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huzhekun edited this page Jan 2, 2021 · 33 revisions

Welcome to the Revive wiki!

Here you can find a community-compiled compatibility list, feel free to add your own results.

For installation instructions, please refer to the ReadMe file.

You can also refer to a troubleshooting list for the most common questions.

We also have a discord server: https://discord.gg/umh2zad

Running games

Make sure you have SteamVR running before following these instructions. Revive will not be active and Oculus Games will not be available in your Steam Library when SteamVR isn't running.

Oculus Home games

These games will be automatically detected and can be started from either Steam, Viveport or the Revive Dashboard.

Standalone games

For games that haven't been downloaded from Oculus Home you can right-click the Revive tray icon on your desktop (bottom-right area of you taskbar) and select Inject.... This will open a file dialog that allows you to navigate to the main executable of the game you want to play.

After selecting the main executable the game will be injected into and show up on your headset.

Standalone / Steam games (alternative)

For games that don't launch or don't work when using Inject..., copy the following files from the Revive installation directory into the directory where the game's executable is:

xinput/x64/xinput_1_3.dll
LibRevive64.dll
openvr_api64.dll
openvr_api.dll

Note, if the game is 32 bit, then instead of the x64 version of xinput, you should use the x86 version from

xinput/x86/xinput_1_3.dll

Also note: sometimes, a game will need xinput_1_3.dll to be renamed to xinput9_1_0.dll.

A good way to figure out which version the game needs is to look which files are already present. If xinput_1_3.dll is already present, or if there is no file, usually just keep xinput_1_3.dll. If xinput9_1_0.dll is present, it will need xinput9_1_0.dll. If both are present, I have no idea.

Controls

Xbox Controller

Some games are designed around the Xbox controller and will not function without an XInput-compatible controller. The controls are self-explanatory.

Touch Controllers

Your Vive controllers will be used to emulate the Oculus Touch. The mapping is designed to be as intuitive as possible, if you want to learn how to use it you can launch the Oculus Touch Basics tutorial from the dashboard.

Here's an illustration of the mapping to guide the tutorial:

Vive Controller Mapping

The Trigger, Grip and Menu button are mapped normally on the Vive controller.

Oculus Remote

Some games have support for the Oculus Remote instead of the Oculus Touch. If so, you can turn off one of your Vive controllers and use the remaining one as the Oculus Remote. The remote maps the touchpad as a DPad with an Enter button in the middle, just like the Oculus Remote. The Application Menu serves as the Back button.

WMR Controllers using WMR OpenXR Runtime

The responsibility of emulating Oculus touch controllers belongs to the OpenXR runtime you are using. In the case of WMR controllers, this runtime emulation option is in the Windows device portal.

!!!TURN OFF THE DEVICE PORTAL AFTER MAKING THIS CHANGE! Do not keep your device portal exposed to a network!

To access the Windows device portal and make this change, first install the WMR OpenXR dev tools from the Microsoft store.

WMR OpenXR Dev Tools App

Then, enable developer settings and the Windows Device Portal in Windows settings by toggling on developer mode and device portal (turn on remote diagnostics)

Enabling The Device portal in Windows

Finally, access the dev portal by going to the Device portal page localhost:50080. After setting up the device portal, go to the OpenXR section, and select "Simulate Oculus Touch controllers" From the "Interaction Profile simulation mode" drop-down menu.

Enabling Oculus Touch controller simulation

And that's it! Go back to step 2 and disable the device portal to keep your machine secure, and enjoy OpenXR Revive!

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