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Fix game starting SteamVR in replay and/or when switching FPFC #61
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- Dont start OpenXR if SteamVR is not already running, makes FPFC replays not start SteamVR
Converting to a draft since not done yet. Aparently some people can fuck around and change the steam dir, so now I gotta write a finder |
So I guess that fixes it, also gives the option to dynamically bind to SteamVR as long as fpfc flag is active, however thats kinda whacky so ¯_(ツ)_/¯ |
Man I suck at using git
_siraLog.Debug(Environment.GetCommandLineArgs().Any(s => s.ToLower() == "oculus") ? "Running as vrmode Oculus" : "Running as vrmode Steam"); | ||
bool startXR = (IsProcessRunning("vrserver") && IsProcessRunning("vrcompositor")) || Environment.GetCommandLineArgs().Any(s => s.ToLower() == "oculus"); // If we're running Oculus, we need to start XR | ||
if (startXR) InitializeXRLoader(); | ||
if (IsProcessRunning("vrserver") && IsProcessRunning("vrcompositor")) // Not sure how to check for Oculus if vrmode oculus is not working anymore |
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Realisticaly there is no need to reinitialize openxr, since the game can function fine in FPFC without it, but this makes it impossible for oculus only users to start the game in FPFC and still have the headset bind on toggle...
One way would be to see if there is an oculus specific process that could be checked, but I dont own an oculus headset anymore so I cant see if there is one
Fix game automatically starting SteamVR when FPFC is switched on or off.
Done by checking if SteamVR is running before initializing OpenXR, if SteamVR is not running, dont initialize OpenXR. This way we even preserve the functionality for people who want to start the game in FPFC and then switch to SteamVR, since in that case user can just start SteamVR anytime along the way manually and it will be bound on next check