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Auto Oculus Touch v0.1.7 (Latest release 11 Jan 2021)

kojack
MVP
MVP
AutoOculusTouch is a library and script for AutoHotKey. It allows you to read the state of oculus controller devices (Touch, Remote or XBox controller) from within an AutoHotKey script.

Downloads

Binary release - https://github.com/rajetic/auto_oculus_touch/files/5792865/auto_oculus_touch_v0.1.7.zip
Source - https://github.com/rajetic/auto_oculus_touch


Prerequisites

You must have AutoHotKey installed. It is available from https://autohotkey.com
(AutoOculusTouch is tested against AutoHotKey version 1.1.33.02)
If you want vJoy support, you must have it installed. It is available from http://vjoystick.sourceforge.net/site/index.php/download-a-install
(AutoOculusTouch is tested against vJoy version 2.1.8)


Change History

v0.1.1 - Initial release. Built against Oculus SDK 1.10
v0.1.2 - Added capacitive sensor support. Built against Oculus SDK 1.20
v0.1.3 - Changed initialisation to use Invisible mode. Added button comments to example script.
v0.1.4 - Added vibration. Added orientation tracking (yaw, pitch, roll) for touch. More example scripts. Built against Oculus SDK 1.26
v0.1.5 - Added vJoy integration. You can now output gamepad/joystick values for axes and buttons.
v0.1.6 - The vJoy installer has a slightly higher version than the latest vJoy sdk, which breaks compatibility. I've updated it so it should work again. I've added in the Oculus and vJoy sdk files needed to compile, some people had issues setting things up. It should be fairly self contained now. Built against Oculus SDK 1.41. I've improved the vJoy script to have all buttons.
v0.1.7 - Added new functions to get axis and button values. Added position tracking for controllers and headset. Added headset rotation. Added tracking origin control (floor or eye). Changed vibration to take a length to play an effect for (replaces oneShot parameter). Updated the example scripts. Changed main auto_oculus_touch.ahk script to use faster DLLCall system. Added error messageboxes for init of oculus and vjoy. Added raw mouse movement and buttons, for games made with Unity that ignore normal AHK mouse. Updated Oculus SDK to v23.

Installation

AutoOculusTouch can be placed anywhere. No explicit installation is required.
There are several files included in the AutoOculusTouch binary release:
- auto_oculus_touch.dll      (A library that wraps around the Oculus SDK.
- vJoyInterface.dll             (Interface to the vJoy drivers)
- auto_oculus_touch.ahk      (An AutoHotKey script that defines various Oculus related functions. This is needed by the other scripts)
- oculus_remote_mouse.ahk    (Lets you use the remote as a mouse. Up/Down/Left/Right move. The centre button is left mouse. The back button is right mouse)
- oculus_remote_spotify.ahk  (Send media keys with the remote. Up is previous track, Down is next track, centre button is play/pause. Not just for spotify, works with any media key compatible program)
- oculus_touch_mouse.ahk     (Move the mouse with the right touch controller. Index trigger is left mouse. A is right mouse. Thumbstick is mouse move. Press B to reset yaw centre point to your current heading)
- oculus_touch_air_mouse.ahk (Move the mouse using pitch and yaw, like an LG TV remote, when you are holding the right hand trigger. Index trigger is left mouse.
- oculus_touch_test.ahk      (Display a GUI of all touch values)
- oculus_touch_vjoy.ahk      (Turn the Touch controllers into a virtual gamepad for DirectInput games)

You should keep these files together. The auto_oculus_touch.dll should be in the same location as any scripts you want to run.


Running

To start AutoOculusTouch, double click on one of the scripts (not auto_oculus_touch.ahk, it doesn't do anything on it's own). A green icon with a white H should appear in your system tray. AutoOculusTouch is now running.


Customising

The provided scripts has some example behaviour already defined. You can change any of this, or make your own.

AutoOculusTouch can give you:
- index and hand triggers of a Touch, as floats from 0.0 to 1.0.
- thumbstick axes as floats from -1.0 to 1.0.
- all Touch, Remote and XBox buttons (except the Oculus Home button and remote volume buttons).
- all Touch capacitive sensors.
- all Touch capacitive gestures (index pointing and thumbs up for either hand).
- Pitch, Roll and Yaw of both touch controllers and headset in degrees.
- Position of both touch controllers and headset in metres.
- Set continuous or limited time vibration effects of different frequencies and amplitudes on either touch controller.

Vibration Use
Vibration has 3 properties: frequency, amplitude and oneshot.
Frequency: 1==320Hz, 2==160Hz, 3==106.7Hz, 4=80Hz  (this is the frequency of vibration)
Amplitude: 0-255 (0 stops vibration, 1-255 are the strength)

Orientation Use
Yaw: clockwise is positive
Pitch: aiming up is positive
Roll: tilting clockwise is positive
Yaw works a little different to the other two angles. Pitch and roll have definite zero angles that make sense (holding the controller level). But yaw is based on where the controller is aiming when powered on. To fix this, you can call ResetFacing(controllerNumber) to record the current direction as a Yaw of 0 degrees.
Each controller may have a different Yaw origin.

vJoy Support
Normally AutoHotKey can only generate keyboard and mouse events.
vJoy is a driver that emulates one or more virtual joysticks with configurable features. AutoOculusTouch can now send analog axis and digital button values to vJoy. This lets you use Touch (or the remote) as a gamepad in games that support DirectInput.
Note: while most of the controls match an XBox controller, it technically isn't one. Any game that uses XInput directly can't see vJoy. Only DirectInput games will work here.

To use vJoy support, you need to install the vJoy drivers. You can download them from here: http://vjoystick.sourceforge.net/site/index.php/download-a-install
If you don't want vJoy support, you don't need to install the drivers, this is an optional feature, AutoOculusTouch works like v0.1.4 without it.

Important Notes

(v0.1.2 and below)
Due to the way the Oculus SDK works, running AutoOculusTouch will make Oculus Home or Dash think that a VR application is running that isn't rendering. The original intent was for AutoOculusTouch to run when no headset is being worn, such as using the Oculus Remote for controlling a PC for media playback, so this didn't matter. Running both AutoOculusTouch and another VR application at the same time probably shouldn't work, but it currently seems to.

What does this mean? Well, Oculus Home and Dash refuse to run a VR app while another is already running. But you can still run multiple apps at once if you start them using a means besides Home or Dash (such as explorer).

(v0.1.3 and above)
The note above is no longer valid in these versions. By setting the Invisible flag when calling the oculus sdk, AutoOculusTouch no longer appears to Dash as a VR app. This means it won't make the headset show a never ending loading screen and other VR apps can be run from Dash without an error.

(v0.1.7 and above)
New ways to access buttons and triggers have been added. You no longer need to grab the full buttons state and do boolean maths on them. You also no longer need to store previous trigger values to check of crossing over a value, there's a function for that.
The old way is still available existing scripts should work the same.

Different Headset Behaviour
Different Oculus headsets behave differently when not being worn (having the face sensor triggered). This is the Oculus SDK's behaviour, not Auto Oculus Touch.
Rift CV1 - When not worn for around 18 seconds, position tracking is disabled. Rotation tracking continues, but is purely IMU based (instead of the cameras) so the yaw can drift over time.
Rift-S - When not worn for around 18 seconds, position tracking, rotation tracking and vibration is disabled. Buttons, triggers and thumbsticks keep working.
Quest 1/2 Link - When not worn for around 16 seconds, everything stops. No tracking, buttons, etc. The controllers are completely shut down.

You can trick the headset into running by placing something (like a cloth) over the face sensor (just above the lenses, in the middle). But be warned, when it is triggered, all controls will be picked up by the Home app. You may be accidentally clicking on things (like the store!). I have plans to fix this, but it means adding rendering to AOT.

Function Reference


InitOculus()
- Initialise Auto Oculus Touch, start the Oculus runtime.

InitvJoy(device)
- Start the vJoy input feeder. Device is the number of the vJoy virtual gamepad. The first gamepad is 1. Only a single vJoy controller can be used by an AOT script, but you can have multiple scripts runnings at once, each using a different vJoy controller.

Poll()
- Update the tracking state and all inputs. Poll() should be called regularly (such as 90+ times a second), otherwise all inputs stop updating.

Wearing()
- Check if the headset is being worn (face sensor).
- Returns: 0 if not worn, 1 if worn.

IsDown(button), IsPressed(button), IsReleased(button)
- Check if a button is active. Down means held down, Pressed means changed from up to down since the last Poll(), Released means changed from down to up since the last Poll().
- button: one of the button enums from auto_oculus_touch.ahk, such as ovrA.
- Returns: 1 if pressed/released/down, otherwise 0.

IsTouchDown(button), IsTouchPressed(button), IsTouchReleased(button)
- Check if a capacitive touch sensor is active. Down means held down, Pressed means changed from up to down since the last Poll(), Released means changed from down to up since the last Poll().
- button: one of the capacitive sensor enums from auto_oculus_touch.ahk, such as ovrTouch_A.
- Returns: 1 if pressed/released/down, otherwise 0.

GetButtonsDown(), GetButtonsPressed(), GetButtonsReleased()
- Gets the state of every button as a bit field (one bit per button). Down means held down, Pressed means changed from up to down since the last Poll(), Released means changed from down to up since the last Poll().
- Returns: bit field. You can check a button by masking it with a button enum.
Example:
if GetButtonsDown() & ovrA

GetTouchDown(), GetTouchPressed(), GetTouchReleased()
- Gets the state of every button as a bit field (one bit per button). Down means held down, Pressed means changed from up to down since the last Poll(), Released means changed from down to up since the last Poll().
- Returns: bit field. You can check a button by masking it with a button enum.
Example:
if GetTouchDown() & ovrTouch_A

GetAxis(axis)
- Gets the current value of an analog axis, such as a trigger ot thumbstick.
- axis: one of the axis enums from auto_oculus_touch.ahk, such as AxisIndexTriggerLeft.
- Returns: triggers give 0.0 to 1.0 range. Thumbstick axes give -1.0 to 1.0 range.

Reached(axis, threshold)
-Check if an analog axis has crossed over a threshold value since the last Poll().
-axis: one of the axis enums from auto_oculus_touch.ahk, such as AxisIndexTriggerLeft.
-threshold: value that triggers an activation.
-Returns: If the axis went from below threshold to equal or greater, returns 1.
          If the axis went from greater or equal to the threshold to below, returns -1.
          If the threshold wasn't crossed since the last Poll(), returns 0.

GetTrigger(hand, trigger)
- Gets the current value of a trigger.
- hand: LeftHand or RightHand enums (0 or 1)
- trigger: IndexTrigger or HandTrigger enums
- Returns: 0.0 to 1.0

GetThumbStick(hand, axis)
- Gets the current value of a thumbstick axis.
- hand: LeftHand or RightHand enums (0 or 1)
- axis: XAxis or YAxis enums
- Returns: -1.0 to 1.0

GetPitch(controller)
- Get the Pitch in degrees of a touch controller or headset.
- controller: LeftHand, RightHand or Head enums.
- Returns: angle in degrees in -90.0 to 90.0 range.

GetYaw(controller)
- Get the Yaw in degrees of a touch controller or headset.
- controller: LeftHand, RightHand or Head enums.
- Returns: angle in degrees in -180.0 to 180.0 range.

GetRoll(controller)
- Get the Roll in degrees of a touch controller or headset.
- controller: LeftHand, RightHand or Head enums.
- Returns: angle in degrees in -180.0 to 180.0 range.

GetPositionX(controller)
- Get the X position in metres of a touch controller or headset.
- controller: LeftHand, RightHand or Head enums.
- Returns: position.

GetPositionY(controller)
- Get the Y position in metres of a touch controller or headset.
- controller: LeftHand, RightHand or Head enums.
- Returns: position.

GetPositionZ(controller)
- Get the Z position in metres of a touch controller or headset.
- controller: LeftHand, RightHand or Head enums.
- Returns: position.

SetTrackingOrigin(origin)
- Set the origin type used by the tracking system. Floor origin places (0,0,0) at the room calibrated origin at floor level. Eye origin places (0,0,0) where the headset is when started.
- origin: OriginEye or OriginFloor enums.

ResetFacing(controller)
- Reset the current Yaw to 0.
- controller: LeftHand, RightHand or Head enums.

SetvJoyAxis(axis, value)
- Send an axis value to vJoy.
- axis: one of the vJoy HID enums such as HID_USAGE_X.
- value: 0.0 to 1.0 range

SetvJoyAxisU(axis, value)
- Send an axis value to vJoy, expanding it's range from (0.0 to 1.0) to (-1.0 to 1.0).
- axis: one of the vJoy HID enums such as HID_USAGE_X.
- value: 0.0 to 1.0 range

SetvJoyButton(button, value)
- Send a button state to vJoy.
- button: the number of a button, starting at 1.
- value: 0 for up, 1 for down.

SendRawMouseMove(x, y, z)
- Some games ignore AutoHotKey mouse movement. This attempts to fix that.
- x: x axis movement offset.
- y: y axis movement offset.
- z: mouse wheel movement offset.

SendRawMouseButtonDown(button), SendRawMouseButtonUp(button)
- Some games ignore AutoHotKey mouse buttons. This attempts to fix that.
- button: LeftMouse, RightMouse or MiddleMouse enums

Vibrate(controller, frequency, amplitude, length)
- Turn on or off vibration of a controller.
- controller: LeftHand or RightHand enum.
- frequency: 1==320Hz, 2==160Hz, 3==106.7Hz, 4=80Hz
- amplitude: 0 to 255 for vibration strength.
- length: If 0, the vibration is infinite, otherwise it is the length in seconds before the vibration stops.


Simple Starting Script

    #include auto_oculus_touch.ahk
    InitOculus()
    Loop {
        Poll()
        ; Do your stuff here.
        Sleep, 10
    }


Scripts

Here's some scripts that others have made that use this:
Fallout4 VR  - https://www.reddit.com/r/oculus/comments/7ltym1/fully_functional_touch_profile_for_fallout_4_vr/ ; by DickDastardlyUK
Doom VFR - https://www.reddit.com/r/oculus/comments/7h6nva/smooth_locomotion_in_doomvfr_for_rift_i_scripted/ by SpeakeasyArcade

Author: Oculus Monitor,  Auto Oculus Touch,  Forum Dark Mode, Phantom Touch Remover,  X-Plane Fixer
Hardware: Threadripper 1950x, MSI Gaming Trio 2080TI, Asrock X399 Taich
Headsets: Wrap 1200VR, DK1, DK2, CV1, Rift-S, GearVR, Go, Quest, Quest 2, Reverb G2
204 REPLIES 204

DarkTenka
Trustee

kojack said:

I've got some plans for that.

This is curretly just using (abusing?) the oculus sdk, by being a vr app that doesn't render anything, it just reads the input state. To do the opposite means injecting input into the sdk, which isn't supported. However, using the same method as Revive might let me hijack the function that returns touch state. It's something I might experiment with over the next few weeks (I start christmas vaction tomorrow, until feb).
No promises though. 🙂



I wish you the best of luck! 

Please let us know if you have any success.

kojack
MVP
MVP

KillCard said:


kojack said:

I've got some plans for that.

This is curretly just using (abusing?) the oculus sdk, by being a vr app that doesn't render anything, it just reads the input state. To do the opposite means injecting input into the sdk, which isn't supported. However, using the same method as Revive might let me hijack the function that returns touch state. It's something I might experiment with over the next few weeks (I start christmas vaction tomorrow, until feb).
No promises though. 🙂



I wish you the best of luck! 

Please let us know if you have any success.

@KillCard Success!
Well, the very first step.
I've just managed to intercept programs asking for Touch state and replace the data with something else. Currently I'm tricking Google Earth into reversing the touch thumbsticks, so back zooms in and forward zooms out.
So at the very least, I could make a simple app that lets you (via a script) remap touch controls.

The downside is that right now you need to manually enter the process ID of the program to trick (so a DLL payload can be injected into it to bypass the oculus runtime). I'm sure I can come up with a better method, but for now it works as a basic test.

Something that would be very easy to do is swap index and grab triggers, or even swap left and right hands.


Author: Oculus Monitor,  Auto Oculus Touch,  Forum Dark Mode, Phantom Touch Remover,  X-Plane Fixer
Hardware: Threadripper 1950x, MSI Gaming Trio 2080TI, Asrock X399 Taich
Headsets: Wrap 1200VR, DK1, DK2, CV1, Rift-S, GearVR, Go, Quest, Quest 2, Reverb G2

DarkTenka
Trustee

kojack said:


KillCard said:


kojack said:

I've got some plans for that.

This is curretly just using (abusing?) the oculus sdk, by being a vr app that doesn't render anything, it just reads the input state. To do the opposite means injecting input into the sdk, which isn't supported. However, using the same method as Revive might let me hijack the function that returns touch state. It's something I might experiment with over the next few weeks (I start christmas vaction tomorrow, until feb).
No promises though. 🙂



I wish you the best of luck! 

Please let us know if you have any success.

@KillCard Success!
Well, the very first step.
I've just managed to intercept programs asking for Touch state and replace the data with something else. Currently I'm tricking Google Earth into reversing the touch thumbsticks, so back zooms in and forward zooms out.
So at the very least, I could make a simple app that lets you (via a script) remap touch controls.

The downside is that right now you need to manually enter the process ID of the program to trick (so a DLL payload can be injected into it to bypass the oculus runtime). I'm sure I can come up with a better method, but for now it works as a basic test.

Something that would be very easy to do is swap index and grab triggers, or even swap left and right hands.




Swapping Left Grab or Left Trigger with Left Analog Press would be exactly what I'm after actually. 

Awesome work! .. I can't wait to see what comes of this.

kojack
MVP
MVP
More progress.
It can now search for oculus apps by name rather than manually entering the process id.
It's now lua scripted. Every time a program (that's been taken over) calls ovr_GetInputState, it will instead call a lua script that can access the real data, plus provide fake data. Here's an example script:
ProcessInput = function(controllerType)
state, result = ovr_GetInputState(controllerType)
state.IndexTrigger[1],state.HandTrigger[1] = state.HandTrigger[1], state.IndexTrigger[1]
ovr_SetInputState(state)
return result
end
This grabs the real state, then swaps the right hand index and hand triggers.
(Lua lets you do swaps like that without temps, such as a,b = b,a)

I don't like the structure of that, but it's a proof of concept.

So when I ran it in google earth, it made the index trigger rotate the world and the hand trigger drag the world.

Hmm, 6:37pm and I haven't eaten today. Break time for christmas leftovers.

The only annoying thing is that the input state structure returned by the oculus sdk has a heap of similar members, such as HandTrigger, HandTriggerNoDeadzone and HandTriggerRaw. There's no way of knowing which an app wants to look at, so you might need to do triplicate code (index, hand and thumbsticks all have 3 versions for each hand).


I'm kind of treading on Revive territory here, so hopefully Oculus aren't going to throw a fit and block me. I'm not actually using Revive in any way, but I am injecting code into oculus apps, which is how Revive works.
Avast has already gotten pissed of at my injector code, thinking it's a virus.




Author: Oculus Monitor,  Auto Oculus Touch,  Forum Dark Mode, Phantom Touch Remover,  X-Plane Fixer
Hardware: Threadripper 1950x, MSI Gaming Trio 2080TI, Asrock X399 Taich
Headsets: Wrap 1200VR, DK1, DK2, CV1, Rift-S, GearVR, Go, Quest, Quest 2, Reverb G2

kojack
MVP
MVP
New progress.
Here's a little script (note: this is unrelated to autohotkey scripts, this is a lua script for a new tool I'm writing) :
require 'bit'

ProcessInput = function(controllerType)
state, result = ovr_GetInputState(controllerType)
state2,res2 = ovr_GetInputState(ovrControllerType.Remote)
if bit.band(state2.Buttons, ovrButton.Up) ~= 0 then
state.Thumbstick[1].y=1
end
if bit.band(state2.Buttons, ovrButton.Down) ~= 0 then
state.Thumbstick[1].y=-1
end
if bit.band(state2.Buttons, ovrButton.Right) ~= 0 then
state.Thumbstick[1].x=1
end
if bit.band(state2.Buttons, ovrButton.Left) ~= 0 then
state.Thumbstick[1].x=-1
end
return state,result
end

What this one does is read the requested controller type (for example Google Earth asks for either Touch) into state.
Then it does another read just on the oculus remote, into state2.
It then checks the remote's dpad and sets the right thumbstick of the touch to match.
So it turns the remote into a touch analog thumbstick. I can use it to zoom in and out in google earth.
🙂
 

Author: Oculus Monitor,  Auto Oculus Touch,  Forum Dark Mode, Phantom Touch Remover,  X-Plane Fixer
Hardware: Threadripper 1950x, MSI Gaming Trio 2080TI, Asrock X399 Taich
Headsets: Wrap 1200VR, DK1, DK2, CV1, Rift-S, GearVR, Go, Quest, Quest 2, Reverb G2

kojack
MVP
MVP
I really should make a new thread for it, but I'm not quite ready for a release yet, so I'll just dump this here. More features to add before the base version.

I've done a large code refactoring of Oculus Injector, or whatever I end up calling it. I've added some new stuff to it too.

Some new features:
- time access
- keyboard access (so you can make keys trigger Touch/Remote/Xbox inputs)
- intercept tracking data!

The last one means I can mess with position and orientation data of both touch controllers and the headset.
For example, this code:
function HookGetTrackingState(time, latency)
state = ovr_GetTrackingState(time, latency)
state.HandPoses[0].ThePose.Orientation = state.HandPoses[1].ThePose.Orientation
return state
end
copies the right touch orientation to the left touch, while leaving it's position alone.

Although now most of ideas for using this stuff will mean I'll have to implement a full vector/quaternion library in lua. 🙂

I'm going to try intercepting the calls to ask which controllers are present. I might be able to create fake touches or remotes.

Author: Oculus Monitor,  Auto Oculus Touch,  Forum Dark Mode, Phantom Touch Remover,  X-Plane Fixer
Hardware: Threadripper 1950x, MSI Gaming Trio 2080TI, Asrock X399 Taich
Headsets: Wrap 1200VR, DK1, DK2, CV1, Rift-S, GearVR, Go, Quest, Quest 2, Reverb G2

DarkTenka
Trustee

kojack said:

I really should make a new thread for it, but I'm not quite ready for a release yet, so I'll just dump this here. More features to add before the base version.

I've done a large code refactoring of Oculus Injector, or whatever I end up calling it. I've added some new stuff to it too.

Some new features:
- time access
- keyboard access (so you can make keys trigger Touch/Remote/Xbox inputs)
- intercept tracking data!

The last one means I can mess with position and orientation data of both touch controllers and the headset.
For example, this code:
function HookGetTrackingState(time, latency)
state = ovr_GetTrackingState(time, latency)
state.HandPoses[0].ThePose.Orientation = state.HandPoses[1].ThePose.Orientation
return state
end
copies the right touch orientation to the left touch, while leaving it's position alone.

Although now most of ideas for using this stuff will mean I'll have to implement a full vector/quaternion library in lua. 🙂

I'm going to try intercepting the calls to ask which controllers are present. I might be able to create fake touches or remotes.



Dude this is great news! .. I might even be able to use this to make TAS Speedruns of Oculus games. xD

kojack
MVP
MVP
New release: v0.1.3

I found a flag I've never seen before: ovrInit_Invisible
By starting the sdk using this flag, I've removed the annoying bit where auto oculus touch stops Dash from loading other VR apps at the same time. It also stops auto oculus touch from appearing as the "app not responding" grey loading screen.

I've also put some comments on the buttons enums to explain what they represent on Touch, Xbox and the Remote.

Author: Oculus Monitor,  Auto Oculus Touch,  Forum Dark Mode, Phantom Touch Remover,  X-Plane Fixer
Hardware: Threadripper 1950x, MSI Gaming Trio 2080TI, Asrock X399 Taich
Headsets: Wrap 1200VR, DK1, DK2, CV1, Rift-S, GearVR, Go, Quest, Quest 2, Reverb G2

Anonymous
Not applicable
Thank you for creating this!

I downloaded it, but somehow I can't seem to get it to work, even though what I'd need is a very simple thing: 
I'm handicapped, and I can't use the A and B buttons with my right hand, so I wanted to map the Y button as B... Which should be as simple as
ovrY :: ovrB
ovrB :: ovrY
right?

Doesn't work, and I think I may have placed it wrong... Any clue what I'm doing wrong? Would be great if you could help me with that, I can't play most games without such a "fix" and I suck at scripting stuff 😕

Thanks a lot 🙂

kojack
MVP
MVP
At the moment all that you can do in AutoOculusTouch is read the state of oculus controls then generate keyboard or mouse events. It's not possible to generate other oculus touch events. So you could make the Touch Y button press the keyboard B, but not the Touch B.

The other program I'm working on (mentioned a little above) called Oculus Injector can do it, but it's not ready for release yet.
Author: Oculus Monitor,  Auto Oculus Touch,  Forum Dark Mode, Phantom Touch Remover,  X-Plane Fixer
Hardware: Threadripper 1950x, MSI Gaming Trio 2080TI, Asrock X399 Taich
Headsets: Wrap 1200VR, DK1, DK2, CV1, Rift-S, GearVR, Go, Quest, Quest 2, Reverb G2