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We are aware that Oculus Touch has it's shortcomings with NRA:N and isn't perfect. I personally am not well versed in how NRA:N functions with the various VR controllers so I am afraid that I cannot be of much help with those devices.
That being said, when it comes to binding any device, it is best to select the options in the menus with the device you wish to change (for example, using the right trigger to select the options in the BINDS A and B menus with a 360 pad).
As for your SNES Clone controller, if it supports XINPUT, it should work without a hitch, but if it doesn't then I suggest you use Steam's built-in controller API to make it emulate a XINPUT capable device.
One thing I would like to suggest is the -vrseated launch option. This will disable your Oculus Touch controllers, but it will make playing with a gamepad a bit more consistent.
I hope this information is helpful. If there is any other questions that you may have, feel free to ask them and I'll do my best to give you a hand.
X360ce [www.x360ce.com] with the SNES Clone controller - even with the Xbox360 controller and leave Oculus Touch controls to default in NRA:N via resetting the input.ini as suggested by Verm.
I prefer x360ce over Steam's controller API, and have had greater success (using x360ce) with generic input devices.
x360ce should be installed/setup here: E:\Steam\steamapps\common\New Retro Arcade Neon\NewRetroArcade\Binaries\Win64
Your direct and frequent interactions with customers and fans is something I sincerely admire about your small team. I see you all doing it. It's NOT an easy feat.
I also appreciate that everybody on your team has their specialties. Would you be willing to pass my conversation along to your resident expert on 'Input Devices' to see what they think?
BTW, I certainly did follow your advice to delete the *.ini.
However, all the above mentioned issues persisted, as these are default settings in VR.
Given that I still cannot change any of the inputs, in any version of NRA:N, I am unable to follow the advice to use 'corresponding devices' to set Binds A/B. The issue compounds itself in VR, as the Main Menu Cabinet is also a Light Gun Cabinet. Because of this, my usual trick for 'initiating cabinets' with the Touch Controller and then 'pulling a switcheroo' with my Xbox 360 Controller doesn't work for Light Gun Cabinets in VR.
Finally, I used the -vrseated launch option you showed me. This DID fix the Xbox 360 Controller issue in VR (at the cost of Touch interactivity). I was able to initiate play on all games with X. I was even able to switch to D-Pad Controls on all games for a little extra precision.
***The weird part: After setting the D-Pad in -vrseated, I exited the game, removed the launch option, and went back in. My D-Pad change actually carried over as my default directional input for all games, but all the other issues remained. Also, the previously 'generic gamepad entries' for Up/Down in Binds B now show as unassigned, despite the fact D-Pad now works.***
I DID, however, notice something interesting for your 'Inputs Guy' to look over:
At complete defaults (a freshly written inputs.ini) there are differences in how the input entries in Binds A/B are named between NRA:N VR and Vanilla (non-VR).
Take Vanilla for instance -- I have full Xbox 360 controls in Vanilla. 'Binds B' shows the actual button names in the input entries (A,B,X,Y, Start, Back, etc.), so I can see that it at least recognizes the controller in Vanilla.
However in VR, the 'Binds B' entries for my Xbox 360 controller default at input names containing the generic prefix 'Gamepad_...'. It's almost as if something is either preventing the VR version from recognizing the Xbox 360 Controller as 'just that', or it's defaulting to a different gamepad reference entirely (with several key inputs missing).
In Vanilla, 'Binds A' shows actual button names, too. These are the same Binds A entries that suddenly appear all at once in VR when I try to change ANY one input (the ones that always disappear when you leave the menu and never stick). I now believe the Binds A entries in VR to be mostly keyboard commands, which may explain why they never stick, since the keyboard is inactive for VR.
I hope this helps your Inputs Guy. Please let me know if he/she needs any logs/files on my end. I want to help.
1. Restore my ABILITY to change control bindings in VR, period.
2. Restore all control functions in VR (Items like 'Use, 'Crouch', and 'Reset VR' are currently not assigned to my Touch or Xbox 360 Controls, and the layout schemes are weird.)
3. When playing handhelds on Oculus Touch Controllers, I'd like to I flip the 'A/B' button bindings on my Oculus Touch controllers to match the handheld layout.
4. Right now my Xbox 360 controller uses Left Joy for Up/Down/Left/Right. How can I set it up so I can also use the D-Pad for consoles in VIP Area? (Update: I was able to change Xbox 360 controller layout in NON-VR version, but only the D-Pad change carried over into VR, nothing else.)
5. I'd absolutely *love* to setup my USB SNES Clone controller to play the console in the VIP Area or even some of the arcade machines.
Again, I haven't been able to find these particular answers in Search, Forums, Steam Discussion, or Reddit, and frankly I'm stumped (for now). Any help would be appreciated.
-James
He then mentioned that he did a fresh system restart, and then 're-installed drivers' to address a second issue he was experiencing at the time (unrelated to the Oculus Touch issue). Whatever he did, he said doing those things ‘seemed’ to correct the NRA:N issue as well.
I asked him to provide his EXACT steps (and what specific drivers he re-installed to fix the issue, as he neglected to mention this part). If he replies, I'll pass his answer along to here as well.
The other thing I’ve heard is that it’s possible to stop NRA:N from opening up in Steam VR Mode, and that doing so will help with the majority of performance/controller issues. There is still some debate as to how to make this happen though?
In the meantime, it would definitely help us to know the exact syntactical names for the Oculus Touch Controller Inputs, and even provide us a Ctrl-C/V snippet with the 'Defaults' already typed in so we can at least make sense of the input configuration file.
Replacing the current inputs config file with a custom written one for Oculus Touch is the only other thing I haven’t tried out. Will keep this thread updated.
I did some more digging, it may or may not be worth it to look at an issue between Oculus and Steam VR as a possible culprit. I'll be able to test this out next week when I am back at my own computer again.
The problem on the WMR controllers is that there is nothing to make you turn, or duck.. Also everything you select needs to be physically touched .. Even 1/2 inch away won't select items.. If these issues are fixed , this game would be great for those with WMR and an xbox/gamepad controller, They will be able to get a good experience. Taking away motion controllers all together isn't a good experience for a game like this.