker_status_ready_low.png 6002 bool 0 6004 bool 0 6005 bool 0 6006 bool 0 7000 string vive_controller 7002 int32 0
  2. My goal is to emulate 100% of a Vive Controller using a Vive Tracker (1.0). I know Role Changer and I know how to modify the .json from the console, I'm comfortable with this, but all my attempts do not lead to the desired result. Although some applications recognize the tracker as a controller (when the role is a controller), for SteamVR it 's always a tracker this, I guess, is due to the fact that the device class is still read as a tracker vr::VRSystem()->GetTrackedDeviceClass(id) returns TrackedDeviceClass_GenericTracker and not controller Some application, as Beat Saber, doesn't recognize controllers if DeviceClass is incorrect how can I modify the .json, or what other operation can I do, so that it becomes 100% a controller? @Synthesis @foo
  3. Note this was fixed a few days ago in OpenVR 1.0.16 but as per above, the latest SteamVR runtime is still at OpenVR 1.0.15 which still had the bad argument. Still outdated?
  4. wrote: But regarding " redirecting controller input to tracker via OpenVR Input Emulator, or using it as controller after role change (Vive Tracker Role Changer) " please note that both of these can now be considered EOL due to the new button/role bindings in the new input system in SteamVR. Since the SteamVR Input interface is not so clear, I would like to ask for some clarification. With SteamVR Input, could I: 1 - redirect tracker to controller, so the game believes the tracker is the controller? 2 - change the tracker offset (x,y,z and yaw,roll,pitch) to match ingame weapons position? 3 - remap the tracker button (system) to trigger?
  5. I haven't tried, but ironically the tracker should work better with this bug, because it interprets duration... as a duration, not as a force, so a limit to usDurationMicroSec should be a good workaround.
  6. , could the new SteamVR Input helps? https://steamcommunity.com/games/250820/announcements/detail/3809361199426010680
  7. well, another night of testing and now I know what is the problem The OpenVR function TriggerHapticPulse() acts in a different way if sent to Vive Tracker or a Vive Controller the third parameter (usDurationMicroSec) if sent to a tracker acts (almost) as you expect, the pulse lasts as many milliseconds as the indicated microseconds (sic!) when sent to a controller, it acts as a pulse intensity, not a pulse duration, the pulse is always very short, a value of 50 is barely noticeable, a value of 2000 is quite strong. When a developer places a gun in a game he obviously wants robust feedback, so he sets >2000, which means "2 seconds" for the tracker any hints to fix the problem?
  8. I've done more tests, it lasts exactly two seconds, even with a very short pulse. In the video below I'm driving a solenoid, but with the hyperblaster is the same
  9. The Hyperblaster haptic feedback works fine when used with a few (5) compatible games, such as Arizona Sunshine or The American Dream, but redirecting controller input to tracker via OpenVR Input Emulator, or using it as controller after role change (Vive Tracker Role Changer) any haptic events (typically a shot) last about 3 seconds instead of a few milliseconds as in the original controller. I tried to read the tracker pin 1 (output) directly and I can confirm that it remains high for about 3 seconds. Tested with two trackers (v1.0) That's sad because it prevents using the hyperblaster or other guns in any games except for those 5 is there anything I can try to fix it?
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