Can I set up CsGo with an Xbox controller?
you cant play csgo with a controller. but i got an injury and had to either not play or learn to use a controller, so i learned how to setup the controller for the ps4 controller and the xbox 360 controller. i attached my cfg files you use with the joytokey program for the csgo game using either the ps4 controller or xbox 360 controller. first you need a basic mouse sensitivity, in csgo its 2.5. this is the joytokey cursor movement at 100. second you need to calibrate the joytokey cursor movement. this part is tricky because you have recoil in the game when you shoot, and if you set the vertical cursor movement to equal the horizontal cursor movement then you get bad recoil, when you shoot then move your mouse on the moving target your mouse adds recoil to the gun. so you want the horizontal value large at 100, to equal the mouse sensitivity in the game, and you tweak the vertical value to only be enough you can shoot and win and see, not perfectly itll look too slow for comfort but it is usable. second you want to calibrate the analog acceleration. again if you keep the horizontal value equal to the vertical value you get the bad recoil again and cant shoot a moving target for a win. so you want the horizontal movement larger than the vertical value. third you want to calibrate the "adjust mouse cursor speed while the button is pressed". you want the vertical values to equal the horizontal values., why this is is it makes the initial movement of the mouse faster or slower, and you dont want a mouse to move fast horizontally then slow vertically when you move your mouse in a circle on the computer so these values are all the same. finally how this relates to the rift is if you use the csgo the wasd is the joystick, and the wasd is the left stick, on the controller the mouse is the right stick and that is the cursor. but on the rift the cursor the right stick the mouse its the head movement, not the right stick. so you want the initial mouse speed to be as fast as the person moves their head left and right, thats how fast the cursor moves when the rift head tracking moves the mouse cursor. then you want to set the cursor speed for the horizontal and vertical differently. i know your saying the head movement is like the horizontal and vertical both using the same movement speed so the horizontal and vertical must be equal values. but if you tuck your chin on your chest at an angle to the left or right, then look up, the head moves to the center not to directly when your face is pointing when your chin is tucked into the chest. so the tucked chin follows the movement like if the setting i described above is used then the cursor uses restricted movement and drags the mouse in a curve when its moved. then you set the analog acceleration, because the mouse sensitivity is used at 100 percent for the horizontal and the vertical is customized to fit this horizontal parameter. so you shouldnt need to set the "adjust mouse cursor speed while the button is pressed" if the mouse sensitivity is set up right first. but if you copy this into another controller and keep the mouse sensitivity even though it doesnt fit the new controller then you need to adjust the "adjust mouse cursor speed while the button is pressed" and analog acceleration. this is for a war game like csgo or call of duty, when the vertical movement is limited, it emulates the human anatomy. for other games you can keep the head movement by using these settings but their vertical speed is affected by their vehicle. i think because the head uses this restricted movement and in games this isnt emulated it might cause nausea because the chin is moved unnaturally up when the head moves up because the vertical speed equals the horizontal speed.4.6KViews0likes7CommentsGame pass or fail- Have a Nice Death
Have a Nice Death perks up the gaming scene with its unique blend of challenging gameplay and witty humor. Like a perfectly brewed cup of coffee, each level offers a rich and robust experience, leaving players craving more. The game's mechanics are as smooth as a well-steamed latte, with tight controls that ensure every jump and maneuver feels just right. From dodging spikes to navigating perilous platforms, the gameplay is both satisfying, challenging, and incredibly rewarding. But it's not all about gameplay. Have a Nice Death offers up a generous cup of humor and quirky characters for you to talk to every time you inevitably die. This roguelike adventure is also a treat for the eyes with its charming art style and level details. So if you're looking for your next adventure, brew up a fresh cup of coffee and prepare yourself to have a nice death.766Views0likes0CommentsGaze/Head Tracking Combined w/ Limited Hand Tracking or Gamepad Controller (Ex. Apple Vision Pro UI)
This implementation could drastically increase the ease of use of the Quest 3 UI, and bring it much closer to the usability of the Apple Vision Pro UI for a fraction of the cost, while still allowing the flexibility of trackable controllers, conventional hand tracking, and the use of gamepad controllers or other Bluetooth devices such as keyboards or mouses. This post is directed to other developers who may have ideas to suggest as a solution, or may be interested in incorporating some of these ideas into their projects. Related Post: https://communityforums.atmeta.com/t5/Get-Help/How-to-reposition-or-resize-windows-with-a-gamepad-controller/m-p/1190574#M300771 How to reposition or resize windows with a gamepad controller? (XBox One Controller) "I love the gaze cursor feature when using a controller. Lets me quickly take actions when I don’t want to use the Quest controllers. One thing bugs me though. I’m unable to drag using the gaze cursor. If I hold the A button on an Xbox controller it will rapidly select an item instead of select and hold on to it. Are there any tricks around this?" This is directly copied from a reddit post by Independent_Fill_570 a month ago and it hasn't received any responses yet. https://www.reddit.com/r/MetaQuestVR/comments/1byjora/is_it_possible_to_resize_windows_with_a_contro... I'm having the same issue. I love the ability to use the gaze tracking for the cursor, but it restricts the ability to resize windows, reposition windows, long click (as it only repeatedly single clicks rapidly instead), so selecting text longer than a single word is also an issue. The gaze control seems to be the best substitute to the Apple Vision Pro's eye tracking cursor. Is there any way of using the gaze control to guide the cursor, but a hand tracking gesture to select or click, without it engaging as conventional hand tracking while gaze tracking is enabled? I've spent many hours now searching the internet, looking into potential sideloading options, and even pouring over the Oculus PC source code, but haven't really found anyone talking about this except for the one unanswered reddit post I've linked to. The XBox One controller has basically the same buttons available as the Quest 3 controllers do, minus the tracking, but with the gaze tracking it would be wonderful to have the controller buttons mapped properly and I can't seem to find a way to remap the gamepad keybinds without it being run through Steam and a PC link. I'd like to be able to do this natively on the Quest 3 standalone. Hand tracking only for the selecting or clicking would also be great, but even just the buttons being mapped properly so that pressing A clicks, and holding A holds the click until released would fix the issue. I am aware that pressing the select and menu buttons together toggles the gaze tracking off, and enables very limited use of the Xbox controller buttons for use in a keyboard or such, but that's not what I'm asking about here. Thanks in advance to anyone who has any helpful information to provide on this issue. If gaze tracking were combined with limited hand tracking gestures like making a closed fist, I feel like the quality of this product could more easily rival the user interface of the Apple Vision Pro.1.2KViews0likes0CommentsRift and xbox controller wired.
Hi all. I'm hoping some one can help with a frustrating issue. I setup my rift with my wired xbox one controller with no issues. But once I start a game, I. E. Sw squadrons, my controller doesn't respond. Also, if I try and play any other non vr game, I have to quit oculus app, go to task manager and kill all oculus software background tasks before my controller is recognised again. Very frustrating as I have been looking forward to playing Sw squadrons. This isn't a new issue, I just avoid all vr games that require a game controller. Any help would be great.918Views0likes1CommentNext Gen Consoles targeting more than 10.7 Tflops?
Apparently Google Stadia has Sony and Microsoft concerned and rumors are flying that they will have their consoles exceed the 10.7 tflops of stadia's streaming service. That would be higher than a GTX 1080 at 9 teraflops. According to the leak, Sony’s PS5 is aiming higher than Google Stadia’s 10.7 teraflop GPU. Not only the PS5, but Microsoft’s next Xbox codenamed Lockhart is also said to be gunning for the same target GPU. The information comes from Kotaku’s Jason Schreier, who is a trusted source on industry insider knowledge. Schreier further claimed that both next-gen consoles are set to launch next year. If this turns out to be legit, PSVR 2 could be a real contender and I wouldn't be surprised if Microsoft decides to jump in as well. https://digiworthy.com/2019/03/29/next-xbox-ps5-teraflops-stadia/8.2KViews2likes63CommentsStreaming to VR from Xbox One
Hi everyone, Newbie here, not sure if you have heard this one before but I cant find the answer, Is it possible to stream your xbox one games to your Samsung Gear VR device? I know of the smartglass app but it doesnt seem to work the same as on windows 10? Or do you link them somehow? For information I am using the S7 Edge Thanks, M698Views0likes0CommentsAnyone notice odd behavior with Xbox Kinect 2.0 SDK and Oculus 1.3?
I was able to successfully install the Xbox Kinect to my PC and use the 3d Scanner. I can verify that kinect has worked. Granted, I have not used it for development in .8, but ever since I upgraded to Oculus SDK 1.3, it seems that the Kinect doesn't work. It just seems to constantly turn on and off. I was able to uninstall Kinect's SDK and driver and reinstall. On the reinstall I'm able to 3d scan for the initiall install. As soon as I turn on the Store, all hell breaks lose. I also just installed Leap Motion. I'm wondering if there is any bugs with this setup as well. I'd think not given that Altspace uses that setup. In any case, just checking if any other Devs have experienced the same issue and seeing if anyone has resolved it thus far. Thanks for any input!436Views0likes0Comments