-
Posts
19 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Everything posted by ZerXen
-
Ehm... yes, that is the other threat I started and linked above. I just came to this very old one for quest2 exclusive to direct any people that might be tracking this one to move their attention to the OpenXR one.
-
Let me resurrect this thing a little as now that DCS has OpenXR interface, OpenXR actually has a hand-tracking skeleton data available that ED can implement and grab. It is exactly the same request as this one, just that the quest2 hands tracking enters OpenXR and then DCS takes it from there instead of oculus's runtime hand skeleton, but achieve the same result for quest2 users as this wishlist item would (talking here as quest2 user as well, but we also wanto be on OpenXR for performance right ;)):
-
So OpenXR is now a thing in DCS, but not the hand-tracking part. Can we get OpenXR hand-skeleton translated to the DCS's hand-skeletons? E.g. the ones leap motion and other interfaces use? This would give quest2 users much better hand tracking that even leap motion has (much wider field of view for example, no overheat and extra USB cable). E.g. a low hanging fruit of skeleton-to-skeleton interface, and given how many people own quest2 it might be worth the effort. OpenXR hand tracking interface documentation here: https://registry.khronos.org/OpenXR/specs/1.0/html/xrspec.html#XR_EXT_hand_tracking The OpenXR hand skeleton is already projectable to DCS, just being ignored by the game logic:
-
OpenXR's hand-tracking and controller emulation. Works for anyone ?
ZerXen replied to ZerXen's topic in Virtual Reality
You got me there with DCS, I was actually thinking about VTOL VR here more, but keep with me here for a second. VTOL VR has an interaction with cockpit instruments using a controller triggered only by controller's trigger button and no physical finger hitting a button (and it also has a super nice stickiness/magnetism of the visual hand to cockpit switches to compensate hand shaking). But this is chicken and egg problem, since in DCS we need physical HOTAS, so we first need heavy proliferation of hand tracking (where cheap quest2 camera hand tracking comes in) and then we can make a nice video/wishlist for ED to rally around to get them to adopt a bit more VTOL VR like hand interactions, just based on hand tracking so that players can keep their hotas systems. But here we are talking about native hands-skeleton in DCS, for that I can only do a wishlist item here: However from you as OpenXR guy, I would only like the emulated interface to work with DCS as a more universal work-around for now and I would love to try it, especially if it is just some small bug that blocks the profiles/inputs from the emilation to get registered by DCS. -
OpenXR's hand-tracking and controller emulation. Works for anyone ?
ZerXen replied to ZerXen's topic in Virtual Reality
Honestly, I base my logic on this: 1) People in general do not have good experience with pure hand tracking (and by extension also leap motion) in DCS 2) Using a controller is in general pretty good experience clicking cockpit buttons (the drawback why people do not use it is to put it down/up every time to grab a hotas) BUT, since I have one of these cheap finger bluetooth mouse things, but modded mine to kill the movement sensor) I would really like to try only using hand tracking for the 6DOF laser pointer, but I have a physical left/right/scroll on my hand. Might just be a great combination. -
OpenXR's hand-tracking and controller emulation. Works for anyone ?
ZerXen replied to ZerXen's topic in Virtual Reality
If it was motion leap exclusive I would say that is a dead horse togehter with the whole product and ignore fixing this, but quest2 hand tracking is excelent, especially with the giant field of view the cameras have. If you can only fix the profiles/inputs so that DCS registers them, you would make my day and if more people with quest2 would know abou this, it might get popular. Now that OpenXR finally works with quest2 link, it also got performance increase to be more usable. And as I said in OP as owner of both quest2 and G2, I would sacrifice G2 clarity/performance to get a good cockpit interaction. Don't want to talk heresy but ever since VTOL VR I am spoiled and looking for good hotas/hands interaction combo for DCS, and this might be very close. -
OpenXR's hand-tracking and controller emulation. Works for anyone ?
ZerXen replied to ZerXen's topic in Virtual Reality
Do you think that is worth filing a bug report to OpenXR ? Or that is ED's problem? -
OpenXR's hand-tracking and controller emulation. Works for anyone ?
ZerXen replied to ZerXen's topic in Virtual Reality
Looking at the DCS's settings with leap motion, VRFree and some "haptic glove" options... looks like ED has multiple interfaces that all feed into the DCS's native hand skeletons. So instead of faking OpenXR as leap motion, it might be nice if simple ED makes OpenXR hands as additional input option for their native hands. Up to the wishlist section! And back to the OP topic, why no profile/input settings in OpenXR's controller emulation is being registered by DCS at all ? I do not even see how to troubleshoot something like this. -
OpenXR's hand-tracking and controller emulation. Works for anyone ?
ZerXen replied to ZerXen's topic in Virtual Reality
For the first argument, I expected that DCS would know what to do with the hand skeleton, since they already are using hand skeletons for the leap motion implementation. So just feeding the OpenXR skeleton into the leap-motion one should do the trick if ED woud be willing. For the second argument, I tried all four interaction profiles available, I simply made sure basic two gestures of wrist "Squeeze" and "Pinch" are registering properly using the debug overlay (these gestures hitting "1.0" reliably) and then tried mapping nearly all /input/XXX combinations and made sure to name config in "DCS World.cfg" and stored in appdata openxr configs folder (verified openxr log if it was loaded). Simply no interaction profile / input combination was registered by DCS as controller emulation. But if I pickup a real controller, the DCS hand appears normally. -
OpenXR's hand-tracking and controller emulation. Works for anyone ?
ZerXen replied to ZerXen's topic in Virtual Reality
I tried the HTCC, but that is really just a immersion breaker for me going back to a mouse-like pointer. I was really looking for trying "leap motion"-like experience here because essentially all the hand skeleton data are present from the quest2's native hand tracking nad given to OpenXR. -
Hi Gents, I own both G2 and Quest2 and since DCS now has native OpenXR, I really really wanted to play with Quest2's hand tracking ability that OpenXR can nicelly pick-up (The ctrl-f2 menu->inputs->controller emulation). I can nicelly see my hand projected, I can see that the detection system is detecting gestures (in the openxr overlay all those orange debug text). BUT DCS completelly ignores this hand, even if I use the "OpenXR Toolkit Hand-to-Controller Configuration tool" that translates these gestures to an emulated controller button presses. E.g. wrist press should emulate controller gripp button pressed that activates the laser pointer in DCS VR. Does this work for anyone? Or is this something ED needs to allow/implement. From my perspective this is like having a leap on a cheap and if working would probably move me back from G2 back to Quest2. PS: MSFS actually supports this. A quick image how OpenXR projects a fully animated hand to VR
-
Hmmm... nobody ... damn and I was so hopeful I can start building something like this later this year, it looks like I am out of luck. Or play without HMD which would sux for both flanker and hornet as my favorites.
-
Hi flying men, So I never was big into cockpits, but recently since the VR not being yet as great as I would like, I was wondering about getting a beamer setup for a super-large screen in a curve. Something like on the last picture below. BUT I wondered how would that work with TrackIR and the fact that HMD targeting is a must, but whole camera movement on such setup is contra-productive. So the question is: Is there a DCS mode for camera/TrackIR where camera is stable forward, and the TrackIR input only moves HMD targeting in planes like Su27, Kamov, etc... ? Here is a lame paintbrush representation of what I need: Is something like above with HMD moving on top of stable camera possible ? I find it as a must have to allow construction of a nice beamer screen like this one, without loosing HMD features.
-
DCS Remote (2) - A REST Api to DCS lua environments
ZerXen replied to RvEYoda's topic in Utility/Program Mods for DCS World
Hi gents, Can I have a naive question before I dive deeper into this one: "Can this API spawn AI units to a multiplayer session dynamically?" If it this is more a question about the underlining lua and the rest api wrapper has to be enhanced for that that is also fine, I can maybe work on that. PS: Yes, another idiot here who see this as a way to be a dungeon master for a multiplayer mission, or even make simple dynamic campaigns with this with the campaign logic hosted externally. But let me know if I am naive for something like this. -
Hi Gents, I couldn't find any info or topic (other than a Hard Copy Manual printout organizational thread), but wouldn't it be welcomed (e.g. purchased) by more nostalgic pilots like me if ED would do a hard copy box/manual and maybe throw in some collectible like printed theater maps and sell us the hornet also that way ? I kind of miss the times when I brought home the Falcon 4.0 with 400 page manual discussing everything from game controls to equipment encyclopedia in the golden years of simulators (the 90s that is). I guess Hornet's release is once in a few years opportunity to get something like that. I would put hands down 79USD full price (or depending on what they throw in even more) as a pre-purchase. The digital EULA ridden downloadable content crap of today just don't have the right price-worth feeling for me but I guess digital activation key might be the only media item packaged inside. Anyone knows if someone from ED previously elaborated on something like that ?
-
Hmm, have to re-test quickly, spent with this only few hours yesterday in instant-action SP and was pretty-sure leavu3 RWR was displaying bogies from direct below me (ergo flanker bottom blind-spot) while I was defending and flankers RWR was quiet. Is there a delay between leavu3 and game (lua export) that could have caused that I was seing a few seconds late RWR info in leavu3?
-
OK... Super fast refresh-rate RWR that is ignorant of RWR sensors blind-spots (like direct bottom etc) and can shown in very high resolution so that you can see exactly how many contacts in what exact direction are locking you in sub-degree details of azimut (even 2 and 3 ship formations you know exactly who from them are locking you and who doesn't, no clutter), A2A and A2G filters, etc... this is much more than was intended for F15C to have in-game. And I am saying that as someone who is looking at Leavu3 with great respect for the author (Yoda) and great potential for team vs team scheduled matches when both sides agree to use this (and as Falcon BMS pilot I was missing Dlink for long time in DCS), but already this is now half under a month since first post and is already starting a trench war in this community and things like this appearing: (courtesy of two very angry German gentlemen who shared this with me this morning on TS, so I am NOT the author here of the image below :P, but it unfortunately represents the mood when leavu3 users appear on public servers right now and it saddens me this even started ... )
-
Well, check chat logs form 30th April on buddyspike (if such logs are stored), RvE Flame / RvE Bilbo and one more RvE guy after getting quite a lot of flanker kills (with REDs reporting on TS only seconds of RWR before dying) admitted in chat that they have Leavu3 running. After RvEs didn't seem to care, myself and several RED guys left the server in protest. Not a gaming session that I am particularly looking forward to experience again..... especially since buddyspike is current for me "the" best server to fly here...
-
Hey Yoda, Point 1) great work, Point 2) Did you posted somewhere also the DLink server code ? Would be great to had also the code/github/binaries that is running on build.culvertsoft.se:12340 available for LAN parties (probably also good for you as if this gets popular, your DLink server might be overloaded). PS: I am also skeptical about having this on publics right now (like RvE guys raping everyone else on buddyspike yesteday with - one F15 distance as AWACs and two F15 in mountains with radar off). So maybe for a common courtesy you should not use this on publics until the ED block of local exports is out for admins.