Do you think you could message me some details about the issue? Does it give you any error messages or just the regular windows crash dialogue? Have you tried reinstalling the Microsoft .NET Framework from the download in the opening post (I mention this because it was the cause of a similar issue for someone else). Also, could you let me know which version of windows you are on?
As far as I'm aware, the Vive operates mainly using position/orientation tracking which is great in terms of experience, but not so great when it comes to rigging a character to the player. If it happens to support an orientation only mode like the Oculus, then most of the work is already done - the only thing that would need to be changed would be the distortion algorithm.
For the most part, I don't have any plans for motion controls beyond rigging the character's head orientation to the player's head. While I have reached a point where it would be possible to manipulate the player character's model and bone structure, rigging it to motion controls would require at least developing some kind of IK solution in the game - no easy feat when all you have are assembly injections to work with. Maybe once I decide to jump to a proper dll injection I'll consider it.
Also, speaking of distortion rendering, I've been doing a bit of work on getting some chroma correction up and running.
Spoiler!
It works fairly well, but it also causes the game to take a bit of a performance hit. Right now, it's rendering 6 distortion meshes - 1 for each of the 3 color channels for each eye. Given the density of the Oculus distortion mesh as well as the fact that none of the 6 meshes are buffered, it's no wonder that there would be some slowdown. For the time being, I'll probably make it toggleable like everything else so you don't have to go with it if your system can't handle it.
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