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Can't get this to work with a Valve Index, even with Revive #18

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CrumpThePenguin opened this issue Jan 8, 2021 · 4 comments
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@CrumpThePenguin
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I've seen people online stating they can use this with Revive but I can't get it to work. I've moved the .exe to its own folder and "Injected" it with Revive, but it doesn't show up in my Revive dashboard and when launching the .exe manually it simply says "Oculus not detected". Am I doing something wrong?

@Slamy
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Slamy commented Jan 20, 2021

I second that. I've tried to run it for the first time today. Oculus Apps are running through Revive so I assume that the system is working as it should. But I'm also very new to VR and only have used SteamVR yet.

@Slamy
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Slamy commented Jan 23, 2021

@CrumpThePenguin I would like to inform you that I got the program working. vbjin-ovr is a 32 bit program and the current version of the ReviveInjector does only support 64 bit. I've downgraded Revive to an older version. Without a thought I went for 1.7.3.5 and this version still contains a 32 bit injector. I have to say that this VR stuff is pretty new to me so I didn't knew how this Revive system works. But it seems you are not supposed to start the .exe file by directly starting it. The injector itself must start the application. I've played Wario Land today and it works quite well. I have some issues with the frame rate as my G2 is currently working at 90 Hz. But well...
I hope this helps.

@Slamy
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Slamy commented Jan 24, 2021

@CrumpThePenguin I got the frame rate issues fixed. Motion Reprojection must be disabled for vbjin-ovr. I assume this is because the frame rate is never 90 Hz as expected but the native frame rate of the Virtual Boy.

@asveikau
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A few years late to the thread, but I notice some discussion of vbjin-ovr being 32 bit on here. 2 months ago I started a fork of vbjin-ovr, I was hacking around on it, fixing issues as I saw them. I got it working as a 64-bit binary. Since the project seemed abandoned I spun a release with that 64 bit binary as well.

I was warned that Defender and Chrome might flag that binary, but I promise it's good. If you don't trust me feel free to build from source. One thing I was doing was making it easier to build ... This repo checked in a bunch of static libs, but I build all dependencies from source. That's what allowed me to do an amd64 build.

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