@Atlas the latest firmware makes it a hybrid: the axis and FCU buttons are a mouse/tablet, the aux buttons are DX game device
Posts made by fredemmott
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RE: PointCtrl in BMS
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RE: PointCtrl in BMS
While HTCC can not support BMS until either tablets are supported, or it moves to OpenXR and supports VR controller interaction, the HTCC pointctrl firmware might be useful to y’all, at the bottom of https://github.com/fredemmott/HTCC/releases/tag/v0.2.1
This firmware makes it so that PointCtrl is only shows up to windows as a DirectInput-compatible joystick device, not a mouse - so you could use center mouse lock + custom bindings for FCUs and aux buttons.
The downside is if you also play DCS, you would then need to use HTCC.
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RE: 4.37 CTD when entering 3D VR
@rubbra said in 4.37 CTD when entering 3D VR:
@fredemmott if there’s any useful debug I can provide, do shout.
For the OpenKneeboard freezes that don’t affect BMS beyond the OpenKneeboard overlay, if you’re signed into GitHub, try the msi at the bottom of https://github.com/OpenKneeboard/OpenKneeboard/actions/runs/4037928210
I can’t commit to providing help here (or on Reddit, or the DCS forums) - if that doesn’t fix the issue, or if others have issues, check the links in “Help” in the app, or https://go.openkneeboard.com/help
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RE: 4.37 CTD when entering 3D VR
@rubbra remove Falcon BMS from Settings -> Games in OpenKneeboard. If it still crashes, it’s not OpenKneeboard - it’s then entirely through SteamVR, and it has no other way to interact with Falcon BMS. If OpenVR overlays make BMS crash - but don’t otherwise interact with the process - this is most likely a BMS bug, but could also be a SteamVR bug.
If that fixes it, it’s likely some other software (as well as VR overlays, things like RivaTuner, OBS, Discord overlays, MSI afterburner have similar issues) conflicting. There is no safe way to modify another process, but this is what they all have to do to offer their functionality.
If it doesn’t fix it, it’s not OpenKneeboard.
If Falcon BMS is not listed in OpenKneeboard Settings -> Games, and you have a Wacom tablet, it’ll still work. If you have any other brand of tablet, you either need to trace down which other software is clashing, or use OpenTabletDriver instead (USB tablets only, not bluetooth). If you don’t have a tablet, and don’t want non-VR OpenKneeboard, just leave OpenKneeboard without Falcon BMS listed in Settings -> Games.
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RE: OpenKneeboard Tutorial and Tips
@hiuuz yep, this should work, as long as Falcon BMS is listed in Settings -> Games
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RE: OpenKneeboard Tutorial and Tips
@jayb said in OpenKneeboard Tutorial and Tips:
Great topic, @Atlas. The openKneeboard instructions on Github are, well, not there (not on the Wiki at least)
The documentation links are on the download (release) page - I’ve also added them to the wiki now
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RE: VR Hand Tracking
@Snake122 said in VR Hand Tracking:
@Jaker I believe all of @fredemmott’s mods require OpenXR which isn’t compatible yet with BMS.
HTCC requires OpenXR to use Quest hand tracking, or to emulate controllers; it doesn’t require it to use pointctrl in combination with mouse emulation, but BMS’s mouse support does not currently seem usable for absolute (like a touch screen or tablet - or pointctrl) rather than relative (like a mouse or trackball) mouse positions.
HTCC will never support hand tracking without pointctrl without OpenXR. SteamVR is obsolete, and not supported by - for example - Oculus hand tracking.
OpenKneeboard works with OpenXR, SteamVR, or Oculus SDK.
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RE: PointCtrl in BMS
FWIW, if using RawInput, this should show up as WM_INPUT with a RAWMOUSE with MOUSE_MOVE_ABSOLUTE set. If using classic WM_MOUSEMOVE, data should already be good - but those (x, y) need to be treated as an absolute rotation to project, not as an offset
It doesn’t look like there’s true absolute mouse support in DirectInput - while the axis can be set to absolute mode, this just makes DirectInput emulate it by keeping a count.
If y’all have a wacom/huion/similar tablet, that works essentially the same way as a PointCTRL as far as the game is concerned - if absolute mode is working correctly, there should be a rectangular region that maps to your FOV, which isn’t the case in BMS.
As a side note, the mouse shouldn’t necessarily map to one eye buffer; while DCS shows one eye in the mirror window, the ‘input FOV’ for the mouse/tablet over that window is the combined FOV - so 2* max(abs(leftfov), abs(rightfov)). This lets you use the mouse over your full FOV for both eyes, not just the one currently in the mirror window. This means that the windows cursor doesn’t match up with the in-game cursor if you move it from the outside the window to in the window, but gives a better in-game experience (regardless of if mouse or tablet)
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RE: Falcon BMS 4.37.0 - Documentation: Bug reports
Document: BMS-VR-Guide.pdf
Page: 2Original sentence: 1. If your VR headset requires to set an runtime option in the headset software, make sure it is linked to Stream VR
Corrected sentence: 1. If you have OpenComposite installed, use the OpenComposite launcher to set the OpenVR runtime to SteamVR.
Notes: The documentation includes a screenshot of PimaxXR. This tool - along with OpenXR Tools for Windows Mixed Reality and the Oculus settings - only change which OpenXR runtime is used, not which OpenVR runtime is used.
These tools can only switch between:
- BMS -[openvr]- > OpenComposite -[openxr] -> PimaxXR -> Pimax drivers
- BMS -[openvr] -> OpenComposite -[openxr] -> SteamVR -> PimaxDrivers
OpenComposite is not compatible with BMS at all due to the use of the overlay app type, so you want:
- BMS -[openvr] -> SteamVR
This requires that SteamVR is set as the OpenVR runtime - not that SteamVR is used as OpenComposite’s backend - so you need to set this through the OpenComposite launcher, not any vendor-specific tools.