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  • in reply to: Color Tracking + Individual Hip & Feet Rotation #4410
    ayarita9ayarita9
    Participant

    @ Native,
    Basically all of these options have varying levels of error/drift.

    I’d wait for Greg to release v4 of the driver before ordering anything. It seems like he will release it in a day or two *crosses fingers*.


    @Greg
    ,
    Whatever options you come up with in v4, do you think it’d be possible to have the reset calibration button mapped in some way that doesn’t require me to bend over and hold buttons down on my feet every so often? I don’t mind the drift as much as I do the fact that I have to physically bend down to reset the calibration.

    in reply to: 2 versions/generations of Kinect360? #4407
    ayarita9ayarita9
    Participant

    Wrong post, sorry
    (don’t know how to delete this comment)

    • This reply was modified 6 years, 1 month ago by ayarita9ayarita9.
    • This reply was modified 6 years, 1 month ago by ayarita9ayarita9.
    in reply to: Workaround for headset yaw drift #4282
    ayarita9ayarita9
    Participant

    @Greg,
    I am using joycons and all of them exhibit some sort of yaw error, or a flat out yaw drift… if getting a daydream controller for a reference point can work, I will purchase it.
    Especially since even though the PS3 Move Controllers seem to be a “perfect” solution (color tracking for Kinect as well as IMU with magnetometer), it apparently also gives yaw drift.

    in reply to: Help with Rift + Kinect 1 + Joy Cons #4231
    ayarita9ayarita9
    Participant

    In response to my own post:

    I’ve got it all “working” now, and it’s amazing, despite ONE HUGE CAVEAT (which I will explain later).

    The joy cons must be attached to your FOOT. This is because the rotation should be expressed on your foot, and from rotation information from moving your foot, not your shins. This means that the virtual SteamVR trackers MUST be at foot level for this to work (i.e. when you are in steam overlay, you should see the trackers at floor level!).

    In addition, you MUST have a good Bluetooth connection, or else the rotational data will not be 1:1 with your movements (i.e. It will skip frames of rotation with a bad connection, and you will end up with messed up rotation).

    The big caveat that I mentioned earlier is the fact that many Joy Cons have gyro drift, at a hardware level, so you MUST find a pair of Joy Cons that do not exhibit any drift. Otherwise, your feet with the affected Joy Cons will drift slowly 360 degrees in a circle in the direction of the drift.
    I experienced gyro drift on the Nintendo Switch using the Joy Cons, so it made sense that it would exhibit that behavior using it in this manner with D4VR.
    Hopefully, though it is not an *immediate* issue, it would be nice if Greg can implement some way to counteract this drift — Nintendo does this software side, as you must set the joy cons down flat for it to “calibrate” and get rid of drift.

    For now, however, I’ve created my own pair of “VR shoes” with joy cons embedded, and while I have to reset it with a long press of the home/capture button periodically, it allows for turning your body without your feet following your head rotation, which brings the whole D4VR experience quite close to the vive puck system, at least until we can use two kinects to provide back coverage (which may not be necessary if everyone has some sort of rotational instrument to provide data to the driver).

    Greg, if you see this, please add the option to add rotational data to hips in normal “skeleton” tracking (and not only in the colored experimental tracking). I believe it’s meant to be implemented, but there is no “hip tracker” replacement in the device manager. This forum post details this issue: https://www.driver4vr.com/forums/topic/hip-tracker-not-available-in-device-manager-trackerhips/

    Again, thanks for all the work! ^^

    ayarita9ayarita9
    Participant

    Thanks for posting, I have the same problem and want to assign a joycon to the hip but found the tracker unassignable in Kinect skeleton mode. Hopefully it will be implemented soon, or it would be cool if there is a workaround that works to have hip trackers assignable.

    ayarita9ayarita9
    Participant

    I’m not sure if this is your problem, but you need to align yourself (facing the kineckt) with the T-Pose avatar. You should see the white balls in vrchat as well as the trackers in SVR overlay on your feet and hip. Once you align yourself, hit both grips at the same time, *while your head is facing forward/the Kineckt!!*

    If you did these steps already, or if the model is still stuck in T-Pose after hitting the grips, or if you do not see the white balls in VRC, there might be some other problem going on.
    Sometimes you have to let SVR load first before opening VRC because the Driver4VR has to load.

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