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Viewing 15 posts - 1 through 15 (of 15 total)
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  • in reply to: Is kinect tracking viable for seated gameplay? #684
    caseterocasetero
    Participant

    Hello,

    I use kinnect v2 for seated tracking with PIMAX 4K. I use the kinnect just for positional tracking. Although it doesnt work perfect, is perfectly playable and i actually play all of my simulation games with it.

    You have to position the kinect at 45º from you and configure the settings.

    Greg, i continue thinking that if you add a raw data filter to the kinect positional tracking it would work really well. For me, just do weird movements when facing the HMD to the kinect, because the kinect take the position of the HMD as if it was my shoulders and vice-versa, so it jitters in the Y axis.

    in reply to: Release 2.0.1 – almost 360 body tracking #524
    caseterocasetero
    Participant

    Hi,

    Sorry but my english is very poor, what does this mean?? Filter for the raw data of kinect?

    Thank you!

    in reply to: Kinect V2 #488
    caseterocasetero
    Participant

    Ok,

    Im sure you will provide something good to us!!

    Thank you for your work!

    in reply to: Kinect V2 #473
    caseterocasetero
    Participant

    Ok.

    I think if you code a good filter, the smoothness and reability of the depth camera of the kinect will be enough.

    I already have a light ping pong ball for psmoveservice, but it needs another cable linked to my head and its work depends on the light conditions of the room.

    I would much prefer a configuration with only kinect working, and if now it almost work with just averaging the raw data, i believe that when this raw data will be removed it will work nice.

    Thank you!!

    in reply to: Kinect V2 #464
    caseterocasetero
    Participant

    Hi Greg,

    Thank you for the explanation!

    With this knowledge ive been able to reduce the lag a bit, with the same smoothness. I still notice that raw data that should be removed. The main problem is that kinect, when facing the hmd to it, read the hmd position as if it would be my shoulders. And it blinks in the Y axis as result. My head moves quicly up and down when facing the kinect (just in some positions). So i guess that any kind of filter could be do it to remove this movements. Do you plan to add this kind of filter to driver4vr?

    I have tested the back postion of the kinect to my game orientation.It works nice, but when you look down and move your head down too, the kinect loose the track of your head because it doesnt see it, and it doesnt track your down movement (i play seated).

    Thank you!

    in reply to: Kinect V2 #457
    caseterocasetero
    Participant

    Hello again Greg,

    I´ve been testing the new version 2.0 of drivervr with kinect with its own driver for kinect, no opentrack.

    I dont know if you have improved something with the positional track of the head, but now it works better for me. I can put the kinect at 45º degrees now (to the side) and it works. I would say it at least as playable as psmoveservice with a lot less previous work to do, but i have to do more deep testing.

    Can you explain one for one the settings of the kinnect of driver4vr? I have been able to configure it, but i dont really know what do the differents parameters to configure.

    Thank you for your work!!

    in reply to: Psmoveservice + psmovefreepiebridge #404
    caseterocasetero
    Participant

    Yes, it works properly now.

    But i dont understand why it works without freepie. I want to know because i can scale it with the script of freepie.

    Thank you!!

    in reply to: Psmoveservice + psmovefreepiebridge #375
    caseterocasetero
    Participant

    Hello again,

    Yesterday i solved the problem. It was the printed calibration mat, it wasnt printed correctly and fucked my setup.

    Now it is perfectly playable.

    It continues working without Freepie. Do u know why Greg?

    Thank you!

    in reply to: Kinect V2 #332
    caseterocasetero
    Participant

    I forgot to say, that this smoothness is achieved in the tracker test of psmoveservice (the hmd moves smooth like butter in the test), but in steamvr it doesnt run so smooth, its like in the psmoveservice test i reach the 60 Hz and in steamvr im going at 20-30 Hz.

    It is a big diference between the rotational track (given by PIMAX), and the positional track (given by psmoveservice + psmoveservicefreepiebrigde + driver4vr)

    Thank you!!

    in reply to: Kinect V2 #331
    caseterocasetero
    Participant

    Hi Greg,

    Actually i have dissassembled my kinect system and trying things with psmoveservice stuff. I will be on holiday all next week so i cant really test it again for at least 2 weeks.

    A thing ive noticed is that i dont need freepie to make the conection between psmoveservice and driver4vr (just to make the head tracking, i dont use controllers). Is this normal??

    Another thing id like is to have a smoother track with psmoverservice+driver4vr. Is there anyway to make this string works:

    psmoverservice -> PSMoveFreePieBridge -> Opentrack -> Freepie -> Driver4vr

    ???

    I think with this string i could reach the smoothness i want.

    Thank you!!

    in reply to: Improve Kinect Head Tracking #327
    caseterocasetero
    Participant

    I dont undestand how are you going to track that bulb. With the kinect or would we need another ps eye to do it? If your plan is to use the depth camera of the kinect as usual, and add a tracking point with its normal camera, and you think this could work, that would be great.

    The depth camera has 30 hz, for me insuficient for positional track. Which Hz has the normal webcam??

    Yesterday i tested the psmoveservice with a bulb, and is very responsiveness ( 60 Hz) and reliable, but there wasnt smooth. Any advice?

    Thank you!!

    in reply to: Kinect V2 #326
    caseterocasetero
    Participant

    Hello again,

    I´ve been doing more testing in kinect. I continue thinking that the big problem for the kinect is that it wants to track the full body (skeleton API), and that makes jitters and erratic changes of position when you are seated. The fact that you have a HMD in your head doesnt help too, because the kinect thinks that your body starts just below of your HMD and does erratic movements too.

    This could be adressed making a new SDK prepared to track faces with HMD´s and with the option to track seated people (like kinect v1 has).

    This problem improves with distance, if you can put the kinect in front of you, with an angle near to 0 and with 1.5 m of distance, the track improves. But it continues making some erratic movements, less often but it does. Also, for placing the kinect as i said, you have to do a new space to use vr that is not in front of your monitor, so i dont know if it is a good solution.

    Another problem is the lag. The kinect itself introduces some lag in the ecuation, and the fact it works at 30 Hz, make it some laggy. Dont expect to be as responsive as rotational track (in PIMAX or GEAR VR). You can live with it, but it present and rest inmersion.

    For the opentrackkinect vs native kinect v2 driver4vr option, i much prefer the opentrackkinect because of the smothness of Accela filter,i know this introduces some lag to the ecuation too but i need that smoothness to play. Furthermore the opentrackkinect take the input of the skeleton API too so it has the same problems and does the same erratic movements that i mentioned.

    Hope this helps.

    in reply to: Kinect V2 #314
    caseterocasetero
    Participant

    Hi there Greg.

    I think it is better not having any external object with kinect, if i understand correctly for this purpose you would use the normal webcam of the kinect, aren´t you? If this is true we are gonna loose the depth propierties of the kinect, and i think is quite usable this depth camera.

    Yesterday i was trying things and i did a configuration that looks pretty promising, but i need more test in it. The string si the following:

    Opentrackkinect -> Opentrack -> Freepie -> Driver4vr —–>>>>> SteamVr

    Doing this configuration you can benefeit of the Accela Filter in opentrack so the tracking is really smooth and you can scale it. Just tested it yesterday but looked promising.

    I will update this post tomorro with more testing.

    Thank you for all Greg!!

    in reply to: Kinect V2 #305
    caseterocasetero
    Participant

    I did more experiments with the position and the angle of the kinect relative with the PIMAX, got more accurate movements. If we had any kind of SDK prepared to work with low distances (or seated tracking) and heads with virtual HMD´s i think it would work great.

    HAve you seen this? http://www.immotionar.com/

    Another thing we need is some kind of filter to make smoother the experience while playing. Maybe im not introducing the values correctly in the settings of kinnect. Any kind of guide to this settings window would be great too.

    Thank you!!

    in reply to: Kinect V2 #300
    caseterocasetero
    Participant

    Well, that´s just the opposite. 🙂 But it seems great anyway!! I refered to add a seated option to he kinect v2, and not tracking the lower body and arms.

    I´ve been trying around with te kinect v2 and ive reached some decents results, but not great. I have the kinect positioned up the monitor and i play seated games. So i play close to the kinect (700 mm), that makes some weirds movements in the Y axis when moving the Z axis. This movements are rapids, like jitter. I think the problems come because driver4vr take the data directly from kinect SDK 2.0 and output it. If you could make some kind of filter it would give us a smother experience.

    Thank you!!

Viewing 15 posts - 1 through 15 (of 15 total)