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  • in reply to: Kinect + pseye? #15111
    sergiy botsmansersoft
    Participant

    Your ps-eye setup probably needs recalibration, some of your cameras may have moved (even a tenth of a milimeter affects it) and you have to carefully re-calibrate tracking poses in psmoveservice config.

    I recommend setting them all to 60fps, then doing all the psmoveservice calibrations (colors and poses) again then close psmoveservice and restart your pc to check if calibration actually sticks

    Also they may not be in wide-angle mode (turn each camera’s aperture clockwise to make sure it points at the blue dot) or may simply be not pointing low enough, or your cameras may be getting a false positive from another light-source in the room, or you simply got too many reflective surfaces in your play area

    My 4 ps eye setup is now very accurate and not shaky at all, but it took a lot of small tweaks and time on my part to get there, the only thing that bothers me now is the massive input delay as your hand movements are really not low-latency like on HTC vive or index.

    • This reply was modified 3 years, 10 months ago by sergiy botsmansersoft.
    in reply to: Ps Move controllers custom mapping? #15110
    sergiy botsmansersoft
    Participant

    I am also interested in this.

    Absolutely need to re-map those buttons or change how snap-turning works, as they rotate the steamvr “chaperone” virtually while my real-life room obviously can’t do that) so it may be an injury hazard as if I accidentally press it in the heat of gameplay and not notice, then I could bump into a wall or break something very easily like that

    Related to this, I’ve also got a psmove navigation controller and would love to be able to do smooth locomotion and weapon wheel in-game with its clickable analog stick(I could attach to one of my ps-moves), it gets detected as an x360 controller thanks to SCP toolkit but steamvr absolutely needs to think it’s a vive touchpad for this to work

    sergiy botsmansersoft
    Participant

    I may have had the same issue, what I did was set position offset in driver4vr (enable advanced offsets) relative to world position Yaw to 180 degrees for both controllers and it fixed the issue (I am using freepie bridge for head tracking)

    in reply to: Virtual HMD does not track #14760
    sergiy botsmansersoft
    Participant

    I had the same issue, but I fixed it just now

    For some reason I had an older version of freepie bridge (probably because I followed a very old free track guide on google) that is not compatible. Turns out you have to use freepie bridge version 16 or later.

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