Map Oculus Touch motion/rotation to a vJoy virtual joystick, primarily for Elite: Dangerous in VR.
If you've played VTOL VR or No Man's Sky VR, the controls should be somewhat familiar.
Can also be configured to work with several other applications that have controller support; for example, it works to some extent with Everspace.
Fingers crossed for native VR controller support in Star Wars: Squadrons, but failing that, OcuJoy should work.
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Install vJoy.
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Grab a release from the releases section, unzip it, and run it. A debug window will pop up.
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Included in the release will be a .binds file, which is my personal input bindings for Elite Dangerous.
You may have to tweak some values that use vJoy to get the right axis and inversions:
- Flight Thrust X, Y, Z
- Drive Thrust X
- Galaxy Map X, Y, Z*
- FSS Scanner
* This also configures the system map; however it uses the wrong axis for vertical movement. Can't do much about this.
You don't need to have anything (e.g. SteamVR) running before you run it, and you can close/reopen OcuJoy whenever you want. It won't block other Oculus applications.
The left stick is mapped to vJoy's X, Y and Z axes.
- Grab a point in space using the grip button, then drag away in any direction to increase a particular axis.
- Currently this is mapped on a slight exponential curve - I've found that this helps with flight precision.
- I use this for Flight Thrust, as in my control scheme I have increase/decrease
throttle bound to
Left Touch Joystick Y
. This allows you to thrust in any direction using the controller, and use the throttle joystick when you don't want to keep gripping the controller.
The right stick is mapped to vJoy's rX, rY and rZ axes.
- Grab a point in space using the grip button, then rotate the stick on any set of axes.
- I use this for pitch/roll/yaw. The rotation limits are set to match the in-game joystick rotation limits as closely as possible, so you should see the in-game joystick match your hand position.
- The rotation is mapped based on your starting hand rotation - it doesn't matter which way your hand is pointing when you grip.
You can enable button, hat and trigger capturing by passing the --input
flag to ocujoy.exe.
If you are working with a game that doesn't accept the vJoy POV hats or triggers, you can pass two other options:
--hatbuttons
maps the two Oculus joystick hats to four vJoy buttons each, instead of the vJoy POV hats.--triggerbuttons
maps the two Oculus triggers to vJoy buttons. The buttons are triggered when you push the trigger in by 50%.
Possibly coming soon, depending on interest and my time:
- Configure thresholds, values and mappings
- Configurable input styles for each hand