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  • JonnyJonny
    Participant

    I tested the latest version, and it is still the same. No hands.

    JonnyJonny
    Participant

    I just upgraded my pc, installed windows again, and this happens to me now too.
    I can just about see one of my controllers but it won’t move anywhere. It was working fine before I upgraded, so I wonder what the issue is.

    in reply to: Set player height permanently #4651
    JonnyJonny
    Participant

    Yes, I mean setting a specific y axis height. So that when you start SteamVR, the height is always set to that position. So that if the height changes during a game for some reason, it will return to the default height the next time I start SteamVR. Right now I have to run the Room Setup every time, or use the controller move function to get back to the correct height.

    I think if there was a feature in Driver4VR to set a default position in the UI, it could be useful for many people without positional tracking, or people who only play seated with an xbox controller.

    in reply to: Headset relative virtual move #4003
    JonnyJonny
    Participant

    Just tried it.
    HMD relative movement works great.
    I managed to get my buttons working, but at first they wouldn’t work in SteamVR. Had to use my old Steamvr.settings file. Now all is good (still no trigger on navi, but that’s fine).

    But yeah, now the movement is much better, cheers.

    • This reply was modified 6 years, 1 month ago by JonnyJonny.
    in reply to: PS Nav for joystick #3822
    JonnyJonny
    Participant

    I am using the build 3.10.7.1 TEST build. Should be the correct one, I got it from the link above.

    All I did above was configure the trigger, like you said.

    in reply to: PS Nav for joystick #3801
    JonnyJonny
    Participant

    Ok, here it is.

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    in reply to: PS Nav for joystick #3787
    JonnyJonny
    Participant

    Ok, here they are. I haven’t tested it yet, will remap everything and see.

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    in reply to: PS Nav for joystick #3745
    JonnyJonny
    Participant

    Tried it.
    It shows up as a virus in Windows Defender, but I ignored that.
    The trigger still doesn’t work, but everything else is fine.

    in reply to: PS Nav for joystick #3725
    JonnyJonny
    Participant

    Sorry I got confused there.

    Can you tell me how you disabled 360 pad support in Steam?
    I did disable 360 support in big picture mode, same as you have in that picture above (because enabling breaks the navi inputs somehow), but it still makes the navi act as a 360 controller in SteamVR.
    For me that is ok, I just either use SteamVR home to launch games, or directly from the desktop. And in-game the navi is usually always working fine.

    Hope that makes sense.

    in reply to: PS Nav for joystick #3722
    JonnyJonny
    Participant

    Another tip: if you add a recent games panel in steamvr home, you won’t have to use the steamvr menu, and you can load games with the navi that way.

    in reply to: PS Nav for joystick #3717
    JonnyJonny
    Participant

    Ah sorry, I just noticed this.

    Can you tell me how you disabled 360 pad support in Steam?
    I didn’t, I just use the other controller to interact with the menu. Most games only use SteamVR controls, not xinput. For games that do (like Doom 3) I disable controller support in the game.

    Did you went through the entire setup in Daley Tech’s tutorial or just the SCPTool part?
    I set up Scptool and psmove service (I also have psmoves, and assigned the navi to a psmove in the psmoveservice options) but I don’t think you need that because the navi controller works even without starting psmove service.

    Is the PS Navi supposed to show up as a PS Move device in device manager that can be previewed?
    It should just show up as an xbox controller after the scptool is setup.

    It shows up as gamepad W in Driver4VR
    On mine, when it shows up as W or Blank, it works. I also have the psmove service driver for steamvr installed (I use it for another reason: you can fake an Oculus tracker with it). With or without it, it still works. I have used the navi for about 6 months now under a lot of different configs, with and without psmoveservice/steamvrbridge.

    Sorry I don’t have a good answer as to why it is working for me and not for you. I will try to record something to show it does work though, maybe my steamvr log/settings will help?

    Ok, you will just have to trust me, the video was a shaky mess.
    Here are the steamsettings and log files anyway.

    • This reply was modified 6 years, 1 month ago by JonnyJonny.
    • This reply was modified 6 years, 1 month ago by JonnyJonny.
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    in reply to: 3dRudder #3564
    JonnyJonny
    Participant

    I’d like to know this too. Shame about the Pimax issue.

    in reply to: Lean/Sidestep #3537
    JonnyJonny
    Participant

    Sure, cheers.

    in reply to: Leap motion disconnecting #3447
    JonnyJonny
    Participant

    Do you use a usb extension?
    I do, and it disconnects at the slightest movement. I realised in my case that the leap usb is more stable if it is pulled slightly out of the extension cable socket. I taped it up and now it’s stable.

    If that isn’t the problem, then only usb bandwidth, power to usb, or a broken cable spring to mind.

    in reply to: PS Nav for joystick #3432
    JonnyJonny
    Participant

    My psnavi just stopped working on 3.10, and it confused me.
    Turns out I had enabled 360 pad support in steam controller settings, and for some reason that seems to have stopped Driver4VR from detecting it.

    So basically if anyone is having problems with Driver4VR detecting the navi, disable 360 controller support in steam.

    in reply to: PS Nav for joystick #3272
    JonnyJonny
    Participant

    Sure, that’ll be great. Cheers.

    in reply to: PS Nav for joystick #3265
    JonnyJonny
    Participant

    I just use one navi. The range of the trigger is -1.0 – 1.0. It shows up as event 5 in the first picture.

    I just restarted about ten times and looked at what happened.
    I often get something like the first picture if the navi isn’t working. A weird ID. Driver4VR says the buttons are mapped to the right controller, but they don’t do anything in SteamVR.

    Then I restart and hopefully get picture 2, and get a device with no ID at all. But it works fine in SteamVR. All buttons and joystick are mapped and working fine except the trigger.

    Then sometimes I get the third picture, registering as Device 1, and nothing works.

    This makes it sound worse than it is really. It usually takes less than 2 restarts to get it working as it is in the 2nd picture.

    • This reply was modified 6 years, 2 months ago by JonnyJonny.
    • This reply was modified 6 years, 2 months ago by JonnyJonny.
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    in reply to: PS Nav for joystick #3256
    JonnyJonny
    Participant

    Yes, everything works except the trigger. And yes, if the trigger works I will just map the trigger, then done.

    Right now I use the bumper as a trigger and joystick click as the
    touchpad click. It is fine but the trigger would be
    more comfortable, with bumper as grip.

    If the trigger is added, it’d be pretty much perfect, except sometimes needing to restart the navi to get the ID. That isn’t a big issue though, it only takes one or two restarts usually.

    in reply to: PS Nav for joystick #3249
    JonnyJonny
    Participant

    I followed this to set it up:

    in reply to: PS Nav for joystick #3247
    JonnyJonny
    Participant

    Yes, everything works except the trigger. I guess it works because scptool emulates a 360 controller? It can also connect to psmove service, all the buttons are registered as a navi in the config tool, trigger works there.
    I guess if you get the trigger working, and haptic feedback in steamvr, it’d be great.

    in reply to: PS Nav for joystick #3225
    JonnyJonny
    Participant

    Ps navi should work. It does for me, using a dongle and scptoop 1.6.

    Sometimes it needs a restart, seems to register under a few different ids in driver4vr, so you might have to remap a couple of times under different ids, or restart until it gets back to the first id.

    Basically keep remapping and restarting and you should be good after that.

    in reply to: 360 Head Tracking With Ball #3134
    JonnyJonny
    Participant

    I am trying to use a psmove to do hmd positional tracking. I will attach it to the hmd until I can get a good led/pingpong ball setup.

    This is all I can see. It detects the colour well, but won’t track it. All of the possible psmove colours are the same. I tried magenta, cyan, red etc. When I try any colour with controller tracking, it works. When I tried to configure the headset, I just get this.

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    in reply to: Quick 180 flip? #2979
    JonnyJonny
    Participant

    Could you also add the flip function to the old configure buttons menu? Cheers.

    in reply to: Best SteamVR games with move controllers? #2976
    JonnyJonny
    Participant

    If set up properly, many games work fine with psmove. Setting up can be tough though. One problem is the lack of a joystick, but you can stick a cheap bluetooth controller to the move, and it should work fine in any game really.

    I have had a lot of fun in Dead Effect 2, Doom 3 bfg, and Operation Warcade. But that is without any positional tracking, only with Leap.

    in reply to: Leap Problems on 3.2.0.0 #2956
    JonnyJonny
    Participant

    They are reversed in Steam VR too. I use a model that shows L/R on the front.

    Mostly though, it usually works if I raise the left hand first in SteamVR, after reversing the tracking direction in Leap.

    It would be cool if there was some kind of switch controller button in Driver4VR though, would that be a possibility?

    For now though it works well enough, you can ignore most of that above. The poor tracking was the main problem, and the workaround works every time.

    Cheers.

    in reply to: Leap Problems on 3.2.0.0 #2920
    JonnyJonny
    Participant

    Ok, this is weird. I discovered that I can get Leap tracking to work normally, if I reverse the tracking direction twice in the Leap options, after starting SteamVR.

    I guess it refreshes it somehow, and makes games playable again, until the next time I load steamvr. Left and right are still often reversed though, but tracking is ok.

    in reply to: dual PsMove navi + kinect one ? #2918
    JonnyJonny
    Participant

    I use navi and it isn’t such a pain to set up. You need an extra bluetooth dongle, and scptool 1.6. It works fine.

    in reply to: Leap Problems on 3.2.0.0 #2911
    JonnyJonny
    Participant

    Sorry for the wall of text, Greg.

    Ok, so after a lot of messing around, reinstalling etc, I have gotten psmove working well. Leap tracking works fine for a while, I have all the buttons set up, then 10 minutes into Dead Effect 2, the hands switch (but not controls or gyros) and I have to cross my arms. It has done this 3 times.

    I think the main problem is that SteamVR (or leap) is switching the hands (L/R controllers) for some reason.

    Also, I noticed that the buttons I mapped for the left hand work only the right, and vice versa.

    I will attach the logs, maybe they can help.

    • This reply was modified 6 years, 2 months ago by JonnyJonny.
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    in reply to: Leap Problems on 3.2.0.0 #2895
    JonnyJonny
    Participant

    It is perfectly fine in the diagnostic visualiser too.

    I wasn’t using psmoveservice before now, but I have just been trying to use psmove service with the leap, and after configuring the controllers it strangely seems to have helped with leap tracking. The psmoves gyros were wrong at first. Left controlling right etc. Is it possible that the problem I am having is that (even with psmoveservice off) it is somehow switching between controller configs or controller gyros? Like between Leap hand gyros and psmove gyros?

    • This reply was modified 6 years, 2 months ago by JonnyJonny.
    in reply to: Leap Problems on 3.2.0.0 #2812
    JonnyJonny
    Participant

    …and the buttons are switching in game too.

    in reply to: Leap Problems on 3.2.0.0 #2809
    JonnyJonny
    Participant

    To be a bit more specific:

    After some testing, I believe the problem is that the controllers are switching. But not just left/right, the axes are sometimes switching too. That is why I am sometimes controlling both controllers. The left controller for example sometimes controls the X,Y,Z axes, as well as the right controller’s X, and so on.

    I think the reason that they look really far outwards is that after switching they still have the offset enabled, so instead of being closer to the center, they move further away.

    I have no idea what is causing it except I have noticed that SteamVR seems choppy, performance is bad. When I move the controls out of view and in again, there seems to be a long pause before they reappear (usually reversed with the axes messed up, and on the wrong hand).

    Before the big SteamVR update, the left/right hands would sometimes be wrong, but they wouldn’t switch back when SteamVR is open. I would just have to restart SteamVR and raise the left hand first, and it would work. Now it is like SteamVR is trying to work out which hand is which in real time, and messing up.

    Hope that helps.

    • This reply was modified 6 years, 2 months ago by JonnyJonny.
    • This reply was modified 6 years, 2 months ago by JonnyJonny.
    in reply to: Leap Problems on 3.2.0.0 #2808
    JonnyJonny
    Participant

    Ok, so I went back to 3.1 and the temporary SteamVR, and it is still the same. It worked before on that so I have no idea what is going on.

    To do a completely clean installation, including psmove and kinect drivers, which folders should be deleted? I will try that.

    in reply to: Leap Problems on 3.2.0.0 #2807
    JonnyJonny
    Participant

    Pimax driver isn’t to blame, it is the same on the older version. I will revert to the temporary SteamVR beta to see if that helps.

    in reply to: Leap Problems on 3.2.0.0 #2802
    JonnyJonny
    Participant

    Ok Greg,
    I updated to the latest SteamVR and Driver4VR, and the problem persists.

    My tracking in the visualiser is perfect, and tracking in SteamVR is way off. I recorded two videos doing the same hand movements/gestures each time. As you can see, in SteamVR it just freaks out. If I move my hands out and in, one hand will appear, and the other will take a few seconds. Then one hand might control both controllers.

    I had to trim the videos to be able to send them to you, hope you can see enough there.

    Also, the controllers seem way too far out. I am using +12 in the video, with +20 they are almost at the edges of the screen.

    Hope you can see what I am talking about. One more thing I will try is going back to the old Pimax drivers, to see if they messed it up. Will report back.

    Cheers.

    • This reply was modified 6 years, 2 months ago by JonnyJonny.
    • This reply was modified 6 years, 2 months ago by JonnyJonny.
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    in reply to: Win10 and VR Box Controllers #2633
    JonnyJonny
    Participant

    I use one of them and another controller, and had the same problem. The other controller shared the same driver, and only one would work. Think it is just bad drivers.I tried with other controllers and they work together.

    in reply to: Leap Problems on 3.2.0.0 #2564
    JonnyJonny
    Participant

    I will try to make a video when I can, but won’t have time for a while.

    Until then, imagine perfect tracking on the visualiser, and the vive controllers completely freaking out on the steamvr mirror. SteamVR seems to pause, and then the tracking is lost, one controller disappears, when it comes back one hand moves both controllers. Never had this before.

    I wiped my steamvrsettings file and started again, same thing on 3.6.

    in reply to: Leap Problems on 3.2.0.0 #2345
    JonnyJonny
    Participant

    Tried it, and tracking seems a better, with a relatively stable pointer, but the switching still happens, unfortunately. If I move my hands close enough together or off screen, it seems to get confused, pause, then mess up tracking.

    The Leap is pointing more towards the center than before, is that intentional? But that is easily configued in the controller settings.

    in reply to: Controller Problems #2322
    JonnyJonny
    Participant

    My problem was different. Until now. Also have no response in SteamVR after updating Driver4VR. Going to try the above build.

    Ok, my controllers work in that build, but the leap tracking is bad, it is unusable for me. Controllers switch around, probably depending on which one you raise first.

    • This reply was modified 6 years, 3 months ago by JonnyJonny.
    in reply to: Controller Problems #2106
    JonnyJonny
    Participant

    Finally found a fix for the above revive/oculus problem.

    https://github.com/LibreVR/Revive/issues/890

    Download the input folder and install to documents/revive.

    Probably doesn’t fix steamvr home, but Oculus games are all good.

    in reply to: Release 3.1.0 – CPU improvements #1724
    JonnyJonny
    Participant

    Regarding number 2, thanks Greg. As well as all the other improvements.

    in reply to: Oculus touch emulation #1059
    JonnyJonny
    Participant

    No, changing the game compatibility doesn’t work.
    I reinstalled SteamVR, doesn’t affect it. Reinstalled Oculus, doesn’t work either.

    in reply to: Oculus touch emulation #1045
    JonnyJonny
    Participant

    Ah maybe my problem is different. I can’t get triggers and the axis to work at all.
    A game to try for this is VR Multigames through revive. Or Bullet Train.
    I may have found a possible fix, they seem to think it is a problem of the HMD priority.
    https://github.com/cboulay/PSMoveService/issues/94#issuecomment-233099839

    The fix there is to run the game in win 7 compatibility. Trying it now.

    in reply to: Oculus touch emulation #1041
    JonnyJonny
    Participant

    It used to work, but a month or two ago I think an Oculus update may have killed it. I haven’t been able to fix it so I think it’s the OC drivers.

    But yeah it would be great if we could play Oculus Touch games again.

    in reply to: Hand Tracking and Controllers. #999
    JonnyJonny
    Participant

    Looks great.
    How does psmove kinect tracking compare to leap and bt controllers?

    Is there any way to use the leap too in this set up? Maybe as tracking when facing away from kinect?

    Looking forward to trying it out.

    JonnyJonny
    Participant

    Not sure, but I think that problem is caused by Piplay. Make sure your psmove service setup and SteamVR Room setup both point to the same direction. Then in Piplay face that same direction and click recenter. That fixed it for me.

    JonnyJonny
    Participant

    Sure, I tried it and it seems to work great.

    0 makes the controllers too close with no overlap. 20 too far with too much overlap.
    I found 10-12 gives a nice compromise between the two. On Operation Warcade the bow seems to work better that way, but haven’t tested it on other games.

    Tested only with default orientation settings.

    in reply to: Hand Tracking and Controllers. #914
    JonnyJonny
    Participant

    The leap range is limited, yeah, it loses tracking if you don’t put your arms up, but generally it works well. Also has a handy ‘sticky controller’ feature where if you move the controller out of its range, it sticks to that spot. I’ve been using that in Doom BFG to attach the flashlight, hold my gun if I am lazy etc. Not sure if that is intended, but it works.

    That said, yeah just wait for kinect hand tracking.

    • This reply was modified 6 years, 5 months ago by JonnyJonny.
    in reply to: Mapping for rotation #905
    JonnyJonny
    Participant

    Sure, thanks.

    in reply to: Mapping for rotation #882
    JonnyJonny
    Participant

    I noticed Psmoves also work well. Not sure if they did before but once paired in psmove service they don’t need psmove service anymore, and mapping is fine. That’s great.

    One more thing though, is it possible to get the psnavi trigger working?

    And I posted this on another thread, but is controller vibration possible? Cheers.

    in reply to: Hand Tracking and Controllers. #880
    JonnyJonny
    Participant

    You can use leap motion, not kinect, to do this now. Not sure about Switch controllers, but in the latest beta, psmoves, psnavis work well.

Viewing 50 posts - 1 through 50 (of 97 total)