ALVR
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(Not a major bug) Vrchat thumb tracking non functional
Description
In vrchat in a recent update added a new sort of tracking method when your gestures are locked, and in this method youre able to see thumbstick movement on an avatar model, though with alvr I cant do this I can on steamlink, sorry I get this isnt exactly a major bug I dont expect this to be on top of the priority list xd
Edit: Forgot to add, also does not recognize between sensors, meaning placing my finger over the B button creates the same pose on my vrchat model as holding my finger over the thumbstick or B button, I assume this isnt only a vrchat thing but I have no other apps I could actually go about testing this on
General Troubleshooting
- [✔ ] I carefully followed the instructions in the README and successfully completed the setup wizard
- [✔ ] I read the ALVR GitHub Wiki
Environment
Hardware (Dont know what this means exactly?)
Note: for Linux, an upload to the hw-probe database is preferred: hw-probe -all -upload
CPU: Intel 15-10500 2.50ghz
GPU: gtx 1650
GPU Driver Version: 560.81
Audio: (Dont know what this means exactly?)
Installation
ALVR Version: 20.10.0
ALVR Settings File: (Really dont know where to find that)
SteamVR Version: 2.7.4
Install Type:
- [✔ ] Packaged (
exe,deb,rpm, etc) - [ ] Portable (
zip) - [ ] Source
OS Name and Version Windows 11 10.0.22631
As of now alvr can only estimate gestures based on the limited information provided by the controllers from e.g. capacitive sensors that determine whether a finger is on the button (given that your controller actually provides that information). There's a new commit that tries to improve that using hand tracking, you could check it out in tomorrows nightly and enabling multimodal input.
If you want legacy ALVR finger tracking back using controllers try using this fork https://github.com/Timocop/ALVR/releases Avoid using Separate Controllers which causes weird behaviors in VRChat (Quest when gestures unlocked and skeleton with gestures locked)
Avoid using Separate Controllers which causes weird behaviors in VRChat (Quest when gestures unlocked and skeleton with gestures locked)
Huh? Could you elaborate on that? Separate controllers is exactly the behavior vrchat is asking for to make their gestures work properly. Otherwise that's simply bad advice.
Also I would strongly advise against just trying random forks, especially without checking the changed source code and compiling yourself, for the sake of security.
Avoid using Separate Controllers which causes weird behaviors in VRChat (Quest when gestures unlocked and skeleton with gestures locked)
Otherwise that's simply bad advice.
Enabling avatar gestures disables skeleton tracking (using controllers) and creates Quest like finger gestures. Disabling avatar gestures enables skeleton for hands. No clue why but its like that, typical VRChat. You basically got 3 types of fingers (quest, fingers using controllers input and hand tracking)
Yea Vrchats own gestures is intended behavior. Don't know what the issue is.
Avoid using Separate Controllers which causes weird behaviors in VRChat (Quest when gestures unlocked and skeleton with gestures locked)
Otherwise that's simply bad advice.
Enabling avatar gestures disables skeleton tracking (using controllers) and creates Quest like finger gestures. Disabling avatar gestures enables skeleton for hands. No clue why but its like that, typical VRChat. You basically got 3 types of fingers (quest, fingers using controllers input and hand tracking)
Its intentional, at least I assume so but I actually really like the feature
Also I would strongly advise against just trying random forks, especially without checking the changed source code and compiling yourself, for the sake of security.
Possibility of you telling me if it's safe or not? Sorry for the late reply but I'm debating on downloading the fork
Possibility of you telling me if it's safe or not? Sorry for the late reply but I'm debating on downloading the fork
It is safe and im not some random either. Im already well established in the DIY tracking scene (as you can tell by the repos i have). I would not risk my big projects im working on and all my followers by spreading malware. If you are still doubtful, compile it yourself. Use the master-old-fingers branch. The ALVR release has been build in a clean Virtual Machine as well.
Is it possible to merge this to upstream ALVR? I'm still not sure what improvement you did in your fork but i can check in the PR diff
Is it possible to merge this to upstream ALVR? I'm still not sure what improvement you did in your fork but i can check in the PR diff
There's two key differences but also others coming soon:
- Finger skeleton (using controllers) behave like older version of ALVR. Right now finger skeleton using controllers is very terribly crooked and has some bugs too. So the skeleton finger behavior (i always used) is restored in my fork of ALVR.
- Fixed touch logic. If you have your finger rest on multiple touch buttons, releasing one will result in all of them released. Even if you still have a finger rested on some touch button. Resulting in weird skeleton behavor.
- (investigating) Fixing protentional weird controller teleporting when not optically tracked. It seems to be teleporting back and forth the last seen optical position and IMU prediction when the controller is moved. 100% reproducable.
- (investigating) Fixing
Separate Controllersswitching very frequently on Pico 3/4 when hands are not in sight or when controllers are visible. Causing terrible lag in SteamVR due to the constant switching back and forth. (reproducible 100%)
I will create a pull request once it did some more proper testing and add some other fixes for fingers too. Been running it for a month now, and seems to be pretty good. Probably add some settings options as well just in case.
But theres some things i still need to add, such as low pass smoothing for fingers. Because on the Pico Neo 3 and Pico 4 the fingers are very jitterily due to the electro magnetic pedometers (or whatever those are called) when you press the triggers.
I don't quite understand point (1), we did not change the data for the skeleton using controllers. Also point 3 and 4 may be fixed with a very recent commit (Multimodal input)
Sorry, im terrible at explaining things. Here a demo video. Demo
Im mainly running emulated index controllers ever since i started using ALVR. Having the finger skeleton like this always made more sense to me and feels better (makes it feel more like index controllers). It also worked just fine for other games than VRChat (at least ALVR v20, have not tested much with the new one yet).
Ah, yeah seems the interpolated finger pose changes depending on the thumb pose. I may have broken this a while ago
Possibility of you telling me if it's safe or not? Sorry for the late reply but I'm debating on downloading the fork
It is safe and im not some random either. Im already well established in the DIY tracking scene (as you can tell by the repos i have). I would not risk my big projects im working on and all my followers by spreading malware. If you are still doubtful, compile it yourself. Use the
master-old-fingersbranch. The ALVR release has been build in a clean Virtual Machine as well.
sorry for the very very late reply I ended up forgetting about this since github never sends me notifications, sorry but still really cant bring myself to trust it though im sure its great if its legit (Yeah I watched the demo video but whos to say its alvr)