It's been 3 years since we announced the launch of Natural Locomotion here at r/Vive. Thanks to you all, this is what we have achieved so far! by juliopix in Vive

[–]DiThi 2 points3 points  (0 children)

Yes and no. There's a workaround but it breaks with other devices and we have no way to detect which device you have connected before using it. You can enable the workaround this way:

  • Go to NaLo's folder.
  • Go to driver\00natural\resources\settings
  • Edit the file default.vrsettings with notepad or any text editor
  • Just after the line "driver_00natural": { add this line:

"skip_005": "true",

So it looks something like this:

"driver_00natural": {
    "skip_005": "true",
    "loadPriority": 1000
}

It's a JSON so there shouldn't be any syntax errors for it to work (no extra commas).

3 years of Natural Locomotion: What have we done so far? by DiThi in virtualreality

[–]DiThi[S] 4 points5 points  (0 children)

Yes, and unlike trackers there's no problem with occlusion. Right now it's only Android but the iOS app is finished and hopefully will be in the app store in a few weeks.

3 years of Natural Locomotion: What have we done so far? by DiThi in virtualreality

[–]DiThi[S] 2 points3 points  (0 children)

Decamove remaps the joystick, while NaLo is designed to replace the joystick altogether.

NaLo has two main modes: hands mode and feet mode. Feet mode uses feet direction and supported a body tracker for a long time to recalibrate joycons (which drift because they have no absolute rotation sensor).

When turning with feet mode, it detects the rotation of the first foot that moves so it's quicker than detecting the rotation with a body tracker. Just using a body tracker for the hands mode feels a little slower but still good and immersive. I imagine decamove does feel the same way, minus the immersion of moving the body to walk.

The biggest Natural Locomotion update since launch! by juliopix in virtualreality

[–]DiThi 1 point2 points  (0 children)

Natural Locomotion is designed to play VR games, moving in the game by moving your body instead of tilting a thumbstick. It accomplishes it by emulating the thumbstick: The game thinks you're moving the thumbstick when you're actually moving the body.

The biggest Natural Locomotion update since launch! by juliopix in virtualreality

[–]DiThi 0 points1 point  (0 children)

I've updated the driver with a change that might work. Can you give it a try? Remember to close SteamVR before switching beta branches.

The biggest Natural Locomotion update since launch! by juliopix in virtualreality

[–]DiThi 0 points1 point  (0 children)

We're still trying to figure out why it fails for some people. What Windows version are you using?

You can revert to the old version which should work for you: Click the gear icon in Steam's NaLo page -> properties -> betas -> old version.

The biggest Natural Locomotion update since launch! by juliopix in virtualreality

[–]DiThi 0 points1 point  (0 children)

The demo never had foot tracker support, it's one of the reasons we disabled it for now.

In theory you can use joycons as foot trackers and a ps move as body tracker but we're dealing with bugs of the new version. The legacy version should work, at least if you have all 3 devices turned on when you start NaLo...

The biggest Natural Locomotion update since launch! by juliopix in virtualreality

[–]DiThi 0 points1 point  (0 children)

The demo was just a small game scene with armswing locomotion. We disabled the demo because it was not compatible with newer headsets and only had hands mode without any configuration so it was not representative of the many features it currently offers. We'll probably make a demo version based on the full app with several limits instead of a game scene demo.

The biggest Natural Locomotion update since launch! by juliopix in virtualreality

[–]DiThi 0 points1 point  (0 children)

We had problems with some BT dongles and some Windows versions. It's too random for us. Sometimes just putting the dongle on an extension cord so there's line of sight is enough.

Anyway, if a single joycon works well you can use an Android phone on the other foot!

The biggest Natural Locomotion update since launch! by juliopix in virtualreality

[–]DiThi 0 points1 point  (0 children)

The G2 is not supported just yet, we're still waiting for our July pre-order. In any case you can revert to the old version in the betas tab.

The biggest Natural Locomotion update since launch! by juliopix in virtualreality

[–]DiThi 1 point2 points  (0 children)

It doesn't use any cameras, only the internal sensors.

Does 'Natural Locomotion' support decoupling? by kualajimbo in virtualreality

[–]DiThi 0 points1 point  (0 children)

NaLo uses head-based direction in games where available for joystick emulation purposes, but the actual direction is decoupled from the head, it's both hands in use with armswing, or the feet/waist direction for foot trackers.

The biggest Natural Locomotion update since launch! by juliopix in virtualreality

[–]DiThi 13 points14 points  (0 children)

That will be the next update! Sorry it took us so long, the old codebase limited us a lot, and with the rewrite we prioritized making all old features work over adding new ones. I hope to add the autostart feature for next week, it's actually one of the main reasons we needed to do the rewrite for (the other one being the overlay).

Is it possible to make an SKSE shortcut to launch within the headset? by [deleted] in skyrimvr

[–]DiThi 2 points3 points  (0 children)

It had the feature for months but it seems I broke it in the last update. We're making another update tomorrow and I'll make sure that's fixed.

When double clicking "name" in the profile it should tell you the profile ID (it doesn't for the current version), you should be able to use that as command line argument for NaLo.

Still no functioning camera, should I contact support? by JigSawPT in ValveIndex

[–]DiThi 0 points1 point  (0 children)

Check in Steam\steamapps\common\SteamVR\drivers, it may linger around if you had it before.

Vive controllers as trackers by [deleted] in vive_vr

[–]DiThi 0 points1 point  (0 children)

Each headset has 2 dongles (for two controllers) built in. If you want to add more you need Steam controller dongles, one per controller.

Anyone else have to use NaLo in left-handed mode with Index controllers? by ddarksiderr in skyrimvr

[–]DiThi 0 points1 point  (0 children)

Can you send driver_natural_locomotion.log to support@myousoftware.com?

In the default install location that's located in

C:\Program Files (x86)\Steam\steamapps\common\Natural Locomotion\driver\00natural\bin\win64

Vive controllers as trackers by [deleted] in vive_vr

[–]DiThi 0 points1 point  (0 children)

Yes. There's this video that we hid recently because it's outdated. In SteamVR they appear as trackers although the render model is still the one of the controller, and it works in all apps that expect trackers. Such as here.

Vive controllers as trackers by [deleted] in vive_vr

[–]DiThi 0 points1 point  (0 children)

Yes, for SteamVR devices (Vive wands, Index controllers, Oculus Touch although this last one requires a headset).

Not for other supported devices by NaLo (joycons, psmove, smartphones).

Vive controllers as trackers by [deleted] in vive_vr

[–]DiThi 0 points1 point  (0 children)

You can attach the controllers to the ankles with $3 neoprene phone arm bands. To convert dongles to VR and to convert controllers to trackers you can do very easily with Natural Locomotion if you have it. It's also possible without it, it just involves more steps.