Custom gyroscope input

Home Forums General Custom gyroscope input

Tagged: 

This topic contains 2 replies, has 3 voices, and was last updated by  LightyKD 4 months, 4 weeks ago.

Viewing 3 posts - 1 through 3 (of 3 total)
  • Author
    Posts
  • #6560

    GemHunter1
    Participant

    Hello, I’ve got a question: Is there any possible way to use data from my custom gyro instead of the one from my mobile for head tracking? The reason why I need to do this, is because my phone doesn’t actually have a gyro, so it is using accelerometer and magnetometer readings to approximate the orientation, which is really inaccurate. I already have working 9DOF gyro connected to my arduino mega 2560 also it can output data in different formats (yaw,pitch,roll/euler/quaternion) so that shouldn’t be a problem.
    I’ve been searching for a quite a while now, but I haven’t seen any good solution, since it would be nice if it could use full 3D rotation (not just yaw and pitch as with mouse).

    #6566
    loxai
    loxai
    Keymaster

    There’s no such option (although might be doable in combination with FreePIE).
    Note that it wouldn’t make any difference in regards to lacking roll rotation (game type sets such limitation, not Trinus).

    #7086

    LightyKD
    Participant

    If you’re using a controller and just want head tracking the easiest thing to do is tie a gyroscopic mouse to the top of your headset. Hopefully the game you are playing allows for mouse and gamepad input at the same time. If so, set your mouse to standard camera (where up is up and down is down). Your gamepad can be set to however you like it. I tend to invert my gamepad camera controls.Most games work well this way.

Viewing 3 posts - 1 through 3 (of 3 total)

You must be logged in to reply to this topic.