1. #1

    Samsung Odyssey WMR Report

    Okay, so here are the issues with the Odyssey WMR. I understand that it isn't officially supported, but thought the information may be helpful.

    First off, the game throws an error every time I try to connect to servers.

    Second, The pause menu overlay displays only on the computer screen, not the headset.

    Finally, although Steam VR beta sees the controllers, they don't appear to be linked to the 'gloves'. I get the graphic telling me to press the joystick on the left controller, and it recognizes that I pressed it, however the gloves are unresponsive and down by my 'feet'.

    If anyone has this working with the Samsung Odyssey headset please let me know, thanks.

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  2. #2

    I have the same problem

    It's not going to see the WMR controllers or mimic them as Rift or Vive. If anything they could mimic the Vive but it seems like they are showing a Rift on the tutorial and clicking on the left analog brings you into your Steam house so it would have to be set to push the thumbpad. I wrote on the games support forum already that they should have the WMR headsets and controllers supported cause it would help sell that game a lot better.
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  3. #3
    Ubi.Flo's Avatar Community Developer
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    @ ROCKIMOTO,

    Thank you for letting us know. Ineeded we don't support it yet but it's still informative.
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  4. #4
    Originally Posted by Pazzi13 Go to original post
    It's not going to see the WMR controllers or mimic them as Rift or Vive. If anything they could mimic the Vive but it seems like they are showing a Rift on the tutorial and clicking on the left analog brings you into your Steam house so it would have to be set to push the thumbpad. I wrote on the games support forum already that they should have the WMR headsets and controllers supported cause it would help sell that game a lot better.
    I agree, But would think though that with Revive there is no reason why this game shouldn't work. I selected the Steam VR (Vive?) version of the software, perhaps the other one fares better? Perhaps I am assuming too much, but I figured there must be a reason we have to choose between Vive and Rift support. Obviously, support for both platforms will be rolled into the 0 day version, don't you think?
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