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Tried to get Insurgency sandstorm working, set it to right controller aiming mode, attached the weapon mesh to my right controller... only to find that while the gun model tracked correctly, my actual aiming point (shown by a laser dot in game) was way up in the sky. This is the problem; the red line is how it is at the moment, the green line is how it should be Image
The discord tells me that the newer nightly build has a controller pitch variable in the per game config file, but I probably can't edit it while the game is running, and I'd have to set that up per game... manually... and restart each time I adjust it... after actually getting into a game worldspace... a massive pain.
So my suggestions:
Use an appropriate controller pitch for vive wands by default
Add in controller pitch adjustment to the input GUI
And this leads me to the second issue. Trying to move the camera with any accuracy with the controller is basically impossible, and doing it with mouse & sliders is also basically impossible. What I mean is that there is no granular control, you can only move it in big chunks, meaning its constantly over or undershooting where you actually want it. Adding support for controlling the sliders with arrow keys would massively help to allow precise camera offset control, especially if it allows you to just cycle though the numbers without having predetermined intervals. Why not also allow us to just type a value?
These are the big problems I've had with UEVR on my first 2 days of using it, but I am very impressed. Just needs these refinements before it actually works the way it should IMO
PC Specs (please complete the following information):
Windows 10
GTX 1080
Ryzen 3800x
Valve index HMD + Vive wands
OpenXR or OpenVR (tried both!)
Streamer if applicable (Link, Air Link, Virtual Desktop, Steam Link, ALVR, etc...)
If using OpenXR, SteamVR.
The text was updated successfully, but these errors were encountered:
Using UEVR 1.0
Tried to get Insurgency sandstorm working, set it to right controller aiming mode, attached the weapon mesh to my right controller... only to find that while the gun model tracked correctly, my actual aiming point (shown by a laser dot in game) was way up in the sky. This is the problem; the red line is how it is at the moment, the green line is how it should be
Image
The discord tells me that the newer nightly build has a controller pitch variable in the per game config file, but I probably can't edit it while the game is running, and I'd have to set that up per game... manually... and restart each time I adjust it... after actually getting into a game worldspace... a massive pain.
So my suggestions:
Use an appropriate controller pitch for vive wands by default
Add in controller pitch adjustment to the input GUI
And this leads me to the second issue. Trying to move the camera with any accuracy with the controller is basically impossible, and doing it with mouse & sliders is also basically impossible. What I mean is that there is no granular control, you can only move it in big chunks, meaning its constantly over or undershooting where you actually want it. Adding support for controlling the sliders with arrow keys would massively help to allow precise camera offset control, especially if it allows you to just cycle though the numbers without having predetermined intervals. Why not also allow us to just type a value?
These are the big problems I've had with UEVR on my first 2 days of using it, but I am very impressed. Just needs these refinements before it actually works the way it should IMO
PC Specs (please complete the following information):
The text was updated successfully, but these errors were encountered: