Positional head tracking in steam

Trinus Forum Forums General Positional head tracking in steam

This topic contains 13 replies, has 5 voices, and was last updated by Avatar GorLexx 3 years, 1 month ago.

Viewing 14 posts - 1 through 14 (of 14 total)
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  • #5898
    Avatar
    dan
    Participant

    In my setup i am trying to use psmove as it lets us use play station 3 move controllers as vive ones in steam
    psmoveservice

    but without positional head tracking alignment is tricky! but there is a way to use a third psmove controller for head tracking using psmovefreepiebridge and freepie, could this be imported to trinus and combined with phone rotational data? this is one of the ways that works with vridge but i prefer your program as i can play normal pc games to!

    Psmovefreepiebridge
    Freepie

    This is the video that gave me inspiration, it’s a good guide but it is spanish but youtube does a good job with translating!

    #5899
    loxai
    loxai
    Keymaster

    I will look into it when I get a chance, seems more promising than current approach.
    I’m a native spanish speaker so that shouldn’t be a problem… no link though 🙂

    #5901
    Avatar
    dan
    Participant

    #5928
    Avatar
    StoneMoe
    Participant

    Hi, I’m looking at PSMove method for VR these days too, And found PSMoveService tracks controllers really great…

    Can trinusVR give a port for Freepie to replace rotation and position data from phone sensor that transfer to SteamVR? This will make TrinusVR perfectly for emulate vive games!

    And thanks to loxai, TrinusVR is really great

    #5932
    loxai
    loxai
    Keymaster

    Hi guys, so I’m checking out this option. I don’t have PSMove but prepared a build that might work. It takes data from FreePIE and sends it to SteamVR. To activate, check the FreePIE As Input checkbox in Sensors tab.

    Please go ahead, try it and let me know if it works, or where it breaks 🙂
    http://trinusvr.com/server/pre-release.zip

    #5933
    Avatar
    StoneMoe
    Participant

    Hi, loxai, Thanks for your work about the requested feature.

    I tested the pre-release version, and there are some issues during the test…

    1. x/y/z position tracking works well, but seems no row/yaw/pitch data passed into TrinusVR or SteamVR..

    2. I noticed even FreePIE is not running, once I launch PSMoveFreePIEBridge, the headset position tracking start to work…Is PSMoveFreePIEBridge skiped TrinusVR and passed data into SteamVR directly? But I had looked into their code, and found this is impossible..

    3. There is a bit drift issue, I’ll test more after buying two more PS3 cameras for tracking purpose…

    #5934
    loxai
    loxai
    Keymaster

    I still haven’t checked the PSMove-FreePIE combo so idk how it works internally, but the Trinus update listens for FreePIE input, so if the bridge is sending data, Trinus can receive it.
    May still be good to use FreePIE with a debug script to check the input.
    Rotation data from phone is disabled when using this, as I thought the PSMove would provide yaw/pitch roll info (is that not the case?).
    In any case, this was a very late night first build so expected to be non-functional, but I’ll get it there 🙂
    Need to order a PSMove though and check how to set it up (seems like a tricky setup).

    #5937
    Avatar
    StoneMoe
    Participant

    OK…So I found something interesting: even Trinus VR is not running, PSMoveFreePIEBridge will make position tracking start to work…

    And according to this page: FreePieBridge_README.md
    Seems the bridge send rotation data out, but I don’t know what’s going on…
    Maybe TrinusVR still need phone sensor for rotation, and PSMove for the position tracking.

    And there is another issue found, the position movement is much bigger than real movement.

    #5945
    Avatar
    dan
    Participant

    It seems to work like this…
    psmoveservice uses ps3 cameras to track psmove controllers to imitate htc vive controllers in steam..
    freepiebridge can use a third psmove controller to provide hmd x/y/z position data to be COMBINED with phone yaw/pitch/roll.

    also steamVR wont load properly unless it is selected as the sensor mode in trinus? could a steam+freepie option work?

    #5971
    loxai
    loxai
    Keymaster

    I’ve prepared a new build that should work better (taking phone sensors for rotation). It also takes hand controllers, although I’ve done some quick tests (no PSMove yet) and looked like it is not working yet.
    Also, if you could also try non-vr games using the ‘Game’ Video capture mode and give me some feedback on it, would be great 🙂

    http://trinusvr.com/server/pre-release.zip

    #5976
    loxai
    loxai
    Keymaster

    Note that a recent bugged SteamVR update can break the setup. The quick fix is to opt in for SteamVR Beta.

    #6034
    loxai
    loxai
    Keymaster

    Here’s a new build solving a few problems on the previous one:
    http://trinusvr.com/server/trinus208pre.zip

    To enable controllers, tick the FreePie to SteamVR checkbox in Sensors tab.
    Any feedback welcomed 🙂
    There’s also a faster ‘Game’ capture mode for non-VR games. It also allows fullscreen.
    Plus a new simple colour based tracker.

    #6045
    Avatar
    poiuytrewq4645
    Participant

    how do I use the “new simple colour based tracker”?

    #6049
    Avatar
    GorLexx
    Moderator

    1. Connect Web-camera to PC
    2. Run trinus
    3. At advanced settings mode – Position Tracking – Click on Tracker, wait 2-4 sec.
    4. Select CamBall
    5. Power On Light Ball (or LED flashlight)
    6. Start streaming trinus
    7. On preview window right click to light, left click to light, circle must move.
    8. run your game
    9. enjoy

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