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Viewing 29 posts - 1 through 29 (of 29 total)
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  • in reply to: Problem with bluetooth controller #4416
    cretkensighcretkensigh
    Participant

    I think im in the same boat, got 2 vr box controllers but driver4vr doesnt seem to keep the mapping :/ well it see the presses when mapping anyway.

    in reply to: 4.0 beta #4415
    cretkensighcretkensigh
    Participant

    Great news ill be testing this tomorrow 🙂

    in reply to: Overview of Kinect Head and Controller tracking #4413
    cretkensighcretkensigh
    Participant

    Ive got a 2 of those vr box controllers that i plan on mounting on the psmove controllers for thumbstick control but i cant seem to get the vr gamepad to map the buttons. I can set it up and driver4vr can see the button pressing when mapping but it doesnt seem to take effect. Is it possible to do it this way?

    They were dirt cheap so i.dont mind if they dont work but they seem to work on pc and in steam for selecting games etc

    in reply to: Color Tracking + Individual Hip & Feet Rotation #4412
    cretkensighcretkensigh
    Participant

    Just so i understand. I cant calibrate body tracker unless i have cv1 or vive?? I used to be able to in the older builds. Running a dk1. Any ideas how as when i load up a vrchat it reads my hip as my foot and throws it all out.

    in reply to: Tea lights for tracking? #4179
    cretkensighcretkensigh
    Participant

    That’s a good question on itself, I havn’t had a lot of testing with Colour tracking as once I got the skeletal tracking working I never went back. Now I’m curious on how good is it, I’ve notice with skeletal tracking, it gets quite hard to bend over or even having both hands on the same side, (facing either left or right from the Kinect) I am wondering because the skeletal tracking is soo depended on the traking the bones it has little freak outs when you try anything more complex then standing head on. would colour tracking not have this issue, be it still needing to face the Kinect but would it be somewhat less stressed about where my hands are rather then how my hands got there?

    in reply to: Psmove system button not working #3977
    cretkensighcretkensigh
    Participant

    Cheers i’ll give it a whirl in the weekend, see how it goes and report back.

    in reply to: Kinect 360 VS Kinect ONE #3976
    cretkensighcretkensigh
    Participant

    I cant speak for the xbox one v2 Kinect but for me the 360 Kinect was just what the doctor ordered, works great was so easy to setup, Kinect in front, psmove controller on, running psmove service (no need to config) start steamvr, run roomsetup ( before I start driver4vr) start driver4vr, check it’s all working all buttons pressed and finally I run roomsetup again just to center my play space (standing mode as the controller seem to drop off in roomscale mode) I think the 360’s vertical range could be better as picking things up off the ground is abit tricking but it works all the same.

    P.S Gorn makes you feel like a horrible person XD LoL

    in reply to: Psmove system button not working #3896
    cretkensighcretkensigh
    Participant

    I check and it seems no virtual move/rotate is assigned and i dont remember do it, does the logs say I have?? If i deleted my settings and did a fresh setup would that sort it?

    in reply to: Psmove system button not working #3841
    cretkensighcretkensigh
    Participant

    there you go.

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    in reply to: Psmove system button not working #3825
    cretkensighcretkensigh
    Participant

    Yeah man, it reacts when I press it in preview and in the ps move service config, just not in steam or in game

    cretkensighcretkensigh
    Participant

    XD lol have we unwilling found the ultimate proof that the earth is a sphere. Because driver4vr works differently on each side of the hemisphere XD

    cretkensighcretkensigh
    Participant

    @zerberius thats a really good question 🙂 not that I use nolo but I am curious if it uses the base sensor too.

    in reply to: need help #3320
    cretkensighcretkensigh
    Participant

    I think you can change your membership level i did this one time afew months ago. Do you have to log in to driver4vr when you start steamv? That was when the membership level was needed so the trail version wouldnt stop the drivers after 10mins

    Try see if you can change back to it??

    cretkensighcretkensigh
    Participant

    Not that i can tell, is there anyway to check the difference between psmovesteamvrbridge and psmove service?

    cretkensighcretkensigh
    Participant

    Im usng move controllers old ones with megnetometers when i click start roomscale on steamvr and get to the controllers ready headset ready screen they both vibrate once and stay grey’d out but the headset highligts and says ready.

    if i pseyes cameras and do that whole setup the controllers are fine and can do the room setup.no problem so somethiblng with the drivers. I was using 3.6 and they were fine then.

    cretkensighcretkensigh
    Participant

    Anyone else having trouble with doing the roomscale setup? My controllers dont seem to be picked up by steam when I attemp to do the room setup. Standing setup does the same controllers are not detected but that doesnt affect standing room setup.

    Anyone else? Havnt tried that build you put up greg but as soon as i have a day off ill hit it hard. Cheers.

    cretkensighcretkensigh
    Participant

    Thanks greg ill give it a try, i actually wasnt havnt any issues that I noticed with the snap turning feature. I was asking about the “fake movement” because it was what stoppdd me going down the psmove service path and using bulbs for head tracking.

    cretkensighcretkensigh
    Participant

    And do you mean when you look up and down because it tracking the glowing bulb and because your head does pivot on a joint but because its sitting on the outer edge of your head it has a pivot of rotation that is not where your eyes are and so you see movement as your perspective moves with that pivot of rotation? Sorry long winded but i have to know XD

    cretkensighcretkensigh
    Participant

    On driver4vr window, device mananger and bottom left, should in there somewhere.

    cretkensighcretkensigh
    Participant

    Small test and the results….I am such a fan of this. Cheap easy to get into DIY VR, I cant support you enough Greg, fantastic work.

    cretkensighcretkensigh
    Participant

    Credit to the man 🙂 just finished a few hours testing and for me atleast everything is 100% functional including the 180-90 snap from current location. The laggyness is gone to rotation of either controller and colour tracking works quite well but i think i prefer the solid arms feel with the skeletal tracking. Seems to work better with reaching around to change gun for shield in space pirate trailer which i can finally do like 90% of the time at speed when i really need it and throwing in superhot works good too.

    Havnt gotten gorn the work yet with its weird movement system but everything else is great. For the first time in months i feel like I need more VR games.

    Excellent work Greg, doing the VR lords work ^_^

    in reply to: Who hasnt got this "fully" working? #2162
    cretkensighcretkensigh
    Participant

    Its not broken, you have sony/microsoft hardware trying to talk to steam software neither of them would straight up want you to be able to do this.

    Not to mention its still being made. It does work, and by work i mean function. If your expecting it to be just like a vive or oculus its never going to be as tight as those systems.

    This is a cheap way for the masses to have a crack at something new without the steep entry price. Its gonna take time. Ive been on board since mid last year and the progress has been good, damn good. Patience it will be worth $20

    in reply to: Who hasnt got this "fully" working? #1798
    cretkensighcretkensigh
    Participant

    Holding the select button on each side of the controller for 3-5 seconds will reset the orientation of them. But you may need to move them around and reset a few times on differnt angles to get them to line up

    If you.hold.start and select it will reset orientation in the psmove service which does the same thing but driver4vr seem to be more accurate.

    Youll need to set the buttons up before you turn on driver4vr. So start up steamvr, when drivers4vr starts up dont have it set to auto start and dont start it up right away.check your buttons and settings. Then run it

    in reply to: Who hasnt got this "fully" working? #1792
    cretkensighcretkensigh
    Participant

    Whats your steamvrsettings in the config folder like? It sounds like they are being “filter” out. But have uou got it under yes i want to use psmove controllers under the hand tracking option? Have you tried skeleton tracking for hand tracking?

    • This reply was modified 3 years, 4 months ago by cretkensighcretkensigh.
    in reply to: Who hasnt got this "fully" working? #1784
    cretkensighcretkensigh
    Participant

    Weird, sounds like you have all the boxes ticked.

    When you say latest ps move controllers you do mean the actual controllers themselves and not the ps move service download??

    I remember reading that the newer controllers dont have the magnetometer but the older ones do, not sure if that makes or breaks it, they still have gyroscopes and accelerometers but maybe??

    in reply to: Who hasnt got this "fully" working? #1780
    cretkensighcretkensigh
    Participant

    Hey man, have you got psmove service working? Like can config and calibrate the controller?

    is it psmove service or psmovesteamvrbridge?

    Last question man what bluetooth dongle are you using??

    in reply to: Arizona sunshine controls #1638
    cretkensighcretkensigh
    Participant

    I mean they seem to function the same with most button presses and the key mapping is a real nice touch but if i had the choice of leaving the psmove button as hipstersloth had it that would be perfect. I do have a navi but having got round to pairing up to my pc.

    in reply to: Arizona sunshine controls #1637
    cretkensighcretkensigh
    Participant

    No thanks greg ive just refunded it after finding out it will be abit of a work around and playing it on pc id rather wait till i can afford a consumer level Setup. But i would like the old controller back or atleast the touch pad.

    From my understanding youve got in place the same thing but with double presses, is that right?? I couldnt seem to make it function the way youve described it. In the steamvr home area sometimes when i press the move button a teleport arc comes up and other times is doesnt do anything.

    Like in space pirate trainer with my old settings holding down the move button and moving the control around i could select different fire modes and now with this setup i cannont. Ill give it a few more days before i ask you to code something see if i can figure it out lol

    in reply to: Controllers turn off after a few minutes #1600
    cretkensighcretkensigh
    Participant

    Thanks for the solution ill give it a try and report back in a day or so… damn holidays just wanna sit down and tinker with my VR but every one wants to catch up and meet for a drink lol

Viewing 29 posts - 1 through 29 (of 29 total)