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Doom VFR - How do you enable rotate on right Touch controller thumbstick?

Hi there, I actually had this working ages ago using this file from this guide: 

https://www.reddit.com/r/oculus/comments/7h6nva/smooth_locomotion_in_doomvfr_for_rift_i_scripted/

But I haven't played this game for 6-9 months and now this guide doesn't seem to work. I use the Autohotkey software and I edited the cfg files to add the binds etc but when I go into the game the right thumb stick no longer rotates. Free locomotion works fine.

Can anyone tell me how to get rotate working on Touch thumbstick these days?

Thanks in advance.

Comments

  • PabbertPabbert Posts: 223
    Nexus 6
    Didn't this get native Oculus support? 
  • RattyUKRattyUK Posts: 540
    Neo
    The native Oculus support still expects rotation to be done by physically turning - no touch turn...
    PC info: AMD Ryzen 7 2700X, Asus ROG Crosshair VII Hero, 16GB Tforce Pro Dark DDR4 3200, Gigabyte GTX 1080, Samsung 850 Pro M.2, 2x 240GB SSD, 3TB WD Green HDD & 4 TB Seagate Barracuda HDD, Corsair Modular 750w PSU, custom watercooling loop. (Win 10 Pro & Opensuse Leap 15 Linux) 32" AOC 4K Monitor.

    Laptop: Aorus X5 V6-CF1 (I7-6820HK, GTX 1070, 2* 256GB M.2 NVME, 1TB 7200 HDD 3K screen)
  • RuneSR2RuneSR2 Posts: 1,511 Valuable Player
    RattyUK said:
    The native Oculus support still expects rotation to be done by physically turning - no touch turn...

    Exactly - works perfectly for me - love that you can jump in-game when you jump in the real world (ok, it's enough just to quickly raise your hands). 
    Intel i7 7700K (4.5 GHz); MSI GeForce GTX 1080 8GB Gaming X (oc 2100 MHz boost, 11 Ghz ram); 16GB Corsair Vengeance LPX DDR4 3200 MHz; MSI Z270I Gaming Pro Carbon AC (VR-Ready) mainboard; Samsung 960 Evo M.2 SSD + Toshiba P300 HD; Windows 10 OS; Oculus Rift CV1 - nearly always using super sampling 2.0. 

    "Ask not what VR can do for you – ask what you can do for VR"
  • saami81saami81 Posts: 48
    Brain Burst
    RuneSR2 said:
    RattyUK said:
    The native Oculus support still expects rotation to be done by physically turning - no touch turn...

    Exactly - works perfectly for me - love that you can jump in-game when you jump in the real world (ok, it's enough just to quickly raise your hands). 

    I dont want options either. Some stupid games have both ways. Pfft, if i dont need it, no one need it. /s
  • RattyUKRattyUK Posts: 540
    Neo
    RuneSR2 said:
    RattyUK said:
    The native Oculus support still expects rotation to be done by physically turning - no touch turn...

    Exactly - works perfectly for me - love that you can jump in-game when you jump in the real world (ok, it's enough just to quickly raise your hands). 
    I've not tried jumping that way, next time in :)
    PC info: AMD Ryzen 7 2700X, Asus ROG Crosshair VII Hero, 16GB Tforce Pro Dark DDR4 3200, Gigabyte GTX 1080, Samsung 850 Pro M.2, 2x 240GB SSD, 3TB WD Green HDD & 4 TB Seagate Barracuda HDD, Corsair Modular 750w PSU, custom watercooling loop. (Win 10 Pro & Opensuse Leap 15 Linux) 32" AOC 4K Monitor.

    Laptop: Aorus X5 V6-CF1 (I7-6820HK, GTX 1070, 2* 256GB M.2 NVME, 1TB 7200 HDD 3K screen)
  • RuneSR2RuneSR2 Posts: 1,511 Valuable Player
    edited October 2018
    saami81 said:
    RuneSR2 said:
    RattyUK said:
    The native Oculus support still expects rotation to be done by physically turning - no touch turn...

    Exactly - works perfectly for me - love that you can jump in-game when you jump in the real world (ok, it's enough just to quickly raise your hands). 

    I dont want options either. Some stupid games have both ways. Pfft, if i dont need it, no one need it. /s

    Of course options would be nice, but Rift owners were never meant to play this game. With the recent patch I'm just happy that I'm able to play this utterly amazing game like the devs want us to play their game - even if I'm using my Rift and Touch.

    At first using physical turning was strange to me, now I think it makes the game much more realistic - like truly being there. 

    I'm left-handed, it was much more annoying that the devs don't let you select primary weapon hand - but I got used to that too. - It doesn't bother me much trowing grenades using my left hand, actually being left-handed throwing grenades with my right arm/hand would be much worse and totally unrealistic to me  :D  B)
    Intel i7 7700K (4.5 GHz); MSI GeForce GTX 1080 8GB Gaming X (oc 2100 MHz boost, 11 Ghz ram); 16GB Corsair Vengeance LPX DDR4 3200 MHz; MSI Z270I Gaming Pro Carbon AC (VR-Ready) mainboard; Samsung 960 Evo M.2 SSD + Toshiba P300 HD; Windows 10 OS; Oculus Rift CV1 - nearly always using super sampling 2.0. 

    "Ask not what VR can do for you – ask what you can do for VR"
  • RattyUKRattyUK Posts: 540
    Neo
    I'm a leftie too but there has been so much software over the years (not VR necessarily) that assumes everyone is right handed that I've sort of gotten used to it.   Won't mention how often I've blown up/ cremated myself in some games because I don't have the throw mechanic mastered in VR!
    PC info: AMD Ryzen 7 2700X, Asus ROG Crosshair VII Hero, 16GB Tforce Pro Dark DDR4 3200, Gigabyte GTX 1080, Samsung 850 Pro M.2, 2x 240GB SSD, 3TB WD Green HDD & 4 TB Seagate Barracuda HDD, Corsair Modular 750w PSU, custom watercooling loop. (Win 10 Pro & Opensuse Leap 15 Linux) 32" AOC 4K Monitor.

    Laptop: Aorus X5 V6-CF1 (I7-6820HK, GTX 1070, 2* 256GB M.2 NVME, 1TB 7200 HDD 3K screen)
  • MowTinMowTin Posts: 1,170
    Wintermute
    You have to get the latest version of the AutoOculusTouch fix that involves auto hotkey.

    I think it's 1.4.
  • MAC_MAN86MAC_MAN86 Posts: 1,345
    3Jane
    I miss using Right-Thumb Stick and haven't played since the AutoHotKey stopped. Using real life turning ultimately will twist and damage your cable quite soon. especially if you still use the clip on the left side as it cause a severe kink point there. It need the clip on the other side and the cable directed down your back.
  • MAC_MAN86MAC_MAN86 Posts: 1,345
    3Jane
    BTW AutoHotKey is working again ;)
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