#xoutput.ry = filters.mapRange(adband(roll, 0.01), -math.pi * 0.75, math.pi * 0.75, -xoutput.AxisMax, xoutput.AxisMax) #xoutput.rx = filters.mapRange(adband(yaw, 0.01), -math.pi, math.pi, -xoutput.AxisMax, xoutput.AxisMax) Xoutput.ry = filters.mapRange(xbox360.rightStickY, -1, 1, -xoutput.AxisMax, xoutput.AxisMax) Xoutput.rx = filters.mapRange(xbox360.rightStickX, -1, 1, -xoutput.AxisMax, xoutput.AxisMax)
![trinus vr sensor mode trinus vr sensor mode](http://www.vrpill.com/wp-content/uploads/2015/07/How-to-Play-Grand-Theft-Auto-5-on-Gear-VR-Android-App-Settings-1-1024x576.png)
Hopefully that will be viable in the future, but it will mostly depend on how Google evolves the platform." If we are going to dedicate the effort to implement and provide support for a new VR target in order to support Cardboard, the effort would be best spent on a native Cardboard port.
TRINUS VR SENSOR MODE PC
We have to be very conservative in terms of what 3rd-party plugins we add into the game as even the very few that we currently use are the primary source for any issues that people have with various PC configurations, even if they aren't in use. Possibly in the future, as Google improves the platform, that could change. Elite Dangerous was mentioned but I believe it supports TrackIR in addition to Oculus SDK which isn't something that we do or are likely to add in the future.Ĭardboard is something that we'll continue to watch as a possible platform, but our experiments with it so far have made us realize that it wasn't really viable for us to support it yet. "We only have support for head tracking through the Oculus SDK, so unless Trinus can use that for head tracking data, I don't think there is any way to make it work. Update: Ended up emailing the devs directly and just thought I'd post the official response here, just in case anyone else stumbles across this thread and wants to know the situation regarding non-Oculus VR solutions: I use the same setup when playing Elite Dangerous (which I know is set up to work with the Oculus) using Freetrack as the sensor output from Trinus VR and it just works no problem at all. I'm unsure though what KTANE accepts as sensor inputs for VR movement? Currently, we're just having to use our makeshift VR headset as a static display with no head movement, which is still fun nonetheless :)Īnyway, what I wanted to ask was firstly, whether anyone has had any luck with implementing head movement in a similar setup? And secondly, whether any of the above sensor inputs to KTANE can be easily implemented if none are supported? The sensor output options given by Trinus VR are as follows: It's been great resolution-wise and we have absolutely no problem picking out the details of the puzzles (letters, numbers, symbols, etc.) using the headset but we've been unable to get the game to accept any sensor output from Trinus VR to enable us to track and follow head movement interpreted from the phone's gyroscope. Simply add the game to the list and run it through the tool.Hello! We've absolutely loved playing your game and although me and my friends don't own an Oculus, we've been using Trinus VR (software), a Google Cardboard headset and a OnePlus One (Android) phone for the defuser to use as our VR substitute.
TRINUS VR SENSOR MODE ANDROID
I’m using the GOG version of System Shock 2 and the easiest way to run it in windowed mode is to edit the cam_ext.cfg file in your main game folder and remove the semi-colon from line 43 before “force_windowed” so it reads as follows:Īfter uncommenting that line, System Shock now runs in windowed mode and is ready to be streamed in stereoscopic vision to your Android device.Īnother solution to run System Shock 2 (or any game for that matter) in windowed mode is by using this little tool called DXWnd. After looking in vain for any in-game settings, I came up with the following solutions: Running System Shock 2 in windowed mode
TRINUS VR SENSOR MODE FOR ANDROID
Fter playing around for a few days with Google Cardboard I definitely started to see the potential of phone-based VR but unfortunately the available games/apps on the Play Store were all rather short and restricted, seeming more like demos than full-blown VR experiences, so when I found that you can stream PC games in VR to your phone mode by using the simple yet smart Trinus Gyre software, I immediately tested it out with System Shock 2.Īfter downloading the Trinus Gyre client app for Android and the Windows server, the first thing I did was set up a USB tethering connection, since the default Wi-Fi connection left much to be desired in terms of stability and speed.Īnother hurdle was that in order to stream 3D games from my laptop to Android with Trinus, they have to be running in windowed mode.