vive wand issue
complete
Xifox
after the update today vive wands are broken even if "legacy fingers" is selected or "finger tracking exclusive mode" or "avatars use finger tracking" is enabled or disabled.
hands just get stuck in different gesture poses and never return to neutral, randomly people get stuck hopping and smooth turning in unbearable slow, randomly all directions are incredibly slow.
loaded in with friends, 30ish folks and half of them use vive wands like I do... all of us sat there troubleshooting with increasing frustration and exasperation before essentially realizing vrc was nearly unusable with no fix after this update, no idea how this got pushed out.
Log In
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_tau_
complete
We are continuing to improve the behaviour on Vive Wands. There are 2 default profiles to choose from, including one that emulates the previous "advanced" bindings. Community bindings have now also been enabled (although I am aware that not all issues can be fixed with binding changes).
I will be closing this task in favour of more specific ones dedicated to individual issues, which _we will continue to work on_, just that this "megathread" is currently not easy to monitor for relevant feedback.
If you have issues on the latest version, please open a dedicated canny describing your issue in detail. Thank you!
No-Me
_tau_ This is far from "complete".
I made a joke with a fried before logging in"what's going to be broken today?" as a VIVE wand user, and sure enough, besides all of the control and haptic issues still persisting, now I cannot interact with physbones unless they have posing allowed, and then they just lock in place broke and only locally. Please, just revert this broken update.
M
Matty ≺3
Many things related to gestures and hands in general has been messed up in this update, has done alot more harm than good across all platforms.
ぜろりん
I found some other things that haven't been improved since yesterday's update, so I'd like to share them.
- Movement speed remains slow
- Behavior that makes it seem like you're grabbing something even though you're not grabbing anything
Until now, the controller didn't vibrate even when I grabbed something empty, but now it vibrates no matter where you grab something
- Problems when grabbing PhysBone
When grabbing PhysBone, it used to respond even if you squeezed it, but now grabbing it cancels the grab
I tested it with my friend's PhysBone hair and confirmed that everything works the same
You can grab it without squeezing it, but this is something that never happened before and it's a difficult operation if you're not careful, so I would like this to be fixed.
C
CatherineCats
ぜろりん It also requires pinpoint touch precision on vive wands now to rotate the view, grip button just doesn't work anymore. And regards to physbones, they now immediately pose in a messed up way but only when fully clicking the trigger, but doesn't work 90% of the time. Just revert the update and stop enforcing something before even properly testing it smh..
Haneto
I've checked the updates and tried everything, but I still think that the current bind settings set by the individual
- phys bone cannot be fixed
2.The translucent controller is in the way when ‘use’ is possible.
3.When moving with the left trackpad, if there is input on the right trackpad, it continues to move forward even if the left trackpad is released.
I felt that these problems could not be improved.
I feel that the only way to counteract this is to implement the previous ADVANCED CONTROL again.
I sincerely hope that such a response can be made if possible.
C
CatherineCats
Even with the advanced steam bindings from VRC, Vive Wands behave completely different now. Grip buttons don't work anymore for gestures, was able to fix this by adding gesture open hand button by adding it manually. Triggers also only work by fully clicking which feels weird.
Why is there forced haptics now? it irritates me since i always disabled it and don't like it. Disabling haptics in the controller profile doesn't work at all.. for the love of god, add back the perfectly fine working advanced wands gestures/controls, please.
ZenithVal
CatherineCats You can disable haptics in SteamVR bindings. Its on every button bind instance.
C
CatherineCats
ZenithVal Doesn't work. It's forced on regardless if haptics is disabled in the haptics tab, or turned down individually for each button bind. Why is there haptics for almost every button now? it even turns on when just pressing the trackpad on vives.. it's bugged and should be reversed to VRC's own advanced vive controls again.
ZenithVal
CatherineCats A revert at this point is not really possible. I do have haptic disabled on my wands, it's not forced. Make sure to go through each of the tabs at the top and disable it on ALL buttons. In Global, also go into "Haptics" and set Left/Right hand haptic to unused.
C
CatherineCats
ZenithVal Well, thank you for trying to help. Sadly there are still some issues remaining
-Grip button doesn't allow open hand gesture unless it's added as button in the controller input settings. (the advanced profile from VRC)
-Movement/turning is now slower and needs pinpoint precision on the trackpad
-Physbones can't be properly grabbed anymore
-Movement feeling completely off, being much slower, like turning being incremental and going faster the further you move the finger to the outer side of trackpad
-Trigger needs to be pressed until click to grab something
They should've done a beta test, or if there was one, listen to feedback and properly fix it before just forcing it on everyone :/
ZenithVal
CatherineCats You can fix the moving & turning analog speed by adjusting the Deadzones & Max Zone Percentage for the trackpad bindings. A lot of this pain could be solved if Shared bindings weren't broken.
On the images attached, the left one is my trackpad movement setting and right is trackpad turning settings. "Max Zone Percentage" is the area at which you reach 100% value, so if you set this very low at like 50% any point past the halfway on the pad will be 100%.
The grip issue appears to be something wrong with advanced controls, I'm not sure. I use simple controls so you'll want to make a canny for that.
As for other issues, there's cannies:
ZenithVal
CatherineCats Also, there was a beta that's been running publicly in the discord since last month. Unfortunately, not many Vive users spoke up so issues got missed or the wrong level of importance.
C
CatherineCats
ZenithVal Unfortunately i still get haptics , atleast in the ui\menu. I disabled\turned haptics off wherever i could find it, even in vrc.. might be steamvr, ever since that big controller update came out it's been buggy for me. Thank you so much for all the help though!
ZenithVal
CatherineCats If it's on a button press/trigger pull, there's still a haptic binding remaining in a normal section. Make sure to check the Menu/Action_menu tabs at the top.
To disable UI hover haptics, you have to set Left/Right hand haptics to unused. See the gif attached.
Cocaine-MF
For me i didnt find anything strange unless that trigger dont clear gestures, and i need to click it deeper to apply anything, fingers on default avatar movement are placed different? Or maybe whole hand have some rotation offset than it was before?
I cant just boop anyone in their nose by my "fingerpoint" gesture because i cant hit the point XD So something is different. Fingers, or hand position/rotation.
Pimax, vive wands user here.
Haneto
I tried this one,
- Movement and gesture related settings remained crippled by default. (I had to re-set them myself to improve the situation.)
- When moving with the left trackpad, if there is input on the right trackpad, it continues to move forward even if the left trackpad is released.
- The grap judgment does not respond to a light grip as before, but only to a firm grip.
We have confirmed the following bugs.
Also, this may be related to my own environment, but I have confirmed that when I repeatedly set the bind settings, the finger tracking function activates on its own even though the controller I am using is a Vive, and when I turn it off in the settings, the hand animations stop working.
Kung
For anyone who had been using the Vive-Advanced controls previously, we have two separate default bindings to choose from now when selecting the defaults in the SteamVR bindings interface. Please try out the "VRChat Default Advanced Bindings for HTC Vive" (the one with "Advanced" in the name). Please let us know if these default binds improve your issues.
CrossVadar
Kung
Default Vive settings was never usable since 2019, it's always have to use Advanced.
It's still same to the last version of VRChat.
Vive wand haptics on the trigger cannot be turned off anymore. When you half pull the triggers the haptics still there even turning off the haptics in bindings
ぜろりん
Kung
Thank you.
However, the situation does not change even when using these advanced settings.
Vive users around the world, including Japan, are having trouble with this.
The settings shared by other users have made it a little better, but unless I set it up myself, it doesn't improve and the movement speed is still slower than before.
There are also minor issues, such as facial animations no longer being able to be canceled by a trigger.
Xifox
Kung Yeah sadly both bindings don't really resolve the issues noted, I noticed no difference in the regressions when using the advanced bindings, both are equally as broken and essentially unusable.
StorfiX
Kung Vive Advanced Controls worked differently from the binds. There was no reason to remove it.
ぜろりん
Kung
Thanks for the update.
I think the gestures have been improved a lot.
But movement speed is still slow.
I'm finding it stressful to move around in the world.
I'd appreciate a little more help.
は
はちろー
Kung
This message may be difficult to read because it was translated by a machine.
-In the Advanced binding settings, the Grip "OpenHand" is disabled, so it needs to be fixed.
-Both hands automatically switch to the open hand when AFK.
-Jumping when grabbing the self-mirror.
There are other minor issues, but my main request is not to know how to fix these—I just want the old functionality back.
Not everyone is tech-savvy enough to recreate the old behavior through complex binding settings.
I believe many users, including myself and others in the Japanese community,might simply give up, which could lead to a decline in VRChat’s user base.
I sincerely ask for your prompt attention to these issues.
Pikapetey
I want to add to this that the vive wands locomotion is bad even with legacy settings turned on.
Users can no longer transition from MOVE FORWARD to STRAFE LEFT/RIGHT by sliding their thumb over the track after locomotion has been initialized. locomotion stops. Then requires users to make additional input.
This is also not a consistent. This made any PVP type games unplayable.
Gestures only return to neutral input only after vive grips are used.
AFK detection turn on, but AFK pose mode turned off, generates a pose similar to "bicycle pose" in unity. This is akin to the HumanIK recieving no data. Triggered by opening up the steam menu.
StormRel
tracked
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