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ParticipantPod
ParticipantSure. Will try tonight
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ParticipantSorry greg, the rotation still isnt fixed. I re-ran room setup at the start and had myself in the middle of the room. Then when I rotated I was again outside of the room (partially in a wall). Further rotations then rotated on that new spot.
I could see my steamVR stand point back in the middle of the room.Cheers
Paul
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ParticipantNot sure that’ll help. The light ball I use for head tracking is dimmer than the move ones and has the same range. Is there a guide on what the values you can adjust are? I tried making them much wider but it didn’t appear to have any effect.
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ParticipantI wasn’t bothered about closer. I only did that as it gave the same error and I thought it might help you diagnose if there were issues.
What is a POI ball? Why will it help at range? Is it different to the glow balls on the moves already? Are they just not bright enough? I tried with the lights out and it didn’t make a difference.
Cheers
Pod
ParticipantDid you look into this? Is it a limitation of the kinects camera or can the range be increased somehow?
Cheers
Pod
2018-03-11 at 14:07 in reply to: Release 3.10.2 – Nolo tracker orientation fix, Wii yaw from Plus #40622018-03-06 at 22:39 in reply to: Release 3.10.2 – Nolo tracker orientation fix, Wii yaw from Plus #3997Pod
ParticipantHi Greg!
Hooray! Thats fixed the menu button issue. Thanks for thatSadly I can confirm that the saving issue is still there. Rotation angle and touchpad delay both save ok but Reverse rotation will only save if one of the other settings is also changed.
SteamVR Touchpad press doesnt save no matter what I change. Its always set to the single click setting.Sadly Theres a bigger issue in this build. The rotation teleport position bug is back. As soon as I use the buttons to rotate me 90 degrees I’m teleported out of the steamVR house (into a wall this time). Any further rotations happen at that new spot.
Unlike last time it doesnt appear as if the room setup is being corrupted/wiped. It simply seems to think I’m in that world spot.My settings
Touchpad press – Single click
angle – 90 Degrees
Rotation – Your location
Reverse – Yes
Touchpad delay – YesCheers
Paul
2018-03-03 at 20:45 in reply to: Release 3.10.2 – Nolo tracker orientation fix, Wii yaw from Plus #3897Pod
Participant(Btw, all of this was on 3.10.6)
I did a bit more testing today.
It would seem that the only button that exhibits this behaviour is the Menu button (Square on the right psmove).Cheers
Pod
P.s There are other oddities with Psmove integration though. The config screen says that both X and Circle are assigned to Grip. But for me Circle is actually assigned to Menu as well as Square. (all flipped on the left psmove obviously).
Also, theres still settings on the config screen that refuse to save. I now cant save the touchpad option, it always sets itself back to single press
Finally, sometimes the vive wands in VR do some odd things. Sometimes they disappear completely but only when I launch a game. Today, I had it where everytime I pressed the trigger the vive wand vanished.P.s.s Have you considered a bug wall/database that we could view and see progress etc. You only replied here after I bumped it so I’d never have known you’d already looked at it and needed more info. Having a public facing progress system would help us report whats needed etc.
2018-03-02 at 22:55 in reply to: Release 3.10.2 – Nolo tracker orientation fix, Wii yaw from Plus #3847Pod
Participant@greg
Yes but only in game. The d4vr config page and psmoves own config page was correctly reporting the buttons as held. It was only in game/steamvr home that I had the issue.In steamvr home if you hold the button that brings up the tutorial pane it would turn on and off repeatedly. Did that not happen for you?
In arazona sunshine if I held the teleport button it would rapidly teleport me forward (it’s supposed to wait until you release the button)Could this be an issue with psmove service itself?
2018-03-02 at 18:40 in reply to: Release 3.10.2 – Nolo tracker orientation fix, Wii yaw from Plus #3839Pod
Participant@greg did you get anywhere with the flickering button issue? Were you able to replicate it?
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ParticipantPod
Participant@greg
I can double check tonight but it was about 80cm-100cm in that image. At that range it can’t detect it all. Maybe that’s just too close.
However Once it gets about 4m away I get the same error message but it flickers between that and being detected constantly.I’m using a 360 kinect with a sunglasses lens over the camera. I tried Turing off the room lights but it didn’t have any effect.
Cheers
Pod
ParticipantI just bought some balloon lights and put one inside a ping pong ball. Worked as well as the ps move lights although it is dimmer. Lasts about 6h before I have to change it. Got 12 in a pack for 5 quid
But…Driver4vr fails to detect either that or the psmove lights with any consistency over about 2.5m which at the moment makes them extremely restrictive. I’m waiting for Greg to comment on another thread to see if theres some way to improve it.
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P.s using a 360 kinect with a sunglasses lens over the camera. Tried without the lens and got the same limitation.
2018-02-22 at 09:49 in reply to: Release 3.10.6 – Flickering, Controller offset model for Touch #3549Pod
ParticipantNo. I’m using ps moves.
It was fine in previous releases as far as I remember.Another thing I’ve noticed recently is my position in the game world moves over time. After running room setup I’m stood in the circle steamvr draws on the floor. Then after 30 mins of superhot I’m stood about a meter behind it. Yet in the real world I’m still stood in the same place.
2018-02-21 at 22:58 in reply to: Release 3.10.6 – Flickering, Controller offset model for Touch #3535Pod
ParticipantHi Greg. Good news. Rotation with the new reversed option works! The flickering is gone and rotating 180deg no longer trashes the room setup.
Bad news. The left and right hands are reversed. D4vr_left is controlling the right hand in steamvr and vice versa
Cheers
Pod
2018-02-21 at 09:47 in reply to: Release 3.10.6 – Flickering, Controller offset model for Touch #3509Pod
ParticipantSuperb. Knew you’d have this fixed quickly
Pod
2018-02-20 at 21:33 in reply to: Release 3.10.4 – Leap motion and controller, Setting cleanup #3492Pod
ParticipantHi Greg,
Heres a video of this running for me complete with lighting issues and snapping to the world origin. I’ve tried resetting settings but I get the same result.
Lighting going haywire and roomsetup corruption
I start Driver4VR at the 2:15 mark. Before that I check the settings etc. (Note that theres still a save issue with some of the ps move options. I have to change the rotation to 180 and back again to make it commit the changes.
Once in VR I center the controllers and then I rotate right twice (and it goes the right way! woo!). Its the second rotate that causes the teleport to the origin.
Notice specifically that when the location snaps to the origin at 2:53 in the video that the steamVR mini window instantly changes to say that room vr isn’t set up. Despite it being fine moments earlier.
Once thats happened the rotation buttons dont do anything. I can however still move my head around and have it move in the game world (i.e the kinect is still tracking my position)
Cheers
Pod
P.s I also found that my ps moves appeared to be displaced to the left by about 10-15cm much like Desunyan describes
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This reply was modified 5 years, 9 months ago by
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ParticipantYeah. I can do that tonight.
I can’t remember if it was when the driver started or when I pressed a rotation button but I’ll document my steps tonight.
In other news. Did you get a chance to look at the images I posted in the led v skeleton thread?
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ParticipantThe lighting of the world.
As if someone was turning the lights up and down every frame2018-02-19 at 22:26 in reply to: Release 3.10.2 – Nolo tracker orientation fix, Wii yaw from Plus #3468Pod
ParticipantWhen using PsMoves, I find that pretty much all the face buttons (circle, triangle, square, X) seem to be unable to be held properly.
In Steam Home for instance if I hold down the button for the tutorial/guide window then it will flicker on and off every 0.5 seconds or so.
I’ve gone into the preview on driver4VR and its correctly reporting that the button is held down. As does the PSMoveService’s button test page.
In Arazona Sunshine it means I instantly teleport around etc.Are you perhaps reporting the buttons as UP on any frames where the skeleton/LED cant be found or something similar? Or perhaps is that SteamVR’s doing on any frame it doesn’t get input data? (If so you could transmit the last known data?)
This doesn’t seem to occur for the trigger or action/touchpad button.
It makes using a lot of applications very difficult.
Cheers
Pod
Pod
ParticipantI went back to the build with the rotation logging and the flickering is gone but I was still in the floor. Figured it out that the room setup data had been cleared/corrupted. Re-ran room setup and was then back in the right place.
Now, when I ran your new build it did initially have me in the right place. So your build could well have caused that.
Also, I still didn’t have the ability to rotate via the controller buttons. I had to toggle a few settings in the PSMove Configuration screen before it finally allowed me to rotate again via the buttons.
For future reference. Where are the driver4vr settings stored? It might be worth me deleting them and setting up everything from scratch in case there’s some legacy stuff in there that’s causing issues?
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ParticipantTheres something very wrong with that build Greg.
The lighting was flickering like crazy and I was stuck in the floor much further back than I should have been.
Neither controller’s square or triangle buttons would rotate.The Version no was still 3.10.2. I’ve attached a log.
I’m going to roll back to the proper 3.10.2 to check it goes back to normalPod
Attachments:
You must be logged in to view attached files.Pod
ParticipantCheers Greg.
Will try tonight. Dunno if it helps but I’m doing all this via riftcat and a galaxy s8 in a gear vr. Maybe riftcat does something screwy where they flip rotation?
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ParticipantGreg,
Can you take a look at these screen shots and advise? I’ve opened the range on all 3 values. But it still losses the orb at close and far range. At far range it tends to flicker in and out rather than just lose tracking altogether. In game this just means it jitters all over the shop which is unusable.
The first image is it correctly tracking. The second is a bit closer and the tracking has been lost.
Cheers
Pod
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ParticipantHi Greg. Here is my log
What I did
1) loaded SteamVR home
2) Centered both psmoves
3) Pressed Square on my left controller. This did nothing
4) pressed Square 2 more times on my left controller. This rotated me right twice. First to face the Big TV and then to face backwards (away from the controller instruction boards)
5) Pressed Triangle 2 times on my right controller. This rotated me first to face the Big tv and then to face forward once again so I could see the controller instruction boards.I had a look at the logs. The First square press looks like it was logged so no idea why i didnt rotate that time. Hopefully you got what you needed? If not chuck me another build and I can try it again.
Cheers
Pod
Attachments:
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ParticipantI might try manually increasing the colour range. Maybe at 3m+ it’s just having trouble seeing the exact colour from the calibration.
I calibrated at 1m. Should I have calibrated from further back?Pod
ParticipantI dont have any. I’m using 2 psmoves through a 360 kinect
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ParticipantSure. I’m away till tomorrow night. Will try it then.
Cheers for all the replies BTW.
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Participantit just says error no points
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ParticipantOoh, not sure. My moves are charging atm. Will try again in a bit.
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ParticipantSo heres my feedback on Light v Skeleton
Light orb gives a much smoother movement however with my setup it has much less range than skeleton. Once I walk 3m from the kinect then it loses both my head light and my PsMove lights.
However for a seated experience then light is really the only option!So looks like I’ll use light orb for stuff like elite and skeleton for anything requiring room scale.
Cheers
Pod
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ParticipantHere are my logs.
When I start steam VR I’m in the home room looking at the wall with the controller options. The big TV is to my right. The balcony is to my left.
In my left hand is PsMove0. In my right hand is PsMove1.
When I press Square on PsMove0 (left hand) I end up turning right and looking at the big TV.
When I press triangle on PsMove1 (right hand) I end up turning left and looking at the balcony.I also tried assigning them the other way. Having PsMove1 assigned to left hand and vice versa. It did the same thing.
Cheers
Paul
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ParticipantAh. I only have one ps move (another arrived in the post today). I had been using just 1 ps move assigned to my right hand. Although I did also test it with a joycon in my left.
Are you ordering the ps moves by assignment and then using the index to determine rotation direction instead of the hand they’re actually assigned to?
That might explain it. I can test with two psmoves assigned tonight.
Would it still be worth changing if that is the case. As having two mismatched controllers should be a valid configuration?Pod
ParticipantYes please! (and make the right controller rotate you right, not left when using the 90 degrees option!) 🙂
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ParticipantGreg. Any thoughts on what I posted?
Rotating the correct way should be a simple change no? (I was hoping to play arizona sunshine tomorrow! :))Pod
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ParticipantRoomscale setup worked for me in 3.6 but not tried it in this one yet. I can try and report back if you like. What controllers are you using? I’m using ps moves.
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ParticipantThe rotation pivot is now correct but it rotates the wrong way. When I use my right controller to rotate I end up turning 90 degrees to my left. This also happens when rotating with the default setting of the chaperone as the pivot. Maybe some people like it like this? Can we get a tick box to choose?
As for not rotating the chaperone. Yes you are correct. By leaving it in place you could end up walking somewhere the game doesn’t want you to go. However if you had a large play space and you stood in the far corner and used snap move to go near a wall you’d still be able to do this anyway! The onus in VR is on the player to respect the game.
And anyway, let’s consider the situation as it is currently. By rotating the chaperone with the world it no longer aligns with your room. I could walk up to and be stood right next to a wall that exists in my house (not the game). Then I rotate and the chaperone rotates with the game world. Now it looks like I can continue moving in the same direction so I take a step forward and WHAM… Broken nose.I really can’t see that anyone would want it as it currently is? Surely other people are using this in conjunction with steamvr room setup? Have you guys not encountered these issues?
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ParticipantGreg, any news on rotating the right way and/or fixing chaperone rotation?
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This reply was modified 5 years, 9 months ago by
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ParticipantNo. Its a one off
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ParticipantIt’s on the psmove configuration screen but as I’ve pointed out to Greg there’s still a few things that could do with improving (see my thread ‘180 flip’)
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ParticipantDid that makes sense?
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ParticipantTiggs,I had that and I fixed it by installing drivers for my Bluetooth adapter as it appeared the be a pairing issue.
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ParticipantCool cheers
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ParticipantOh, I should say that the configuration button still does nothing when I click it in version 3.8
Does the page it should open have the same options as the psmove? I.e assign rotation to a button and a selection for the angle on each press?
Cheers
Pod
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ParticipantTurned out my bluetooth was at fault (I think). Updated drivers and now the joycon is working!
Cheers
Pod
ParticipantHere you go. Hopefully that makes sense. As I’ve marked. What I’m after is what AdvancedVR does (but sadly only through menus)
Cheers
Paul
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ParticipantHi Greg,
So I was able to get the setting to save by either changing a second setting or closing the window using the top left corner instead of the x in the top right. Not sure which as I did both.
But, while it now rotates around the correct point it unfortunately still rotates the chaperone which needs to stay in the same real world space (I.e remain in the same location and rotation to the player)
Also. I’m pressing triangle on the right ps move and it’s rotating the game world to the right and not the player. For me at least that’s backwards and it should rotate the player instead.I’ve made an image to explain. I’ll upload after I’ve had my dinner.
Cheers
Paul
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This reply was modified 5 years, 9 months ago by
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