Forum Replies Created

Viewing 11 posts - 1 through 11 (of 11 total)
  • Author
    Posts
  • in reply to: Windows Mixed Reality #4719
    test999test999
    Participant

    Been about 2 months. Any progress to report on the Windows Mixed Reality side of things for Driver4Vr? =)

    in reply to: Windows Mixed Reality #3909
    test999test999
    Participant

    Just curious how things are going for Driver4VR/WMR. You making any good progress with WMR testing? 🙂

    Are you able to answer this question yet? “2. can driver4vr supplement drawbacks of WMR system.”

    • This reply was modified 6 years, 1 month ago by test999test999.
    in reply to: Windows Mixed Reality #3156
    test999test999
    Participant

    Just wanted to post here to point out that each headset slightly differs from one another.

    DISPLAY:
    Acer WMR headset: 1440 x 1440 per eye (2880 x 1440 combined), LCD, 90Hz.
    ASUS HC102: 2880 x 1440 single display, LCD, 90Hz.
    Dell Visor: 1440 x 1440 per eye (2880 x 1440 combined), LCD, 90Hz.
    HP WMR headset: 1440 x 1440 per eye (2880 x 1440 combined), LCD, 90Hz.
    Lenovo Explorer: 1440 x 1440 per eye (2880 x 1440 combined), LCD, 90Hz.
    Samsung Odyssey: 1440 x 1600 per eye (2880 x 1600 combined), AMOLED, 90Hz.

    Field of View
    Acer WMR headset: 95 degrees.
    ASUS HC102: 95 degrees.
    Dell Visor: 110 degrees.
    HP WMR headset: 95 degrees.
    Lenovo Explorer: 105 degrees.
    Samsung Odyssey: 110 degrees.

    The Samsung Odyssey (while also costing much more) is said to have better lenses (the sweet spot on the other inexpensive headsets have a smaller clear ‘sweet spot’ Odyessy offers better resolution, built in headphones, 110FOV etc)

    The Dell (while it has good build quality and 110 FOV) is heavier than say the Lenovo, and because of the build design; its as if you have 105 FOV because your face can be further away from the lenses.

    The Lenovo is light; but the build quality is… not too great (I can see dell lasting up to two years; and remain desirable (higher selling price) whereas the lenovo could fall apart in the first year. If I had a choice to choose again; Id probably go with the Lenovo for the lighter build (DELL is a bit heavy; and sometimes I lose the sweet-spot while playing games)

    The Acer is a pass in my books cause FOV

    The HP while it has a cool design is a pass cause FOV (unless the PRO version improved upon anything)

    ASUS… they have a WMR headset? Not seeing one.

    ——–

    @Greg
    – I hope you succeed in getting a good headset and work some magic for some external tracking! The benefits would be huge since tracking slowly falls apart when you put your arms out of the camera’s view (up above your head; or down by your sides; or stretched outwards for too long)

    TIP for any WMR users: I used to get a lost tracking error often in the first 10 hours of using my DELL because of poor lighting; once I solved the lighting issue- all games run much better. (A well lit room; and batteries under 3 hours of WMR usage equals good WMR experience.)

    in reply to: Windows Mixed Reality #2869
    test999test999
    Participant

    I’m actually buying into a Windows Mixed Reality headset this month (Dell Version) which is making VR a tad bit more affordable; (since its $120 cheaper than Oculus (not including the additional $60 sensor for fully working 360*) wallet approves.

    I’m making this comment just to toss my hat into the ring of people interested in using WMR with Driver4VR for Body/leg tracking, and whatever else can benefit from using it. 🙂 (v2 kinect)

    • This reply was modified 6 years, 2 months ago by test999test999.
    • This reply was modified 6 years, 2 months ago by test999test999.
    in reply to: Who hasnt got this "fully" working? #2427
    test999test999
    Participant

    I wouldn’t buy something that doesn’t work for me. Haha. 😛 The missing 50% is probably on my end now! I’m a VR noob and only gave the working build 2-3 tries; so I’ll keep trying for navigation. Seeing my arms move slightly (even if they;re all messed up for whatever reason) is very encouraging.

    It’s a great build and you should definitely consider pushing it out as a main!

    ThumbsUp

    in reply to: Kinect + Psmove + Riftcat setup problem #2425
    test999test999
    Participant

    Hey Suprakill!

    My PSMoves came in a day later than expected, and then I tested and had zero results to share (Controllers weren’t being detected at all)

    Greg posted a new build just a few days ago, and it did the trick for me! Found in this thread:

  • https://www.driver4vr.com/forums/topic/who-hasnt-got-this-fully-working/page/2/#post-2423
  • It now shows the controllers moving; and the buttons seem to work too! (9/10 times.) I always have to start SteamVR first; before Driver4VR. Body/Trackers for some reason pushes the controllers far away.

    Hope the build works for you too!

in reply to: Who hasnt got this "fully" working? #2423
test999test999
Participant

Hey Greg!

My issue actually went beyond just the buttons (controllers were barely being detected 1 out of 40 attempts) That build you posted seems to do the trick in terms of actually getting my PSMove controllers detected in Driver4VR and in SteamVR games using IVRy app (iOS/iphone version of Riftcat/Vridge) (Seems to work almost every-time now!)

Regarding buttons… I think the controller buttons were also detected for my PSMoves! (Lots of new things are happening in games)

My issue now is mapping navigation controllers (that I don’t own) to the PSMove controllers. A simple forward/backwards would do the trick for a game like VRChat. The Driver4VR button mapping is a little confusing; and I don’t know if its even possible to map navigation buttons for forward/backwards to move in a free game like VRChat. [Figuring it out]

I’m now 50% convinced to support Driver4VR officially, and I’m sure many other IOS users who use IVRy app will take interest too.

in reply to: Who hasnt got this "fully" working? #2305
test999test999
Participant

Just tossing my hat into the ring as well for button mapping issue for PSMoves (with Gyro/older controllers)

in reply to: Kinect + Psmove + Riftcat setup problem #2153
test999test999
Participant

Sorry about my first post! I made it sound like it was all working; but reality is that I was only able to get it working in terms of moving the arms in game; after about 1 out of 30 or so tries. (A flustering process; with disappointing results)

I’m really not that far ahead of you in terms of actually getting it working; except for the silver nugget of the arms moving up in down in a conjoined way.

I tried again this morning to get it working with your options in the Image above for up to 4 hours. I didn’t manage to get any results at all!

I feel like everyone who has gotten it working actually owns a physical Oculus Headset or Vive 🙁

When I got it working (in terms of actually moving the arms up and down in the game) is when I had Head tracking set to OFF; and body/trackers set to ON.

I also feel like at one point I was able to get color calibration working for either the head or body- which could’ve contributed towards the success of actually moving the arms. (Goldfish memory; cant remember if that was it)

Our progress (or lack thereof) could be due to only owning a single PSMove; and that my success of actually moving the arms was rare luck.

I have a second PSMove ordered and on the way around the 17th- and will report back if owning a second one makes a difference!

  • This reply was modified 6 years, 3 months ago by test999test999.
in reply to: Release 3 Beta – Introducing hand controllers #2152
test999test999
Participant

Will you ever support PSEye camera’s for tracking PSMoves? It sort of makes sense to pair the two and the PSEye is still sold very cheaply on amazon.

in reply to: Kinect + Psmove + Riftcat setup problem #2111
test999test999
Participant

Make sure your controllers are being detected in the Device Manager and ensure you assigned both controllers. Your PSMove should light up Red before you start VRchat.

I can confirm that it does work in VRChat but the difference is I used a Kinect One and have head options set to OFF and use iVRy_SteamVR APP (Mobile phone) for head-tracking. Although my results were botched since I only have one PSMove atm.

If your calibration is fine after testing then you no longer have to focus in that area. It has to do with Keybindings/Device manager. Keep messing around with the options and you’ll eventually get it to work I’m sure!

Hope you come back here to report your experience after you get it working!

Viewing 11 posts - 1 through 11 (of 11 total)