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LIV App Update v0.1.14!

Improved performance, stability, usability and many more games added!

Hey team, time for another LIV App update!

We’ve been hard at work. The LIV App has received a lot of love (and is receiving more today), we finally got around to fixing our Unreal SDK (an in-depth blog post on this coming soon), and we’ve added a lot more games to the supported games list.

Alongside maintenance and adding more games, we’ve given a select few people access to LIV StreamerKit, which is a combination of in-HMD chat, stream notifications and audience engagement tools – all in one.

You may have seen some of our streamers playing Beat Saber, and having cool things happen in-game when the viewers complete actions like subscribing.

Our early experiments are really promising, and we’ll be releasing more info and giving more people access soon!

Newly added games

  • Ashi Wash
  • BE THE HERO
  • Carly and the Reaperman: Escape from the Underworld
  • Catch & Release
  • Contagion VR: Outbreak
  • cyubeVR
  • Drunkn Bar Fight
  • Electronauts
  • First Person Tennis
  • Paradiddle
  • QuiVr
  • RIFF VR
  • Swords of Gargantua
  • The Cooking Game VR
  • The Homestead Invasion
  • Wanted Killer VR

+ many more integrations currently in progress!

LIV App Updates

We've got a LIV app update for you! Lots of polish as well as support for our upcoming SDK update - and it's gonna be a good one. Unreal support has never been better! Check down below for the full changelog.

Viewfinder Changes!

The LIV app viewfinder lets you see yourself whilst you're playing, and also lets you make "eye contact" with your camera!

This feature has been around in LIV since late 2017, but hasn't had much in the way of love for a while. As an example - if you had a static camera setup (and you set the viewfinder to be at the virtual camera position), the viewfinder wouldn't be anywhere near your real camera, making it unusable.

As part of the new update, the viewfinder will always locate itself wherever the camera is, even if you're using your own tracker. It doesn't sound like much - but we've found that it's really important if you're looking to record some content, or stream live. You gotta be able to make eye contact! (Note, for "real" eye contact you'll need some googly eyes 👀)

We've now enabled this feature by default for everyone!

Calibration Changes!

Our calibration tool inside LIV is super easy to use now, and you can get a near-perfect calibration without any adjustments. But, in the cases where adjustments were needed, the sliders we gave you were a little confusing to understand.

With the change we've made - the "Pitch" slider will always move the view up/down, "Yaw" moves left/right, and roll rotates!

End result, easier micro adjustments to get an even crispier calibration 💪

New:

  • Fully automatic support for our Unreal SDK's update! Finally we don't need to push updates whenever a new game comes out 😅
  • The games list now shows you which engine the game is - no more hunting around in the game's files, playing detective when you need to use manual mode.
  • We now tell you if your camera isn't supported by LIV explicitly - so you know we didn't just break when you tried to use that capture card from 2012!
  • We added a bunch more logging pretty much everywhere, making debugging your crashes even easier - progress here has been great already!
  • Removed over 170MB of bloat, in the form of Chromium. It's a heavy beast to be shipping around just for one feature, and doesn't work everywhere. Gross.
  • Behind the scenes, we've updated the Virtual Camera driver (for OpenVR) to support a little trick we've been playing with - Oculus VR Object MR support in OpenVR! It's not quite ready yet, but we're already testing it with some of you.
  • For you developers out there (and the tinkerers!) we added an export calibration button to the manual capture tab. Useful for developing new applications alongside LIV!
  • If you didn’t install the Virtual Camera driver, we now hide away the controls - making it a bit clearer to understand!

Fixed:

  • If for some reason the compositor crashed whilst the calibration tool was running, the GUI would crash too. Blood pacts resolved, no more joint crash.
  • Additionally, if the compositor crashed after the tool finished running, the app would still crash. We're not sure why the app is so clingy.
  • ... as it turns out starting external programs (like the calibrator...) is a pretty fragile thing to do if you want to know when it closes. This was responsible for a bunch of sometimes-it-dies-but-sometimes-nah crashes!
  • So we've gotta talk about virtual webcams. Some of them are really badly made. So bad in fact that they tell Windows that their width/height is negative. This was making the compositor crash sometimes, and now it doesn't :U
  • There was a situation where if the compositor disconnected, we'd begin a series of unfortunate events. One of those events is responsible for cleaning up the compositor's mess, which would fail if the compositor was disconnected. 🤦‍♂️
  • When selecting a "Possibly Supported" Unreal game from the list, we'd show you the Unity resolution dropdown. It... didn't do anything. We've hidden that.
  • If you deleted the contents of the millisecond latency input, the app would crash. If you do that now, it just resets the latency to zero, like it really should.

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