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Everything posted by slughead
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Received. I will build your order this week and let you know when it is ready to be shipped. The gloves, whilst nice, are impossible to use reliably. I found that soon after switching from 2D to VR and quickly looked at various solutions.
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- hand tracked cockpit clicking
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I’m a little bit tempted by the Quest 3 for the improved cameras which brings the ability to have physical MFDs etc passed through to the headset image. But it’s not enough of an upgrade although the pricing is tempting. We’re all relying on someone be it third party or not. Take all the HP Reverb G2 owners and Microsoft pulling the plug on WMR.
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What headset do you have now? I have a Quest Pro. I don’t intend an upgrade until it either fails or there’s a big step up in headset technology along with the PC hardware to drive it. I expect that’s going to cost a pretty penny.
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There’s no advantage of pointctrl over Slugmouse for headsets with their own hand tracking. With pointctrl you’ll be adding weight to your headset and I expect a cable.
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mbuccia released a cable version of VDxR. However, it is limited. Eye and hand tracking are not available via it. He has no intention of adding it either, and I don't really blame him. His focus is rightly on the WiFi version, and I can imagine it would take all his time to support both.
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I mounted mine with hot melt glue and a GoPro / action camera mount. I glued the mount to the case I got with the Ultraleap, but you could glue it directly to the unit itself or use some 3M double-sided tape.
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Another order in the making. All orders are now shipped with large, medium and small removable lower ring tangs for your comfort.
- 350 replies
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Excellent. Yes, mine are different sizes too. I now provide three lower-ring tangs with the Slugmouse: a small, medium and large. The medium will be for the ring size provided; small is a bit thicker, and large is a bit thinner. To fit, gently pull straight out from the main body of the Slugmouse and insert one of the other sizes. They snap into place when pushed in firmly. You may need to gently wiggle them to remove them from the main body. I will send you a private message to complete the order details.
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Reshade 6.0 gets native support for OpenXr
slughead replied to speed-of-heat's topic in Virtual Reality
To switch between VR and 2D view in the headset with Virtual Desktop, press and hold the left VR controller menu button. It has to be the physical controller. It seems pressing the menu button on the left-hand doesn't work when using hand gestures. -
Reshade 6.0 gets native support for OpenXr
slughead replied to speed-of-heat's topic in Virtual Reality
I finally got around to trying this. I've been very busy with Slugmouse orders and an ill parent, amongst other things. Anyway, it just works for me. Install the most recent version of reshade (6.2.1) with full add-on support and select DirectX 10/11/12 and OpenXR. In the second part of the installation, browse to your dcs.exe file. Select the default options during the rest of the installation. Launch DCS in VR mode as usual. Then, peeking under the headset to look at the monitor (I don't know how to switch to desktop view in the headset in VR yet), press the "Home" key to activate the re-shade menu. Select the "Add-ons" tab at the top. Check the two tick boxes shown in the image below. I also clicked on the "Apply preset of this effect runtime to all other instances," but I think that would just tick all the checkboxes if there is more than one under it. Switch to the Settings tab and set a key as the Effect Toggle Key; I use the End key. Switch back to the "Home" tab. Select some effects, and the change is instant. Try monochrome so you know for sure it works. I use a Quest Pro headset with Virtual Desktop, OpenXR ToolKit, OpenKneeboard and HTCC. -
Meta acknowledges bug with OpenXR API layers in v68
slughead replied to mbucchia's topic in Virtual Reality
No. You’re using WMR not Meta. It only affects Oculus headsets. -
Meta acknowledges bug with OpenXR API layers in v68
slughead replied to mbucchia's topic in Virtual Reality
Hand tracking worked for me in principle also via QuestLink. It‘s just not very pretty, but I think that‘s rather EDs implementation or limitations in general. I think he meant in the Link staging room where the PCVR games are shown. Hand tracking isn’t present there so you have to either use the controllers or lift the headset use use the computer monitor to start DCS. -
Hi SewMac. Best to turn off the gloves and just have the normal mouse cross. The hands never work well which is why I prefer a mouse style system that you click. If you haven’t already, why not give HTCC a try then drop me a PM or email me at team.slughead@outlook.com to place your order.
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Meta acknowledges bug with OpenXR API layers in v68
slughead replied to mbucchia's topic in Virtual Reality
Correct. -
Meta acknowledges bug with OpenXR API layers in v68
slughead replied to mbucchia's topic in Virtual Reality
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Meta acknowledges bug with OpenXR API layers in v68
slughead replied to mbucchia's topic in Virtual Reality
It's better over wifi. Being free of the cable is terrific! If you need to keep your headset charged, use a power bank battery. I'm using one of these: INIU Power Bank, 20000mAh Fast Charging Portable Charger, 22.5W Powerbank with USB C Input & Output, Battery Pack PD3.0 QC4.0 for iPhone 15 14 13 12 11 Pro Max Mini Plus Samsung S22 S21 S20 iPad etc : Amazon.co.uk: Electronics & Photo -
Meta acknowledges bug with OpenXR API layers in v68
slughead replied to mbucchia's topic in Virtual Reality
Yup. Although Quad views and OPXRTK are, of course, optional. -
Meta acknowledges bug with OpenXR API layers in v68
slughead replied to mbucchia's topic in Virtual Reality
He has/did write a wired version of VDxR. I think it has limited capability and I don't think he is actively supporting it. Release VDXR Standalone 1.0.3 · mbucchia/VirtualDesktop-OpenXR · GitHub -
Meta acknowledges bug with OpenXR API layers in v68
slughead replied to mbucchia's topic in Virtual Reality
He has/did write a wired version of VDxR. I think it has limited capability and I don't think he is actively supporting it. I tried to find the link but haven't found it so far. -
You should use a dedicated router for only the headset anyway. If you do that, you can connect the router directly to your PC and keep it local. Sharing the Wi-Fi connection with other devices may introduce jitter.
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Meta acknowledges bug with OpenXR API layers in v68
slughead replied to mbucchia's topic in Virtual Reality