Up until recently, the updated PSMoveService is very impressive.
Especially the recently updated Jitter reduction option.
Thanks to this, PSMove’s tremors are almost invisible and stable.
As you can see in the video, you can aim your bow as you like.
Each time you run SteamVR, you need to set up the room, align the center, and level it, but that’s not terribly inconvenient.
I am confident that if the camera positioning problem and the narrow Fov problem are solved in the future, it will be perfect.
Thanks to PSMoveService. It is a controller that fits very well with the Pimax 4K.
PSMoveService How-to : Home · psmoveservice/PSMoveService Wiki · GitHub
How to setup PSMoveService
Tracking Test
If you know the characteristics of the camera, you can even try it up to room-scale. First, the characteristics of the camera.
Optimum distance to PSMove: 6ft
Maximum distance without jitter to PSMove: 8ft
FOV: 75 degree (blue dot)
Two cameras should be able to see PSMove.
The next is “How to setting up the camera”
Determine the play area and determine the best position for camera fixing from the play area center.
There must be no obstacle between camera and play area.
Fix the camera temporarily and check my movement while watching the test-camera.
Since the camera captures me with a rectangular screen, adjust the angle of the camera so that my movement is well captured while watching the test-camera.
Place the mats at a height that is visible to all cameras in the play area center.
Perform “Color Filter Calibration” and “Tracker Pose Calibration”.
If everything is satisfactory, fully secure the camera.
That’s it. This is how I install my camera.
I wanted the room-scale, so I adjusted the angle of the camera while checking with my test-camera to ensure my motion was well captured, but this was a pretty tough process.
This is the latest video taken as a result. Alpha Release # 5.5.3 was used. [Pimax 4K & PSMove] Playing Touch basics, Again - YouTube
why? Whats wrong with that setup using Riftcat? I’m just interested as i thought im gonna use three psmoves two for hands one for tracking position and four cameras, not yet bought tho.
RiftCat has an application called VRidge for Android which allows users of Android-based VR headsets, such as Google Cardboard, to play PC Virtual Reality games on those non-PC VR headsets.
Yes, yes i know that, but how does that affect you are just sending positional tracking via VRidge, while using psmoveservice and PSMoveFreePIEBridge to track position, if i’ve not understood the process incorrectly. correct me if im wrong?
I think it is impossible. So I will not be considering Riftcat until they support PCVR.
Rather, turn your eyes to OSVR.
With OSVR-OpenHmd, OSVR-Kinect, and PSMoveService, you can get the desired results for dk1, dk2, cv1, vive, even deepoon E2.
I had tested Pimax 4K this way.
Here is the video link: https://youtu.be/D_K7oRAktbI
It worked well except for head tracking.
This method will be complete if OpenHmd supports Pimax 4K.
Until then I have been looking for another way to head tracking.
Loving my Pimax at the moment. Got 2 PS eye cameras and 2 move controllers setup.
I’m trying “the lab” game as my first example and I can see both move controllers etc. just fine but can’t seem to be able to actually hit Start in the game to progress passed the first menu.
Has anyone got around this? Can you point me to a good button map for the lab in my steamvr.vrsettings config file?
Thanks!
I also wasted the last five days with the same troubles. Finally, I found the following article and decided to use version 5.5.3 again.
“Controller orientation shaking in latest 6.x build” https://groups.google.com/forum/#!topic/psmoveservice/MinIzz7tgVc
As a result of using version 5.5.3 of PSMoveService, movement has improved again.
Try it.
Oh, and watch a video for three camera-360 degree tracking.
The conditions I have recorded there will help you.
There is another issue with new psmove controllers: there are apparently no more magnetometers or they are no more detected by psmoveservice. I don’t know if this missing calibration could affect the tracking accuracy…
Just tested with v6.0.8 and the results are brilliant. I’ve also adjusted my cameras to sit on tripods now on 2 cabinets about 8 foot high(in total) and pointing down at about a 45 degree angle to the calabiration mat.
The tracking on the 2 move controllers is really near to 100% now in my opinion. Very stable and responsive. I’ll try take some pics of my setup for those that have been struggling for weeks with this like I have!
2 camera in front of me and 1 at back, seems to works fine, not 100% accurate, but there are not much shaking and it’s fine for playing. Later i will try to make them in triangle and see if is better.
Edit: lol, v 6.0.8 is new release, i didnt get it, thanks for sharing , going to try it right now
Great idea, Thank you.
Another way is to just run “SteamVR_InitialSetupWin64” and “SteamVR_ReinstallDriverWin64”.
I decided to use v5.5.3 again for a little less jitter.