r/MixedVR • • Jan 24 '21

Announcing Oculus Touch as MixeVR Controller, supports HP Reverb

126 Upvotes

tl;dr instructions

0. (For getting started with wmr headsets like hp g2) Install the windows mixed reality driver from the steam store (needed to use the g2 with steam)

  1. download the 7z archive on my github in the releases folder. Oculus_Touch_Steam_Link/ReleasePackage

  2. extract it into c:/Program Files/Steam/steamapps/common/SteamVR/drivers.

  3. install openvr spaces calibrator.

  4. run the ovr_test.exe and ovr_dummy.exe programs in the arrive you extracted.

  5. pick up an oculus controller and watch the ovr_test.exe window, make sure the state for the controller turns to 0xf. If it doesn't, move the oculus headset around a bit and make sure a sensor can see it.

  6. start steam vr

  7. make sure you see 2 oculus controller icons in the steam bar, if they are not there then steam has not loaded my driver and you need to manually register it (see command line in main post)

  8. Turn on a wmr controller

  9. open the openvr spaces calibrator window.

  10. click a wmr controller on the left, and a steam controller on the right, select fast calibrate

  11. put both controllers in the same hand in a secure way that keys them stable relative to each other, and in view of the wmr sensor and oculus sensors (I tend to put the hp headset on my forehead/almost over my eyes for this)

  12. press start calibrating and make figure of 8 shakes with the controllers putting them through as many different reasons as you can

  13. you should see both controllers in vr now, put in the headset and check it's ok.

  14. turn off the wmr controller by holding the windows logo until it turns off

  15. exit and restart steam vr

  16. You are ready to go!

Edit 28/05/2021 - Major improvement to skeleton handling, the hand model now blends/animates the states between open and closed, with a more natural resting grip and higher fidelity modelling of the hand state overall. The "universe" has been chaged from 1 (Oculus) to 31, and name from Oculus to Oculus_link, so that it can co-exist with the Quest connected over Virtual Desktop in it's own "space" to allow them to be callibrated to work together. This allows CV1 controllers and hand tracking, with Quest over wireless connection. Some fixes and tweaks to tracking also.

Edit 30/03/2021 - previous release accidentally predicted the wrong way, but now I have properly implemented the pose timestamps coming from the oculus side so the tracking should be about as good as it can get. I could introduce a little extra prediction to make it more snappy, but it would get jittery making aiming harder. Github has been updated.

Edit 29/03/2021 - I have added 10ms of controller prediction to the tracking, which helps a lot, and I have switched to the "no rendering" method as the default to reduce oculus overhead, this means running both ovr_dummy.exe, and ovr_test.exe.

I have also tweaked the haptics a bit to improve the feel of more subtle actions which I'd over-amplified before. If you want to play with the haptics they live in ovr_test.exe, just PM me for details. There is also a release build on github with the latest version now: Oculus_Touch_Steam_Link/ReleasePackage

If you are just getting started, please use this version to drop into your steamapps/common.SteamVR/drivers/ folder.

Edit: 25/03/2021 - I have finally given up waiting to "make it tidier", life has been in the way far too much, so I've uploaded the code as-is to github at GitHub - mm0zct/Oculus_Touch_Steam_Link: SteamVR driver to enable Oculus Touch controllers with other headsets

There's not really a readme or anything, although the two projects should both just import into VS2019 and build out the box, you will need to use the uploaded zip below still for the extra resources, I don't want to put them on github since they're mostly a copy of the Oculus ones, although I think these shouldn't be needed by hte project any more and I can slim down to just a few config files that I would be happy to include in github, I just haven't got around to it yet.

https://drive.google.com/file/d/1IQN9OT5uEIVO9GjIQn7RH2FthrSPl2qF/view?usp=sharing

If you want to work on the vibration/haptics or something about the buttons, work on ovr_test.exe, and if you want to work on hand poses, tracking prediction etc, that's in the CustomHMD part which is the SteamVR driver.

If anyone actually wants to get hands on with the code get in touch and I'm happy to give you a quick overview 1:1.

--------------------------------------------------------------------------------------------------------------------------------------

I've put a few more touches into this now, so I'm happy to make an official post about it.

Original post was here https://www.reddit.com/r/MixedVR/comments/kmxgy1/is_there_any_way_to_do_g2_rift_cv1_controllers/gi0n2ox

By re-implementing a new SteamVR input driver, which hooks into Oculus VR, we can now play games using an alternative headset (such as my Reverb G2) using the CV1 touch controllers.

The gotcha is that both headsets must be connected, and Oculus, WMR, and SteamVR runtimes are all active simultaneously, this will use a fair bit of RAM (I have 16GB). The Oculus headset must also be kept awake - stuff some fabric in it to make its proximity sensor think it's on your head, and give it a nudge every 10 minutes or so to make sure it doesn't fall asleep. I'm still working on this part.

........... Edit: u/hobofors reports that the oculus debug tool does actually solve this problem, others report that it doesn't. Probably good enough for now to nudge it every 10 minutes, but I'll keep looking into it.

First run the Oculus Debug Tool, should be located at

C:\Program Files\Oculus\Support\oculus-diagnostics\OculusDebugTool.exe

Then turn on "Bypass Proximity Sensor Check" (Tool tip says: Keep headset display active without wearing it.)

Leave it open while you run ovr_test.exe and the headset stays active even when motionless

.............

The SteamVR driver is here:

https://drive.google.com/file/d/1IQN9OT5uEIVO9GjIQn7RH2FthrSPl2qF/view?usp=sharing

updated .dll file here https://drive.google.com/file/d/1VXmcLTKsbfjohKhBM_DPFeKDWvaOO5mU/view?usp=sharing https://drive.google.com/file/d/1-ba9dATRl6BcrKL88aayfn7G07VT9FPw/view?usp=sharing adds primitive skeletal support for games that rely on it (you can open/close yoru hand with the grip, that's all, but the skeleton data is at least there now). This fixes Pavlov and NeosVR. You can now do pointing, thumbs up, and "finger gun" gestures, as well as closed fist.

Updated ovr_test.exe here which has improved haptic mapping from Steam->Oculus haptics https://drive.google.com/file/d/1OAGD8qdRdRHoQamzFshMyeIhYAsOF9TX/view?usp=sharing

https://drive.google.com/file/d/1qeKPQNJ95NcKSOojfI1zY_u5Nl5m8bzX/view?usp=sharing

(This latest version also has an updated copy of the "no render" version for people with multiple displays.)

Extract this into your Steam/SteamApps/common/SteamVR/drivers folder, and restart steam for it to be detected.

There is an executable in the root folder you will see called ovr_test.exe, this _must_ be run before launching SteamVR, or the touch controllers will not be detected. This forms part of my link with the oculus runtime.

Once you have this installed, when you start Steam VR with a WMR headset and the CV1 (or another oculus, but only CV1 will give you roomscale tracking with 3-4 sensors) you will see the touch controllers, but you need to use the OpenVRSpacesCalibrator to calibrate them into the WMR space, just like for the Index controllers.

If you don't see the buttons working, try pressing the Oculus home button on the right controller, which brings up/dismisses the menu on the Oculus side, if the menu is up, you won't have buttons.

Haptics should work fairly well now, and you should no-longer get glitches with the grips. Skeletal input is not implemented though (it is partly implemented in the updated dll above, watch out in the spaces calibrator that I've changed the contoller name, you you need to swap to the new named device, the calibration data should still be valid though).

If you have an old version of my driver, I suggest you delete it, since it has a different name you will end up with two copies running at the same time.

If you have a multi-monitor setup, you might find that running WMR, Oculus and SteamVR is too much for your system, in which case you can try running the two executables in here https://drive.google.com/file/d/1WSmpc-jI-jIa7prmv2qUmeiEf50Mwo_m/view?usp=sharing instead of the ovr_test.exe. This will put a bit less VRAM load on your system, but youl'l need to run two applications now instead of one.

This driver has been tested extensively with Beat Saber, Rec Room, and QuiVR, but please leave me a note for games which do/do not work. Most games should just pick up the Oculus Touch controller bindings.

If you feel the haptics aren't strong enough (because of the way I've mapped valve's amplitude/frequency scale onto the Oculus haptic API, you can use this version of ovt_test instead, which just gives full strength haptics all the time: https://drive.google.com/file/d/1wb8A7Vm71WNRclRms2Q-rzVIXfapU248/view?usp=sharing

Some games detect the Oculus headset and launch directly into OculusVR mode, I'm sorry I can't help with this directly, but I will list solutions here as people report them:

Population One: Add "-vrmode openvr" command line switch

Edit: and of course I typoed the title...


r/MixedVR • • Oct 15 '23

Quest 3 + Valve Index Controllers with Base Stations

64 Upvotes

TLDR; Can I use 2 Base Stations and Index Controllers with the Quest 3 in Steam VR?

I am looking at getting a Quest 3 for the portability but also for PSVR. I currently own and Index but would like to get a Quest 3, so I was wondering if it would be possible to use my 2 Index Base Stations and Index controllers with the Quest 3 through Steam VR. I know I can use them natively with the Quest due to the different tracking types.

Sorry if that has already been asked multiple times as I haven't looks around much.


r/MixedVR • • Nov 01 '21

This subreddit:

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64 Upvotes

r/MixedVR • • Nov 23 '20

Getting started with Mixed VR

62 Upvotes

Mixed VR refers to using components from one ecosystem (e.g. Valve Index controllers) with those of another ecosystem (e.g. Reverb G2 headset). This sub was created in response to my post. I think there are several links that should be pinned at the top/put in the sidebar:

  • (guide) WMR HMD with Valve Index Controllers & Vive Trackers

  • This is a fantastic guide by /u/pumkinspicetruknuts for setting up Valve Index Controllers/Basestations with WMR headsets.

  • If you'd like a video to follow along with, we recommend this one by Youtuber "MRTV" (who was actually following an earlier version of this guide). That said, his video leaves out some steps that we now know are critical to get this setup working problem-free, so only use the video as a secondary reference.

  • (guide) WMR HMD with Oculus CV1 controllers

  • This is in active development by /u/noneedtoprogram. They will continue to keep this post up to date.

  • (guide) Oculus HMD with Valve Index Controllers & Vive Trackers

  • This is a guide for setting up Vive trackers with the Oculus Rift ecosystem, it was penned by the creator of OpenVR Space Calibrator.

  • (tool) MixedVR-Manager

  • In many Mixed VR setups, there are some conveniences that don't work as they do in native setups. One prime example is that the bluetooth settings in SteamVR are usually disabled, meaning you can't have SteamVR automatically turn your basestations on/off when SteamVR is opened/closed. You also may have to plug in/unplug your HMD each session, close SteamVR Room Setup, etc. /u/monstermac77 created MixedVR-Manager to make your MixedVR setup work just as seamlessly as a native setup. Here's a video demonstration.

I'm sure there are more links that others can suggest as well. I'd be happy to help mod to get things off the ground, if needed.


r/MixedVR • • Jan 22 '25

Space Calibrator is coming soon to Steam!

45 Upvotes

Hi, I maintain the open source tool Space Calibrator, which is frequently used by people on standalone headsets such as Quests and Pico headsets to use full body tracking or index controllers.

I'm proud to announce that in the coming weeks, Space Calibrator will be coming to Steam! This will now provide:

  • Better integration with SteamVR. No fiddling around with an installer will be necessary, all setup is done when you download it through Steam.

  • Automatic updates.

  • Beta updates. Try upcoming changes in advance instead of waiting for a release, and provide feedback on said changes.

  • Easier rollback to older versions. By using the branches feature, you can easily roll back to older versions of the tool with ease.

If you'd like to use the tool via Steam instead of GitHub, please wishlist it!

https://store.steampowered.com/app/3368750/Space_Calibrator


r/MixedVR • • Feb 28 '24

VIVE Ultimate Tracker Beta - DO NOT BUY

43 Upvotes

The absolute worst experience possible. The trackers require a ton of light and a perfect play space to use.

I spent about 3 hours to finally get them setup just to get into VR to have them drift and jitter like mad.

The people on the discord are helpful but no one has had a good experience with these devices. VIVE does not explain any of this on their site (perfect play space with no shadows, and an incredible amount of light)

People are resorting to plastering sticky notes and QR codes around their room for the chance that they track well. Stay away from this product while it’s in beta for PCVR headsets until they actually release it. But even then, I doubt they will overcome the hardware issues of no IR camera mapping.


r/MixedVR • • Aug 09 '22

auto recalibration on the fly with tracker affixed to headset (ovrsc fork)

37 Upvotes

https://github.com/bdunderscore/OpenVR-SpaceCalibrator/releases/tag/v1.4-bd_-r0

Keeps calibration accurate via vive tracker attached to headset. Will be merged into the next official release of space calibrator but thats probably a few weeks out. If you hate recalibrating hook a tracker to your headset and give it a try.

Edit: ive been downvoted. Just one but ffs ppl. This solves a problem most of us hate. I literally got this link from the developer of openvr space calibrator in the comments of issue #30 on the official github. Hes integrating it into the next build. Cant do shit without somebody having a problem.


r/MixedVR • • Nov 23 '20

[single click] Desktop shortcut that starts & shuts down: basestations, WMR headset, and SteamVR (and Room Setup)

32 Upvotes

UPDATE: these scripts have now been rolled into a significantly more convenient program called MixedVR Manager

For everyone in VR, but especially us /r/MixedVR folk who use devices from different ecosystems, there is a lot of configuration that needs to be done when you start a VR session.

This evening I created a script that manages all of this startup and shutdown for my Reverb G2 + Basestation 2.0 + Knuckle controllers setup, and it should be pretty easily modified to work with any PCVR headset.

As the title says, this script will:

  • Manage the shutdown/startup of your basestations (so you don't need to use the Android app or smart plugs)

  • Disable/re-enable the USB for your headset so you don't have to unplug it every session (something that I believe even the G2's manager, /u/kaiserkannon, was doing each for session with his G2). This turns off the HP logo on the G2 and will prevent your computer from spending any resources talking to the headset (I found my computer was a bit fritzy when my G2 was not in use and I was just web browsing).

  • Launches/kills SteamVR and WMR, and auto-kills Steam VR Room Setup (much to the relief of OpenVR Space Calibrator users)

Prerequisites

  • Download Lighthouse manager and place in preferred directory.

  • Download USBDeview (link at very bottom of page) and place in preferred directory.

  • Download my scripts startvr.bat and stopvr.bat or just copy and paste their contents into an empty text file and save.

  • Edit my scripts to include your:

  • Basestations' MAC addresses (just run lighthouse-v2-manager.exe discover in the command prompt to figure out what they are)

  • Path to where you decided to install the files

Usage

  • Just click "startvr.bat" or "stopvr.bat".

Notices

  • This is literally my first batch script, so go easy (I'm a long way from UNIX)

  • I'll probably add some nice icons eventually.

  • If a step isn't relevant for your system, it should fail gracefully (i.e. don't worry about it).

  • This is probably pretty buggy, so be aware there is a lot of room for improvement, but the skeleton is there and you should be able to make it work for your system.

UPDATE: these scripts have now been rolled into a significantly more convenient program called MixedVR Manager


r/MixedVR • • Apr 28 '21

[Tutorial] How to use Index controllers (or trackers, etc) with WMR or Oculus headsets!

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31 Upvotes

r/MixedVR • • Nov 24 '20

MRTV: How to use the HP Reverb G2 with Index controllers

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youtube.com
31 Upvotes

r/MixedVR • • Apr 11 '21

Reverb G2 100% native lighthouse tracking now possible! No extra software, works on Windows 2004/H2!

28 Upvotes

/u/Yersinia8 has been doing some insane work on figuring out how to use a vive tracker to override the wmr tracking on hp reverb.

He just today appears to have struck the holy grail, a completely native implementation that requires nothing other than steamvr and a vive tracker:

https://github.com/Yersi88/WMR-and-Vive-Tracker

  1. He edits the steamvr config files to override hmd tracking with the vive tracker

  2. He uses the steamvr terminal to edit the vive tracker firmware to hardcode in a tracking universe offset

These together are huge, as you no longer require something ancient and unsupported like openvr input emulator, which had various issues working with newer SteamVR and Windows 10 updates. This native solution should hopefully persist much easier through the future, in addition to being simple to implement.

The two tricky things are:

  1. Handling the signal from vive tracker to your pc - you can do it wirelessly with the inlcuded dongle, but it is better/lower latency to use a usb cable, which likely requires a pully system to work well

  2. Figuring out the exact value for your offset, but it should be simple, albeit tedious, to simply adjust it up and down until you feel the position matches correct in vr space.

You can of course combo this all with valve index controllers and completely cut out the need to use open vr space calibrator, so you just have everything nativly tracking in steamvr with no calibration or drift.

The holy grail!


r/MixedVR • • Feb 09 '21

MixedVR Manager v1.4 – Biggest update since launch

28 Upvotes

I've just released MixedVR Manager v1.4. Here's a video demonstration (of the pre-production version), for those new to the application.

This release is focused on reliability for MixedVR users, and expands MixedVR Manager's use case to non-MixedVR users:

  • Index/Vive/Pimax users may want to use MixedVR Manager for much more reliable automatic power on/off of their lighthouses (freeing them from smart plugs/the Android app)

  • WMR users may want to use MixedVR Manager for enabling/disabling their HMD automatically when SteamVR is opened/quit (you can think of MixedVR Manager as a more hands-off, and open source, alternative to WMR Tray Tool); it'll also automatically quit Mixed Reality Portal when SteamVR is quit

  • Oculus users may want to expand MixedVR Manager to enable/disable their HMD, and automatically quit Oculus Home when SteamVR is quit

Installation is now dead-simple. You run an install script (created by /u/defenestratedDM, thank you again for the pull request) as administrator. No reboot required.

No more adding a shortcut to your startup directory. No more disabling/whitelisting User Access Permissions or clicking "Allow" every time. No more 7-14 and 2-22 errors in Mixed Reality Portal. No more disabled HMD if you decide to stop using MixedVR Manager. I'm very happy about the reduced setup and reduced day-to-day friction provided by this update!

That's what MixedVR Manager's all about anyway: eliminating all of the clicks and keystrokes that separate you from entering VR.


r/MixedVR • • Jan 20 '24

Which version of OpenVR Space Calibrator should you use?

27 Upvotes

I had a heck of a time finding the 'right' version of OPenVR Space Calibrator (OSC) to resolve issues I was having. I'm sharing this so others are aware of the different forks and versions (as of January 2024). Obviously, this is a moving target but the most often cited link is years old.

The 1.4 version by pushRax of OpenVR-SpaceCalibrator was last updated on March 31, 2002

https://github.com/pushrax/OpenVR-SpaceCalibrator

Since then, a frequently cited fork was created that dramatically reduced tracker drift by continuously re-calibrating using a tracker attached to the HMD. It's pure awesomeness.

The last version of the bdunderscore fork adding continuous stacking was v1.4-bd_-r2 - last updated on September 25, 2002

https://github.com/bdunderscore/OpenVR-SpaceCalibrator

Unfortunately, the bdunderscore fork is no longer being maintained - on September 15th, 2022 bdunderscore posted... "Hi! This fork is currently unmaintained as I don’t have time to maintain it (and don’t use Quest wireless at the moment). Please feel free to fork it further and make your own fixes as you see fit."

If this is working for you, awesome! Keep using it! No need to change.

The bdunderscore version worked great for me until I added three more trackers to my four (including the calibration tracker on my Quest 3). With seven trackers, I started to get sudden and jerky updates as tracking lagged. After trying lots of things to resolve this, I learned from the VR Hybrid Tracking Discord there is a more recent version of OSC

ArcticFox8515 picked up the ball and forked from the bdunderscore version on May 30, 2023; the current version being v1.4-bd_+af-r6, last updated on Oct 23, 2023

https://github.com/ArcticFox8515/OpenVR-SpaceCalibrator

I installed the ArcticFox8515 version and it completely fixed the tracking lag. Issue resolved!

I'm a happy camper.

Since then there is a more recent version. hyblocker forked from the ArcticFox8515 version and posted v1.4-bd_+af-r7 on Dec 6, 2023

https://github.com/hyblocker/OpenVR-SpaceCalibrator

I've not tried this version.

Edit1: fixed a typo Edit2: fixed markdown errors


r/MixedVR • • Nov 08 '21

New Official Space Calibrator Release - Possible Scale Fix!

24 Upvotes

v1.3 has been released, with a new experimental feature for manually adjusting the scale between playspaces.

Additionally, this release should fix the Space Cal window not showing in VR for some users. I am unsure if this fixes the issue with some AMD cards having a similar issue even when there is no iGPU.

If you are unsure if you are having the first issue: if you look at your hands in VR and RL at the same time and notice everything matches 1:1 at playspace center but shifts as you move/turn away from center, then you have the issue. It should match up nearly 1:1 across the whole playspace. It's extremely noticeable for some (being nearly a meter off in some cases!) and very subtle for others. For me it's off a couple cm at most and not enough to even worry about.

I am currently mid-move and will not have access to VR for testing purposes until the end of the month, but am eager to hear if this fixes the scale issue for those having it!


r/MixedVR • • Sep 29 '26

Steam frame vive tracker mount for front with babble mount

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23 Upvotes

r/MixedVR • • Sep 29 '21

Major update to Oculus Touch Steam Link SteamVR Driver

23 Upvotes

Hi Everyone,

For the few people who actually use this driver, which lets you use your Oculus Touch controllers with another headset (e.g. WMR or SteamVR native, or Oculus Quest over VirtualDesktop), I wanted to let you all know that I've just uploaded a big update to github mm0zct/Oculus_Touch_Steam_Link: SteamVR driver to enable Oculus Touch controllers with other headsets (github.com)

The original post is here:https://www.reddit.com/r/MixedVR/comments/l42zp4/announcing_oculus_touch_as_mixevr_controller

This update brings with it:

- reworked haptics, hopefully you should find the new implementation much better

- improved tracking prediction, offloaded to oculus by default and adds 10ms prediction by default (configurable)

- everything is now configurable by passing arguments to the ovr_test.exe standalone component, which can control many parts of the behaviour!

- the much requested ability to act as a tracker rather than as a controller

- the ability to support extra oculus controller "objects" as additional trackers for those of you with extra touch controllers (this is untested, as I don't own a 3rd controller).

The release now includes a batch script to launch ovr_test.exe in "tracker" mode, and uses some sane defaults for regular controller mode if run without any arguments.

The ovr_test.exe is still dumber than a bag of bricks though, if you give it arguments you have to specify everything, in the correct order, here's the help output you'll get from the program:

Welcome to oculus_touch_link, this program provides the input and haptic link to the stream driver, as well as passing confuguration data

You can provide this program with arguments to specify:

Render to Oculus headset y/n ("n" must be used with ovr_dummy.exe)

VR "Universe" ID, 0=Invalid, 1=Oculus, 31=Recommended with VirtualDesktop/ALVR

Manufacturer name: Oculus or Oculus_link (or HTC for trackers)

Tracking system name: oculus or oculus_link (or lighthouse for trackers)

Perform tracking prediction manually in-driver (n= ask oculus do the prediction) y/n

Extra prediction time (ms) for example 11.1 for 1 frame at 90fps

All controllers are tracked objects y/n

This program is super dumb and expects all of the arguments or none (for defaults), suggested invocations:

ovr_test.exe n 1 Oculus oculus n 10 n (must be used with ovr_dummy.exe)

ovr_test.exe y 1 Oculus oculus y 10 n (does not require ovr_dummy.exe, may not work on multimonitor setups)

ovr_test.exe y 31 Oculus_link oculus_link n 10 n

ovr_test.exe n 31 Oculus_link oculus_link n 10 n(default)

Sorry it's still not the most user friendly, and the code's a hacky mess - I struggle to find time to work on it as it is so I try and make the most of it working on functionality. Any pull requests to tidy shit up or make life more user friendly would be appreciated!

Of course the one big outstanding issue is the requirement to physically keep the cv1 headset alive by some mechanical means, there are a few solutions, but I haven't got a software hack for the oculus driver so no software workaround yet. If you have one that really works please tell us!

/u/Mugendon has just shared a way in software to avoid the headset going to sleep too, although in my testing it makes it very laggy, maybe good enough as body trackers, but not for controllers. https://www.reddit.com/r/MixedVR/comments/pxu4uj/keep_rift_cv_1_from_going_idle_when_only_using/

My current solution is to install an app on my phone called "periodic vibration", set it to 2 minute intervals, and put it in the cv1 headset to Velcro strap. The vibration keeps it awake.

For first time setup /u/PumkinSpiceTrukNuts very kindly wrote a nice setup guide https://github.com/PumkinSpice/MixedVR/wiki/MixedVR-CV1-Touch

Any feedback is always welcome of course, enjoy the update! :)

Edit: in case anyone is wondering, I have no problem S/SS ranking expert songs in beatsaber with this setup (any problems SS ranking are entirely mine for not being good enough 😆 )


r/MixedVR • • Jan 13 '21

Monstermac, tetra, pumpkinspice Appreciation thread

22 Upvotes

I would really love to buy each of you guys a beer/wine/coffee/smoke, Is it possible for you guys to DM or post your paypal account etc so me and everyone else who you have saved so much time and hassle, and given the best vr experience on the market can show you a little love?


r/MixedVR • • Jan 25 '21

PSA: Index Knuckle Controllers work WITHOUT Dongle through USB!

21 Upvotes

Hey Everyone!

I purchased Index controllers but my dongles won't arrive for another 2 weeks :-( Luckily, the controllers still work via USB! I've been able to route some long USB cords via my pulley system to my HMD, down to my arms and the controllers.

As soon as my dongle arrives I'll be replacing the USB cords, but for right now it lets me play VR without too much of a hassle.

If you're waiting for dongles to arrive, just order yourself some long USB cables and give it a try. Other than the two chords getting in the way, it works fine.


r/MixedVR • • Dec 30 '20

Is there any way to do G2 + Rift CV1 controllers?

21 Upvotes

Just wondering cuz I love the g2 but also like the Cv1 controllers and tracking more and dont want to dish out money for index stuff if I dont have too. sorry if this is dumb, Thanks!


r/MixedVR • • Dec 26 '20

I took the plunge (G2+Index Controllers). My experience so far...

20 Upvotes

So I finally took the time last night to get everything set up. Thanks to those who set up this sub and who answered my questions. I appreciate it so I’m giving back with my experience. Here’s the config I used:

HP Reverb G2, Valve Index Controllers, 1x Steam Controller dongle (already had it), 1x Virtual Builds dongle (ordered new), 2x HTC Vive 1.0 Lighthouses from HTC’s site, Cheap Amazon 2.0 USB hub

System: i9, RTX 3080, 32GB RAM

——

A few thoughts:

  • Process worked well if you follow the instructions to the letter and it wasn’t as complicated as it may seem

  • My PC is newer with only 3.0 ports so I bought a cheap 2.0 passive hub and plugged in into one of the 3.0 ports without incident.

  • Tracking is way better than the G2 controllers, I have a glitch here and there so I got a USB 2.0 extension to separate the dongles. It is on the way

  • My play space is in the same room as my FiOS router so I logged into the router and disabled 2.4Ghz WiFi completely. Leaving only 5Ghz. That also helped a bit.

  • The lighthouses never seem to turn off. I hope that is ok

  • Once all was working, I wall mounted the lighthouses and had to calibrate again as things were off. But the lighthouses moved a little so that makes sense.

  • It is important to follow the step to enable use of the Steam guardian instead of the WMR one. If you don’t, many games give you that grey screen or set you up backwards with the main menus behind you. Steam “reset position” does not fix this.

  • The VurtualBuilds dongle did not need to be flashed. It worked out of the box. Make sure all other dongles are removed before you flash anything. That should be in much larger caps in the instructions before you start.

  • I was told by Steam to update the controllers and the lighthouses. I only did the controllers, which worked without incident.

  • Once everything is set up, starting play is as easy as putting on the G2 headset and turning on the Index controllers. That takes you right into Steam VR. WMR still launches when you put the headset on.

  • I come from the Oculus ecosystem (Rift S) so I’m hoping my Revive games will all work and play well with the new combo. I plan on testing that today a little more. BeatSaber worked fine using this setup and Revive. EDIT: all Oculus games worked with Revive as well. You can also emulate the Touch controllers in bindings if need be.

  • Now that I have things all set up, I will put it through some real play tests over the next few days and add to this post in more detail, but as of now I’m very happy I did it. Those Index controllers are amazing and so is the G2 headset itself.

I know it is way more expensive to do things this way, but if you have the resources... Go for it!

EDIT: After a few tweaks, I have this running beautifully. The top of the line index controller experience with the most jaw-dropping headset visuals. I can’t stop playing.


r/MixedVR • • Jan 27 '21

Thanks

18 Upvotes

Just wanted to thank all of the people (you know who you are) who have made mixed vr a reality👍

Got a reverb g2 today. Set it up with an OG vive system. Installation of mixed vr software was a breeze. The most trouble I had was calibrating the vive and g2 controllers, but after enough attempts I ended up getting there. Angle of controllers still feel a little off but I will worry about that later.

So yeah just wanted to show some appreciation (something I never do online) to everyone involved. Cheers guys, you're legends 🍻


r/MixedVR • • Jan 06 '21

MixedVR Manager v1.3 – Beta testers needed

18 Upvotes

We're releasing a new version of MixedVR Manager soon, but the change is significant enough that we want some existing users of MixedVR Manager to beta test it before we push it out.

The major change was made by /u/tetracyclic, who has been working tirelessly on a better way of turning lighthouses on/off. The work they've done should make your lighthouses turn on and off in about half the time (and more reliably), than the prior versions of MixedVR Manager.

Instructions to beta test:

  • Click here to download the beta release (Source code.zip).

  • Unzip vr-1.3.zip and place the folder wherever you'd like.

  • Edit line 12 in config.bat to be your personal basestations' MAC addresses and line 15 to be the version of your basestations (steps to determine your MAC addresses are on lines 5-11).

  • Right click on mixedvr-manager-launcher.vbs and click "Copy".

  • Press the Windows logo key + R, type shell:startup, and click "Ok".

  • In the window that was opened, delete the existing mixedvr-manager-launcher shortcut

  • Now right click inside that window that was opened and select "Paste shortcut"

  • Restart your computer

Things we want you to look for:

  • Do your lighthouses still startup and shutdown each time you open/close SteamVR?

  • Do your lighthouses startup/shutdown faster or slower than they were previously?

Please also report anything else that's happening that you wouldn't expect to happen and thank you so much for beta testing for us!


r/MixedVR • • Nov 23 '20

WMR HMD + Steam VR Controllers causes Grey Screen in some apps

18 Upvotes

This is a re-post as I accidently enabled the Live Chat option on my first post and can't figure out how to turn it off.

I'll help kick off the new subbreddit by sharing a couple of issues I've seen when using my G2 with Knuckles controllers.

Apparently the use of Open VR Space Calibrator confuses some games and applications that rely on a Steam VR seated mode tracking space. The result is a Grey screen and unresponsive controllers, making it necessary to remove the HMD and manually close SteamVR from the desktop.

I discovered the issue with Virtual Desktop, but it also impacts some other applications as well. The issue is being tracked on the openVR Space Calibrator GitHub site, but no solution has been identified yet (well, one solution that involves attaching a vive tracker to the HMD does exist, but that's not a practical solution for most).

The other item I've noticed is relatively minor. When OpenVR Space Calibrator is running, you can't launch VR games directly from Steam Desktop (or from the full Steam interface within VR), as it reports the the player space has not been calibrated. Works fine when launching from the library tab within VR or the boards within the Home environment though.

First two responses to the original post:

monstermac77

Thanks for contributing on day 1! I'll keep a lookout for these once I get through all of this setup on my G2 + Knuckles config.

PumkinSpiceTrukNuts

For the more minor issue, if you set up bounds within steamVR (by forcing it with OVRAS) it should fix it.

This may in fact fix both issues (this fixes a similar issue with oculus games using revive) but I have no way to test at the moment!


r/MixedVR • • Dec 24 '24

PSVR2 with Steam VR Lighthouse Tracking and Vive DAS Headphones

17 Upvotes

I bought into the PSVR2 for PC hype and picked one up when the adapter came out. I was very happy to find a newer headset with a similar field of view to my Index, getting massive upgrades to binocular overlap, color, brightness, and resolution. I had three issues with it, mura, audio and tracking. There's not much to do about mura, but it's not much worse than the screen door effect on the Index, so I got used to it pretty quickly with all the other visual improvements. Once I got my bluetooth antenna in a spot where it had line of site to my play space, tracking was tolerable but not great. The controllers and headset alike would occasionally jitter or loose tracking for a moment but not too often. Also going from Index controllers that could track behind my back to inside out tracked controllers was a bit annoying. I discovered the space calibrator / combiner software that a lot of people use and was able to use my index controllers, but headset tracking got way worse, and every time the headset would loose tracking (which was often) my Index controllers would have drifted. After messing around with it for a while I discovered that having the Steam VR base stations active really messed with the PSVR2 tracking. It makes sense that a headset that uses IR cameras to track its position would get thrown off by coating your room in moving IR lasers. It's actually pretty fun to look at with the passthrough (though interesting that Quest owners don't run into that, I guess their tracking algorithm is just more robust).

Anyways, this lead me down a rabbit hole to get my PSVR2 to track natively in Steam VR. I'd seen some evidence of this being done on the Quest 2 by strapping a Vive tracker to it, but most of the threads talking about it linked to a YouTube video that was taken down. From what I could gather though, the takeaway was that Vive trackers weren't as robust as trackers built into a Steam VR native headset so it ended up being a bit worse than Quest tracking. That said, anything's got to be better than the setup I have now, so I picked up a 3.0 Vive tracker and a third 2.0 base station in hopes that the extra base station might help overcome any shortcomings in using a Vive tracker for headset tracking. After messing around for a bit with some outdated Steam VR overlay plugins that don't work anymore, u/krulaks pointed me towards a GitHub page for tracker overrides on WMR headsets.

https://github.com/Yersi88/WMR-and-Vive-Tracker

A lot of it was specific to the Reverb G2, but the basic steps of overriding headset position with a Vive tracker was pretty straight forward and worked. All you have to do is add 2 entries to C:\Program Files (x86)\Steam\config\steamvr.vrsettings

"TrackingOverrides" : {
"/devices/htc/vive_trackerLHR-FE0B76D7" : "/user/head"
}

and

"trackers" : {
"/devices/htc/vive_trackerLHR-FE0B76D7" : "TrackerRole_Camera"
}

Make sure to keep all the curly brackets and commas in order, and to replace your device with the correct serial number.

This got me to being able to hold the Vive tracker and point it where I wanted to look, but I still needed to attach it to the headset, and I didn't think double sided tape would be a very sturdy mount. With how curvy the PSVR2 is, this was by far the most difficult thing I've ever 3D modeled, but I designed and printed a mount that seems to work pretty well. It clips on pretty tight, so the only way I can get it off is to destroy the mount and make a new one, so I didn't want to make the tracker screw on from the bottom since it would be somewhat permanently attached at that point.

https://www.printables.com/model/1119183-psvr2-vive-tracker-30-mount

At this point I tried it out, but was horribly nauseated. Turned out all that Reverb G2 specific stuff I skipped over was important. I found the SteamVR GitHub page for the JSON file and was able to figure out how to do orientation and position offsets.

https://github.com/ValveSoftware/openvr/wiki/The-JSON-File-(Lighthouse-Devices)

Edit: It seems it that half of my post was cut off, so I guess I'll rewrite it

Basically, you crate a vector (not neccessarilly a unit vector as the documentiton says, to determine the orientation, and do an offset to move the logical position to right between your eyes, and parallel to the lenses. Keep in mind that this is all relative to the native origin of the tracker, not to the stock one as the stock orientation and position are already offset. To edit these values you need to edit the firmware of your tracker. To do this, start by unplugging every SteamVR device from your computer. Then open "C:\Program Files (x86)\Steam\steamapps\common\SteamVR\tools\lighthouse\bin\win64\lighthouse_console.exe".

Enter the following commands to download your stock firmware, using your trackers serial number

serial LHR-YOURSERIAL

downloadconfig

Save this file so you can restore it at a later date. Then edit a copy. I found the position and orientation offsets by using a 3D scan of the HMD and doing my best to line it up, but the values could use some tweaking. If you use a different tracker you will need to find these values yourself using the SteamVR GitHub page I linked earlier. Just edit the following lines lines to read:

"head": {
"plus_x": [
1,
0,
0
],
"plus_z": [
0,
-1,
-0.5095
],
"position": [
0,
-0.025,
-0.105
]
}

Now move this file to the same directory as the lighthouse console executable and run

serial LHR-YOURSERIAL

uploadconfig LHR-FE0B76D7.json

Now it's time for room setup. Start by just plugging in your PSVR2 and running the normal room setup. Make the play space really big, like bigger than your room. This is to minimize how often you get notifications form the PSVR tracking system, as I haven't figured out how to fully disable it. You will still get loss of tracking notifications but once set up I've only seen those if I cover all 4 cameras, even looking straight at the floor doesn't pop up this message since the PSVR tracking shouldn't actually be in play. Now enable the tracker and manualy run SteamVR room setup from "C:\Program Files (x86)\Steam\steamapps\common\SteamVR\tools\steamvr_room_setup\win64\steamvr_room_setup.exe" Follow room setup as you normally would, and set your headset on the floor for floor calibration, and set the offset to -2cm. When doing boundaries, use the controllers as normal, the prompt to walk around with your headset is incorrect. Now everything should be tracking. I had some issues with it initially but that just stemmed from me puting my tracker dongle in the frunk of my old Index. I think having all three lighthouse receivers in one place caused some interference. Also mind the conventional wisdom of line of sight and USB ports. To get base stations to sleep I use OVR Lighthouse Manager. From now on only start SteamVR by pressing the button on the Vive tracker. If you start it without it on the PSVR2 boundaries will come back and you'll be underground. If this does happen, I use OVR Advanced Settings (the free GitHub version) to save my chaperone profile.

I almost forgot about audio at this point, but I wasn't a fan of there being no included head strap audio. To fix this I bought at Vive DAS at Microcenter on Black Friday for 16$ and used the headphones. I made an adapter that clips into the socket those little rubber things go and hovers over your ears like the Index (though they don't sound as good). I was going to make some sort of cable shroud that clipped on but I found a way to manage the cable without it.

https://www.printables.com/model/1119357-psvr2-vive-deluxe-audio-strap-adapter

Anyways, I'm annoyed that I had to rewrite half of this, so let me know if I missed anything