September 21, 2016 at 4:51 pm #5898
In my setup i am trying to use psmove as it lets us use play station 3 move controllers as vive ones in steam
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!
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!September 21, 2016 at 6:06 pm #5899
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 🙂September 21, 2016 at 8:13 pm #5901September 24, 2016 at 6:34 pm #5928
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 greatSeptember 26, 2016 at 3:23 am #5932
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.zipSeptember 26, 2016 at 12:35 pm #5933
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…September 26, 2016 at 3:19 pm #5934
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).September 27, 2016 at 4:43 am #5937
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.September 27, 2016 at 8:46 pm #5945
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?October 4, 2016 at 10:51 pm #5971
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 🙂October 5, 2016 at 11:03 am #5976
Note that a recent bugged SteamVR update can break the setup. The quick fix is to opt in for SteamVR Beta.October 18, 2016 at 4:00 pm #6034
Here’s a new build solving a few problems on the previous one:
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.October 20, 2016 at 5:44 am #6045
how do I use the “new simple colour based tracker”?October 21, 2016 at 9:10 am #6049
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
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