-
Notifications
You must be signed in to change notification settings - Fork 136
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Latest steam update broke Input Emulator #198
Comments
Same issue. Hopefully it’s just a simple bug in the new update. But I think that input emulator is failing to pick up devices and is crashing. But that’s just my theory. |
Same issue here, it started happening sometime in beta and had to opt out of beta to get it working again, but now it affects the new released version. Issue is most likely caused by IVRServerDriverHost_005 needs updating to IVRServerDriverHost_006 which was introduced in beta. |
Noticed this yesterday, I saw another solution implemented successfully for for Natural Locomotion, described fix here "Seems like IVRServerDriverHost got updated to version 006 in the driver DLLs, so if you're lucky changing the hook to look for the new version string might be enough." link https://steamcommunity.com/app/250820/discussions/3/2921102177260376761/ |
A new hotfix has been released for SteamVR which may fix the issue.
|
Hmm, just tried updating steam and steam beta, still not working. is there something I need to do to pick up this hotfix, or is it just "wait a bit" and it will become available? |
would be great if someone with some knowledge could release a fixed version. this is completely broken as of last update. :c |
The project is abandoned sadly it may never be fixed |
Yeah, I even tried to grab the source code, searched and found the "IVRServerDriverHost_005 ", added a IVRServerDriverHost_006, saved it and now wtf do I do lol! Downloaded Microsoft Visual Studio, but that can't compile to an exe unless it's the commercial version, so I tried the free approach with minGNW, but holy cow that is not point and click it seems, so I wasted some serious time on what would seem to be a cakewalk for someone, anyone, in the know.... which is not me :) I can't complain though, without the effort already donated by those before, we wouldn't have anything at all, so when they get to it, cool with me. And Thank You to matzman666 and those that contributed this, and all the other cool stuff! |
im not sure what it takes to compile this, but please dont give up! i believe in you :p |
Try this dll please, it should work. |
To p1mp184. From what I've tested, what you've created is a complete repair of the OpenVR-InputEmulator that was broken in the SteamVR update. |
this works for me. thank you so much. |
question for people using vive, does it feel jittery and laggy for you when you move your head with input emulator running? |
Awesome, now I don't have to think! Works great, I thank you p1mp184, my wrists also thank you. |
I had thought so on occasion, wasn't sure if it was this, or OPenVR advancedsettings, decided it may be both add a tiny bit? |
So is this something we need to do each time steam client updates, or only when the client occasionally changes the dll in question? |
This time we have been lucky, but who knows what the next steamvr update would break. |
i have a friend who gets really bad jitters when input emulator is running, and none while it is off. only started after latest steamvr update. wondering if someone else has that issue. |
Weird interaction with playspace mover. Only my hands move and they move in strange directions. Not sure if you even have any control over this but I'd be grateful if you knew anything about it. Thanks! |
Additional question unrelated to this particular fix, as it existed before, and I was just reminded by the previous poster, so when I switched to the HTC Vive and Index controllers, from Rift S, the X Y Z offsets were drastically different in there effective axis between left and right controllers, as well as vastly different from Rift S, which the Rift S was exactly as you would have visualized. |
I assume it's related to the particular Base Station being referenced, and the two are positioned slightly different, opposite corners, but is there a better way to help me picture the shift in position needed? |
Uhm...I do not know "playspace mover". |
Can someone say the full directory. I can't seem to find the folder. |
should be in your SteamVR folder (Steam\SteamApps\Common\SteamVR) |
Still crashes for me, only when I try to connect my Quest. Tried uninstalling and reinstalling, verifying the .dll file. Any ideas? |
Hey, is there any chance you can also do this for the Space Calibrator driver? My system is broke as the Calibrator driver will not load with the latest SteamVR. :-/ |
Perfect! I am building a motion rig and without this, I could not play in VR. Thanks so much |
You are a life safer! Like so many I'm using InputEmulator for a motion sim rig, thank you so much for your work. |
hi. I corrected some things in the dll. |
Hey man, could you commit the amazing changes you made in a new branch on the repo? It would be awesome |
Hi! |
That did it for me, thanks! |
Hi @p1mp184! It seems I got a SteamVR update again which broke InputEmulator for me once more. Forward/backward pitching of the tracker results in up/down movement-corrections of the HMD, instead of forward/backward. I encountered some build issues trying to get it running the other day. Since you already implemented important fixes for the last couple of updates, can you upload your progress so far to your Google Drive or something? |
That’s funny, about 9 months ago I tried the pimax several times with my 6dof platform and it worked perfectly. I haven’t tried it since but I would imagine reverting to whatever steam version that was around that time, it should still work?
…Sent from my iPhone
On Dec 12, 2020, at 11:33 AM, phutflesz ***@***.***> wrote:
Hi!
Actually I am not a code expert, and I would not even know how to do it.
My coding is very basic and "error&trial" based.
If you want I can send you the source files so that you can check it improve it and also publish it.
So far I am working in order to make motion compensation work with Pimax (because I saw so far it is not working due to "overcompensation")...
Hi @p1mp184! Since you already implemented important fixes for the last couple of updates, can you upload your progress so far to your Google Drive or something? Would be much appreciated, then we can try and integrate it into a new fork here on GitHub to continue working on it
—
You are receiving this because you are subscribed to this thread.
Reply to this email directly, view it on GitHub, or unsubscribe.
|
Hi there. PLease find at the following link:
https://drive.google.com/drive/folders/1YosOmNH6CGzbSj2qC4mOv5C1UfgPiPH1?usp=sharing I have 2 folders because I have pimax, my friend rift cv1. Note: the program is modified so that when you hit "apply" in the GUI, then it stores the current rotational angles of the tracker and the whole math is done on the differences between the current orientation aand the one stored when hitting "apply". Note 2: I have never been able to compile the complete project. I just compile the driver (dll file as output) and then put it into the correct SteamVr folder. Hope it can help anyonee with better skills than me, to make something useful ffor the community. Ciao, Paolo |
Thanks! Did you also notice problems recently with the motion compensation where the axes of the trackers seem to be switched, or is it only me? |
It did now my hand controllers are just losing connection all the time |
This now works without crashing my controllers |
This one works |
Hello, the download link for opener seems to not be working, are there any other ways to fix openvr? |
I have merged the modified code provided by p1mp184 into a fork if anyone wants to use it. It also contains boost. You just need to install QT on your system: https://drive.google.com/file/d/1wusSARPuTwFMS_PDUUmX8iAN5jE0B3tO/view?usp=sharing Only the drivers builds. Build the driver and replace the .dll in the driver folder (C:\Program Files (x86)\Steam\steamapps\common\SteamVR\drivers\00vrinputemulator\bin\win64) after installing OpenVRInputSimulator (https://github.com/matzman666/OpenVR-InputEmulator/releases/download/v1.3/OpenVR-InputEmulator-v1.3.exe) Already built version is here: https://drive.google.com/file/d/1kBEdyLRKxEtB5nLOKDfs_JpmkMj4fwHY/view?usp=sharing by p1mp184 |
Is the installer operational? .nsi file, not sure what to do with it, but thanks for pulling it together! |
I don't know how to make the installer work, I just made a fork and replaced the files p1mp184 said they changed :3 |
I fixed p1mp184's code and made it so everything can compile correctly if anyone wants to figure out how to make the installer thing work btw. |
It just crashes SteamVR on start and then SteamVR blocks it.
Don't know how to fix it.
The text was updated successfully, but these errors were encountered: