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Hi, I am attempting to make a hooking driver that delays tracking, but my ways of doing so has created an issue with the HMD. Since I am delaying the tracking of everything, it also delays the HMD's movement and rendering. To address this, I've been experimenting with functions aimed at integrating a designated HmdMatrix34 representing real-time movement of the HMD, ensuring its rendering position remains current while the tracked position sent to the game/application experiences the intended delay.
I have currently been using SetDisplayEyeToHead but it seems to not have a affect. Are there any other functions that would assist with this process?
if (Driver->GetIPCServerInstance()->GetDisorenting()) {
if (Driver->FramePoseEdit5(L, R, 0)) {
// Edit L and R to have real-time HMD Positions
SetDisplayEyeToHead005.originalFunc(_this, unWhichDevice, L, R);
}
else {
SetDisplayEyeToHead005.originalFunc(_this, unWhichDevice, eyeToHeadLeft, eyeToHeadRight);
}
}
SetDisplayEyeToHead005.originalFunc(_this, unWhichDevice,eyeToHeadLeft,eyeToHeadRight);
The text was updated successfully, but these errors were encountered:
Hi, I am attempting to make a hooking driver that delays tracking, but my ways of doing so has created an issue with the HMD. Since I am delaying the tracking of everything, it also delays the HMD's movement and rendering. To address this, I've been experimenting with functions aimed at integrating a designated HmdMatrix34 representing real-time movement of the HMD, ensuring its rendering position remains current while the tracked position sent to the game/application experiences the intended delay.
I have currently been using SetDisplayEyeToHead but it seems to not have a affect. Are there any other functions that would assist with this process?
The text was updated successfully, but these errors were encountered: