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Game Engine Telemetry Occulus 3

Discussion in 'VR Headsets and Sim Gaming - Virtual Reality' started by Archelegon, Dec 19, 2023.

  1. Archelegon

    Archelegon New Member

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    Hello all! New guy to a lot of this, and I'm super excited about all I've already learned perusing the forums.
    There's a few questions I have that I haven't found on these pages. The builds and knowledge on how to integrate and get all the hardware and software talking together have been phenomenal. Here's the crux of where I'm stuck:

    All the information I've found have been on integrating motion into games already published that already natively transmit telemetry data to whichever sim program is being used. Had my project stayed within those boundaries, I'd have far less questions, lol. However, I've recently gotten back into a project and a group creating a mixed reality experience centered around growing, training, and -flying- dragons. So now I'm sitting here with no mans sky and star citizen ready to play in the mean time, and a bug up my ass about getting in the saddle of a dragon. xD

    The hardware focus on their end is going to be centered on the Occulus 3, using Unreal Engine 5. I know UE5 has the capability of sending telemetry data, what I don't understand is: What is needed in the engine to be able to transmit that data, how to send it out of the headset (from what info I could find, either the occulus link or link cable might work?), if there's just a plugin that's needed and if so on who's end? I don't know enough yet to ask or explain how it works to see if it's something they could implement on their end.

    I know this isn't an easy project, let alone a place for a newbie to start. It's where I learn best, and can learn the fundamentals as well as see where and why that knowledge is applied. First steps on my end are a couple arduino learning kits on amazon. Going through threads like KermitKong's 6dof build, the diagrams and his explanations really made a lot of it click and get me super excited for a movement sim project. The group I'm with has been a huge influence the past few years, and I'd love to be able to give something back to them.

    Thanks all! I'm looking forward to all the talking and learning!
  2. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    My Motion Simulator:
    3DOF, DC motor, JRK
  3. Archelegon

    Archelegon New Member

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    Ello Noor! Yep, that put me on some good directions! From just a quick view on there and the threads around, it looks like they don't -have- to do anything special, it just helps a lot. SimTools can pull it from the engine, not the other way around; I'm assuming that gets opened in virtual desktop and things go as normal to any other computer/sim/rig?
  4. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    Innovative tech specialist for NGOs
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    My Motion Simulator:
    3DOF, DC motor, JRK
    A plugin is built for the game and installed like any other plugin in SimTools.

    Plugin API for SimTools 3: https://www.xsimulator.net/community/faq/simtools-v3.401/

    Plugin API for SimTools 2: https://www.xsimulator.net/communit...lugin-for-simtools-2-0-api-documentation.131/

    The other potential approach, for any game that does not have plugin support, is to use the generic Joystick Plugin: https://www.xsimulator.net/communit...otion-plugin-and-vjoy-controller-mapping.387/
  5. Archelegon

    Archelegon New Member

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    Noor, you're a lifesaver! This's exactly the direction I needed! I have a ton of reading to do at this point, and you've given me a way to get from point a to point b with lots of fun along the way! I'm not sure how the joystick remap plugin is supposed to fit in there, but I think thats more on ignorance and needing to figure a few more things out. I've got some hopes and massive excitement going forward, thank you!
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