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Issue 722929 link

Starred by 3 users

Issue metadata

Status: WontFix
Owner: ----
Closed: May 2018
Cc:
Components:
EstimatedDays: ----
NextAction: ----
OS: All
Pri: 3
Type: Feature



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Expose OpenVR input devices as gamepads outside of WebVR presentation.

Reported by eric.sch...@gmail.com, May 16 2017

Issue description

UserAgent: Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/58.0.3029.96 Safari/537.36

Steps to reproduce the problem:
1. unplug Vive HMD (usb/hdmi)
2. connect any HTC tracked object (tracker puck/std controller) via USB cable (or with dongle)
3. edit steam default.vrsettings value requireHMD from 'true' to 'false'
(typically in the "C:\Program Files (x86)\Steam\steamapps\common\SteamVR\resources\settings" folder)
4. start steamvr
5. Open chromium with gamepadAPI and webvr enabled

What is the expected behavior?
it is expected that calls to navigator.getGamepads() will return connected and tracking tracked input devices.

What went wrong?
even after stimulating the controllers click, etc.  The call returns an empty array 4 null controllers.  It should return the connected and tracking input devices.

Did this work before? No 

Does this work in other browsers? N/A

Chrome version:  56.0.2910.0  Channel: n/a
OS Version: 10.0
Flash Version: 

being able to use tracked inputs devices on system that are not presenting in VR seems is a valid use-case.  we are building a system utilizing a browser and locally connected tracked object to visualize in 3d (not VR) and relay data to other system(s).  it seems that the gamepad API should be fully independent of the webVR getVRDisplays type functionality..  meaning in the ideal solutions would mean that calling navigator.getGamepads() should work 1) without a VR compositor present

see related issue for firefox posted here: https://bugzilla.mozilla.org/show_bug.cgi?id=1365114
 
testGamepads.html
2.0 KB View Download
oops..  in step 3 there is a case sensitivity typo:  "requireHMD" shoudl instead be "requireHmd".
Labels: TE-NeedsTriageHelp
Cc: bajones@chromium.org
Labels: -OS-Windows -Type-Bug -Pri-2 -Arch-x86_64 -TE-NeedsTriageHelp OS-All Pri-3 Type-Feature
Status: Available (was: Unconfirmed)
Summary: Expose OpenVR input devices as gamepads outside of WebVR presentation. (was: OpenVR devices not enumeraated as gamepads unless Compositor available)
Note that many VR input devices don't support being used while the headset isn't active, so many devices will have to be tied to webVR presentation.

We should consider supporting these tracked devices on a case-by-case basis independently from what we support while in VR, but this is definitely lower priority than getting more devices working while in VR.
Project Member

Comment 4 by sheriffbot@chromium.org, May 21 2018

Labels: Hotlist-Recharge-Cold
Status: Untriaged (was: Available)
This issue has been Available for over a year. If it's no longer important or seems unlikely to be fixed, please consider closing it out. If it is important, please re-triage the issue.

Sorry for the inconvenience if the bug really should have been left as Available.

For more details visit https://www.chromium.org/issue-tracking/autotriage - Your friendly Sheriffbot
Status: WontFix (was: Untriaged)
I don't think we will be changing this behavior for WebVR, given that the focus is now on WebXR. Closing as WontFix.

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