TheDeveloperGuy

Results 43 comments of TheDeveloperGuy

> Hi, I'm an fpsVR developer, I don't have this problem. But I'm using SDK version 1.26.7. Maybe this is the reason? On which SDK versions are you seeing this...

RESOLVED: The change in behaviour that was introduced with SteamVR 2.0 is: Overlay key cannot include spaces. This is what is causing the icon behaviour. Previous versions of SteamVR didn't...

This will be an issue with any headset that has a runtime that does its own ATW (Quest, Rift, Pico, WMR). You'll have to work out the offset between your...

Alternatively you can ignore your tracking's 3DOF and transform your positions (headset, controllers) from your tracking's orientation to the headset's (will also need to know the yaw offset).

It depends on the driver mode that the headset is using. I've written something that does exactly this for a commercial client. The method relies on "driver direct" (driver compositor)...

Needless to say this is very advanced OpenVR driver development, and if you're asking this question, you probably don't have the level of skill to do the driver intercept solution...

Short answer, no. Longer answer, I don't believe it's possible to share these interfaces across processes. Your driver is in the vrserver.exe process, not vrcompositor.exe. In any case, there is...

Find the source code for FakeVive and see what it is overriding to appear as a Vive to applications. You can then use the same values in your driver for...

Fixed on Windows (in Beta 2.0.10). Valve QA is embarrassingly bad, so they just released SteamVR 2.0 without even testing it properly (and ignored bug reports).

This is a very complex driver to write, as this interface is positioned much higher up in the rendering chain in OpenVR. Effectively, the VR app will use your driver...