Is there an existing issue for this?
What feature are you suggesting?
Feature Request: Add 3DS Gyroscope / Motion Sensor Support for CitraVR
Summary
CitraVR currently supports VR motion (head tracking) and general controller inputs, but it does not support the Nintendo 3DS gyroscope / accelerometer features required for certain games (e.g., Ocarina of Time 3D aiming, Majora’s Mask, Mario Kart 7 tilt, etc).
I am requesting full support for 3DS motion sensor emulation using standard motion providers.
Why would this feature be useful?
Why This Is Needed
Many 3DS titles rely on gyro or accelerometer input. For example in Chibi-Robo! Zip Lash at the end of each level you must rotate the 3DS in order to open a door and progress to the next level. In standard Citra, this works via:
- Cemuhook / DSU UDP motion servers
- SDL motion input
- Mouse/Tilt simulation
CitraVR currently exposes none of these, making some games difficult or impossible to play in VR.
It seems that ultimately using the built in gyroscopic features of the headsets or vr controllers would work best. However you wouldn't want to trigger gyroscope by accident. Utilizing Citra's mouse/tilt simulation with one of the controllers trigger buttons might work.
Is there an existing issue for this?
What feature are you suggesting?
Feature Request: Add 3DS Gyroscope / Motion Sensor Support for CitraVR
Summary
CitraVR currently supports VR motion (head tracking) and general controller inputs, but it does not support the Nintendo 3DS gyroscope / accelerometer features required for certain games (e.g., Ocarina of Time 3D aiming, Majora’s Mask, Mario Kart 7 tilt, etc).
I am requesting full support for 3DS motion sensor emulation using standard motion providers.
Why would this feature be useful?
Why This Is Needed
Many 3DS titles rely on gyro or accelerometer input. For example in Chibi-Robo! Zip Lash at the end of each level you must rotate the 3DS in order to open a door and progress to the next level. In standard Citra, this works via:
CitraVR currently exposes none of these, making some games difficult or impossible to play in VR.
It seems that ultimately using the built in gyroscopic features of the headsets or vr controllers would work best. However you wouldn't want to trigger gyroscope by accident. Utilizing Citra's mouse/tilt simulation with one of the controllers trigger buttons might work.