Pico 4 Controllers offset from in-game hands
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J
JuicedPotato
When booting up the game with a Pico 4 headset, the in-game hands are exactly a fist-length higher than the actual controllers. They also still rotate around the physical controllers rotation point, meaning the hands will move in a ring motion around the controller when rotating it.
I've gone through every possibility to fix it on my own end (including every possible form of position/height calibration, Action Pose editing in SteamVR bindings, running my headset in Oculus emulation mode, and even modifying drivers) and considering this is the only game which suffers this issue (that I've found so far) I figured I'd report it as a game bug.
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J
JuicedPotato
So, a recent Pico update came out which (finally) fixed this issue - it turns out it was a problem with Picos own implementation of OpenXR. Worked with somebody to send a bunch of required data, and the issue is now mostly resolved.
While it still isn't perfect (I feel like the hands are rotated downwards a little now) the position offset problem has been fixex, and the rotations can be fixed with a plugin I found.
So... I feel like this can be marked as resolved now I guess? Unsure how this kind of thing works...
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Maarten Braaksma (Project Lead)
Hey everyone,
I've heard from a community member that changing the controller settings from "Use default settings" to "Use Steam input" worked.
Can anyone try that and let me know if it worked for you?
J
JuicedPotato
Maarten Braaksma (Project Lead): Out of curiosity, which settings panel do you mean and which issue does it fix (the controller offsets, the Virtual Desktop issue, or both)?
Maarten Braaksma (Project Lead)
JuicedPotato: If you right-click on RUMBLE in your library -> "Properties" -> "Controller" -> "Enable Steam Input", then it should work according to that user.
Maybe it will also work for you.
J
JuicedPotato
Maarten Braaksma (Project Lead): Found it, just tested a bunch of things. No changes, whether Steam Input is forced on or off.
It might be worth testing this with other controllers/VR headsets, but something interesting I noticed - it appears that the Steam input bindings are ignored by the game. The only reason the "Use Steam Input" toggle would work would be if it forced the game to override the controllers position with whatever's set in the Action Poses of the bindings screen, and it seems that the input changes are being flat-out ignored no matter what settings you use. I tested by re-binding various controls (i.e. mapping the "A" button to a trigger press, etc.) and those changes were also ignored.
M
Mr.Puds
This has recently become a bigger issue, as the recent versions of Virtual Desktop no longer emulate Oculus controllers. Instead, they correctly report to SteamVR that the Pico 4 controllers are being used. This breaks compatibility with Rumble completely.
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Maarten Braaksma (Project Lead)
Hey everyone,
At the moment we're conversating with PICO regarding this issue. Don't worry about that it has been moved back to "PLANNED".
This just means that we're waiting for an answer from them so we can proceed with our work.
So it's more like an "ON HOLD" status.
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