I’m having issues in games that require fast movements or precise aiming. BeatSaber is unplayable at hard difficulty, though with audio shield the angle of the controllers is less important and therefore more playable. I’ll use BeatSaber as the example since it’s the most popular right now.
Configuration: Xbox 1 Kinect, 2* PS3 move controllers (4 total, each tested and respond the same) calibrated using both magnetometer methods. Upgraded from Bluetooth 2.0 to 4.0. PC has more than enough power, and Kinect shows 30FPS with Driver4VR at 60FPS. Head tracking via Kinect skeleton, hand tracking is Kinect with PSMoveService. Tested with the last 2 releases of Driver4VR.
When playing BeatSaber, fast motions will cause the swords to “bend”; the hand position will track accurately but the blade of the sword will come off at an angle, typically down and left. It can be as bad as a 90 degree bend from hilt to blade. Unfortunately, it doesn’t straighten back out unless the controllers are left still for 1-2 seconds, which is not available in between blocks in BeatSaber. This also happens in Audio Shield, where the shield tend to drift off into different directions until there’s a pause between orbs, then they right themselves.
I would be tempted to accept this as a limitation of using a gyroscope, and that it takes a moment for the magnetometer to right itself, but BeatSaber is available as a PS4 title and in so many YouTube videos of people playing using PSMoveService, nobody else is claiming to have this issue. In other forums addressing drift, people saythat the controllers can wear out or be defective- but I have 4 controllers which all do this, two of them were purchased brand new in box specifically to use with Driver4VR. I have re-calibrated each controller at least 5 times, using fewer spins, more spins, least bounds fit- all that I can think of. I’m moments away from ditching this project wasting all my money on a Vive.
Please help me get this to work the way it should!