Currently I can not stream Orbus very effectively through the Rift S. The tool that I use to see Stream chat is called oVRdrop and it’s a Steam VR utility. It’s inserted into the game at a point I select. I attach it to the back of my left hand so in general it doesn’t obscure any part of the game unless I’m actively looking at chat by flipping my hand around. The Oculus Dash implementation of this feature is significantly inferior to oVRdrop but it can be used as a last resort. I just really would rather have my standard setup.
So, to the issue:
I own Orbus VR through Steam.
I fire up Oculus so I can use the Rift S.
I fire up Steam VR.
I see Steam VR home in the headset.
I can see the Steam VR chaperone always on floor bounds that I’ve setup.
I start oVRdrop.
I can see oVRdrop in the headset perfectly fine.
Optional: I start up another game like Beat Saber and I can still see everything perfectly fine. Chaperone bounds and oVRdrop window.
I fire up Orbus VR.
Immediately the always on developer chaperone floor bounds are gone. oVRdrop is gone. The Steam VR overlay does not come up when pressing the button that should do so.
It feels like the Orbus VR client has decided that since I’m in an Oculus headset that it’s going to ignore the fact that I’ve intentionally started the game via Steam VR and it has connected directly to Oculus home to run. Completely bypassing Steam VR and removing all Steam VR overlays which includes my stream chat and dashboard via oVRdrop as well as my always on chaperone bounds which I use to tell where my camera is and if I’m in the center of my play space. Pretty much every little trick that I’ve setup with my Vive Pro to help my stream more effectively.
For most people this is likely a trivial issue. To be honest I likely wont be streaming much on my Rift S after this week. Still, I don’t like the fact that I’m intentionally saying to run through service A and the client is choosing to ignore that and run through service B.