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2020-11-08 at 14:23 in reply to: Release 5.4.0.0 – tVR Play VR titles on TV like on Nintedo Switch #16865
oldmanbluntz
ParticipantFor some reason it shows that I ordered the driver4vr software again November 7th 2020, and I have been charged for it in my bank account. I did not reorder the software, and did not authorize funds being taken from my account. Please fix this fraudulent issue that has occurred by your company.
I have not used your software in quite some time, except when it opens up and asks me to log in when I play steamvr on my quest with the virtual desktop software.
I would like a full refund for the second purchase of the gold software, as I had already purchased the software years ago.
oldmanbluntz
ParticipantOr even a hybrid Kinect v1 and Kinect v2 system? Is that possible I wonder?
oldmanbluntz
ParticipantIf you were to add the functionality to stream another Kinect v2 from a pc to work alongside the one on the host machine to run 2 kinects, i’m sure it would get used by some. If it’s not a lot of work that is. Too bad libfreenect2 wasn’t for windows, as it supports multiple Kinect v2’s on one machine. Up to 5 apparently.
https://discourse.vvvv.org/t/multiple-kinect-2-on-one-machine/13011
oldmanbluntz
ParticipantI have to say, Well done on this. It works pretty damn well, aside from the high cpu usage. I’m sure that’s what is causing my Kinect to not capture smoothly. Mind you, this is an older computer, fx-8320@4.4ghz, 8gb of ddr3 1600 ram and an r9 280x. running this with riftcat and steam vr home uses about 80% of my cpu and gpu. But, hey, great work. I can’t wait to see the head tracking with the colored ball available as well. With the psmoveservice, is it possibly anything having to do with the ROI for the colored balls causing the high cpu usage? I’m sure you’ve already checked that out. I wish i knew more coding, I’d love to help you out on this project in any way possible. Hopefully you can get the multiple kinects working as well. That would be super sweet, or possibly a hybrid setup using ps3 cameras and the Kinect, just so you don’t get the blind spot from the Kinect with your back turned toward it.
oldmanbluntz
ParticipantHas this feature been added yet, and if not, do you have a possible ETA on it? The new beta 3 works pretty good, i got a stuttering issue with my Kinect v2 to work out, but it would track the colored balls so much better with multiple kinects, well, at least open up the playable area some more. Thank you for your hard work on this software. It’s pretty awesome.
oldmanbluntz
ParticipantThis works fine for head tracking with the psmoveservice, in my experience. camera placement of 8 foot deep by 9 foot wide by 8 foot high. I use 6 psmove cameras, 4 in each corner, and 2 ontop of my tv. the Kinect one is also ontop of my tv. the tv with 2 of the cameras and the Kinect are ahead of the front 2 cameras in the corners by about 4 feet, so the Kinect camera is able to cover my whole play area at a distance. It works pretty flawlessly. A little better than my pingpong ball tracker on my headset through psmoveservice.
I setup my living room specifically with the vr in mind. The Kinect will track me all the way back on the couch just fine at 14 feet away. I have my play area set to an arear that is 2.8 meters by 2.2 meters, from just under the front corner cameras to the front line of the couch against the wall. I’ve put a lot of time into this outside my job, haha. If you get it tracking better with the pingpong ball, that would be awesome. I Imagine it will be pretty much 100% flawless. Thank you for your hard work in this. It’s pretty awesome.
My psmove and kinect positions
The HMD tracker ball-
This reply was modified 7 years, 4 months ago by
oldmanbluntz.
oldmanbluntz
ParticipantSorry to butt in on this thread as well. The psmove_extend_z switch I mentioned in the other thread, it’s related to the start+select sync that has been done for over a year now with psmove. They discovered that the psmove start select gesture can be overridden and a hard coded value can be used. it’s something to look into, as it could be the new method for this, and it may cause others headaches, like I had, in the future.
oldmanbluntz
ParticipantWell, it is sort of working. The psmove_extend_z switch in the steamvr.vrsettings file is quite nice, as it hard codes the position of the controllers in relation to the headset. It fixes a lot of the rotation issues with the controllers when you go around in a circle. There seems to be something in Driver4VR that may be overriding the settings.
If possible, would there be a way for you to add a way to change the position of the Kinect in relation to the camera positions in the software. I have done a lot of testing to find out what my issue was, and this is the conclusion I have come to. Essentially, if there is a way to add a manual way to set the distance of the Kinect to the center of the play area, that would fix this issue.
The command I’m talking about in the steamvr.vrsettings file has only been implemented in a custom build of the most recent psmoveservice and the psmovesteamvrbridge projects, so it’s not a mainstream issue. It just had me banging my head of the wall. Thank you for your time.
oldmanbluntz
ParticipantOkay. I found the problem. I was trying one of the other tweaks, the disabling of the start select psmove calibration gesture, and manually setting the offset in the steamvr.vrsettings file. This does not sork when you are using the Kinect as a headtracker. It will not allow you to calibrate the controller position to the psmove controllers tracked by the psmove service.
oldmanbluntz
ParticipantAnd can you share how you got it working for the rest of us? It would be greatly appreciated to the rest of the community for those of us who are still encountering this issue.
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This reply was modified 7 years, 4 months ago by
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