marcos42563

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Viewing 7 posts - 1 through 7 (of 7 total)
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  • in reply to: SteamVR and Trinus VR #6743
    Avatarmarcos42563
    Participant

    Hey! I think I might have a doable fix for the lack of positional tracking. How about instead of just not having anything have the position slerp from point A to point B depending on the amount of rotation, so that if the player leans left the camera moves left as well as if it was stuck to an anchor under it instead of at it’s center. Anyone think that’d work? Or would it make people feel dizzy or motion sick?

    in reply to: Compass glitching out #6602
    Avatarmarcos42563
    Participant

    To anyone else having this problem: apparently it’s a compass calibration error. Happens whenever you leave your phone laying flat on a table or such surface. Stupid crap.

    What you have to do to fix it is even more retarded: you can either use a magnet (not recommended) or do a diagonal 8 motion:

    Compass Calibration as seen in a Google Maps tutorial page

    in reply to: Better head tracking for gyro-less phones #6594
    Avatarmarcos42563
    Participant

    So yesterday I had some bloke over the internet watch me play Half Life 2 with Trinus. He complained about the jiggly camera, and so I had another idea: I think the user should be able to cap the rate of the phone’s sensors. This might help with my compass problem (check the bugs section). Along with that we should be able to have Trinus lerp the mouse’s position onto where it’d be supposed to be. That’d make the camera movement a lot smoother and easier on the eye (and possibly on the phone’s refresh rate). Something like this:

    currentCursorPosition -= (currentCursorPosition - newCursorPosition) / 2 /*let the user change this number*/;

    Therefore if the cursor is to move from (40, 10, 20) to (60, 40, 10), it would move to (50, 25, 15) on the first frame, then to (55, 32.5f, 12.5f), and so on until it’d be basically on top of the position. I’ve used this equation several times before for various things, but mainly for camera movement in third person projects and, of course, in a VR test FPS I made to test Trinus’s power and efficiency.

    Please Loxai, read this and at least try to make it happen.

    in reply to: Compass glitching out #6593
    Avatarmarcos42563
    Participant

    UPDATE: It seems like the random snaps occur mostly near the area between the red and the green slice. Also, if I start Trinus up looking at the yellow area there’s a chance it’ll work perfectly except for the green red’s border, but will still go haywire after a couple of hours. Help?

    in reply to: Trinus VR doesn't work on the Motorola Razr D3 #6568
    Avatarmarcos42563
    Participant

    Finally got it to work. That took way longer than it should. Apparently the compression slider is inverted, the larger it’s value, the smaller the compression. Confusing as fuck. I’ll leave my config file here along with my app configurations if anyone else has this much trouble getting it to work.

    default.cfg:
    {"settingsVersion":"0","videoPortTextBox":"7777","sensorPortTextBox":"5555","hotspotSsidTextBox":"trinus","hotspotPwdTextBox":"mypassword","forcedIPCheckBox":"0","forcedIPTextBox":"","fake3DComboBox":"1","fakeRollCheckBox":"1","motionBoostCheckBox":"1","qualityComboBox":"6","fastScalingCheckBox":"1","dynamicQualityCheckBox":"0","compressionTrackBar":"7","dynamicCompressionQualityCheckBox":"0","captureModeComboBoxV2":"0","captureCursorCheckBox":"0","maxFrameRateTextBox":"30","headmountComboBox":"18","sensorTypeComboBox":"8","trackIRFixCheckBox":"0","leftActionButton":"{\"actionName\":\"Delete\",\"deviceId\":\"keyboard\"}","ignoreActionButton":"{\"actionName\":\"Delete\",\"deviceId\":\"keyboard\"}","rightActionButton":"{\"actionName\":\"Delete\",\"deviceId\":\"keyboard\"}","sensorResetActionButton":"{\"actionName\":\"Delete\",\"deviceId\":\"keyboard\"}","orderYawComboBox":"0","orderPitchComboBox":"1","orderRollComboBox":"2","predictiveTrackBar":"2","scaleX":"141928","scaleY":"225000","scaleInX":"2530000","scaleInY":"1980000","screenCenterX":"515000","screenCenterY":"485000","lensCenterX":"451325","lensCenterY":"500000","warpX":"2300000","warpY":"220000","warpZ":"240000","warpW":"0","absScaleX":"1000","absScaleY":"1000","absScaleInX":"900","absScaleInY":"900","absScreenCenterX":"460","absScreenCenterY":"500","absLensCenterX":"500","absLensCenterY":"500","absWarpX":"940","absWarpY":"640","absWarpZ":"50","absWarpW":"0","absChroma":"250","absIpd":"440","scaleYawTrackBar":"20","scalePitchTrackBar":"20","scaleRollTrackBar":"20","invertYawCheckBox":"0","invertPitchCheckBox":"0","invertRollCheckBox":"0","previewCheckBox":"0","scaleXTrackBar":"1","scaleYTrackBar":"1","scaleZTrackBar":"1","positionPluginNameComboBox":"0","borderFixLeftTrackBar":"0","borderFixRightTrackBar":"0","borderFixTopTrackBar":"0","borderFixBottomTrackBar":"0","zoomTrackBar":"100","zoomCenterPivotCheckBox":"1","wifiHotspotCheckBox":"0","simpleMode":"0","deadZoneTrackBar":"0","dpiFixCheckBox":"1","precisionMouseCheckBox":"0","queueFramesCheckBox":"0","bruteCheckCheckBox":"0","nvidiaOptimizedCheckBox":"0","lowColorButton":"#000000","highColorButton":"buttonface","steamVRSourceCheckBox":"0","leftTriggerComboBox":"NONE","centerTriggerComboBox":"NONE","rightTriggerComboBox":"NONE","useMoonlightCheckBox":"0","brightnessTrackBar":"771","contrastTrackBar":"1000","nsdCheckCheckBox":"0"}

    App Configs:
    Sensor Mode B – Lens Off – Performance Speed – Buffering On

    in reply to: Trinus VR doesn't work on the Motorola Razr D3 #6567
    Avatarmarcos42563
    Participant

    By the way, I was adressing the game’s first person view when I mentioned the camera, not the phone’s camera. Lol.

    in reply to: Trinus VR doesn't work on the Motorola Razr D3 #6564
    Avatarmarcos42563
    Participant

    My phone is old, I doubt the resolution is anything to be worried about. Anyways I got the movement to work on my phone, basically what I did was set the sensor mode to B and adjust all the settings on the streamer. However, I’m now getting a very crappy 240p YT video quality, and even after setting the compression to minimum, putting the image scale to ultra and running the game on 1024×768 instead of whatever I tried before it still didn’t change anything, unlike the tests on my mother’s phone, where the quality was perfect. And yes, I did set the performance on the app to quality. Along with that I’m also facing an eventual immersion breaking 90 degrees snap to either the right or the left. Fast head movements also seem to glitch out but I’m sure that’s a problem with my lack of a gyroscope, and not necessarily the app itself.

Viewing 7 posts - 1 through 7 (of 7 total)