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PSMoveSteamVRBridge is a client for PSMoveService that computes the pose and button data of PSMove/DualShock4/PSNavi controllers and routes it into SteamVR.

License: Apache License 2.0

CMake 5.94% Batchfile 3.07% C++ 88.58% Shell 1.67% PowerShell 0.75%

psmovesteamvrbridge's Introduction

NOTICE OF ARCHIVAL

This project is no longer in development and is now archived. Anyone that wants to continue work on this project is welcome in their own fork, but repo is no longer accepting pull requests, considering any issues, anwswering questions, or offering support. WYSIWYG.

PSMoveSteamVRBridge Build status Documentation

PSMoveSteamVRBridge is a client for PSMoveService that takes the pose and button data of PSMove/DualShock4/PSNavi controller and forwards it into SteamVR. The FAQ is a good starting point for any specific questions you may have about the project.

NOTE This is alpha software. If you are downloading this project to play games on SteamVR please be aware that this tool may not work for the game you want to play so buyer beware.

Prebuilt Releases

You can download prebuilt releases (Windows only at the moment) from the Releases page. Then follow the initial setup instructions found in the wiki.

Building from source

If you want to make modifications to the service or want to debug it, you can build the project from source by following the Building-from-source instructions. Currently Win10 is the only supported build platform with OS X and Linux support hopefully coming in the near future.

Documentation

  • General setup guides, troubleshooting and design docs can be found on the wiki
  • Documentation for the code is hosted on codedocs (In Progress)

Installing the Driver in SteamVR

Automated Installer

In the installer folder of this project is an XML definition file for the BitRock installer project. This is a cross-platform installer that offer free licenses for opensource projects. This project's installer is built using that.

alt text

Attribution and Thanks

Special thanks to the following people who helped make this project possible:

  • Thomas Perl and his psmoveapi project which laid the groundwork for this project.
  • Alexander Nitsch and his work on psmove-pair-win that enabled psmove controller pairing over Bluetooth on Windows. Alex also did nearly all of the investigation into the PSMove communication protocol.
  • Eugene Zatepyakin and his PS3EYEDriver project which enabled access to the PS3Eye camera.
  • Ritesh Oedayrajsingh Varma and his work on PS3EYEDriver enabling improved camera polling performance (consistent 60fps)
  • Frédéric Lopez and his work on PS-Move-Setup that enabled co registration of and HMD with the PSMove.
  • Greg New - Improvements to the SteamVR plugin and config tool
  • YossiMH - Improvements to touch pad mappings and help with the HMD/Controller alignment tool
  • William (zelmon64) - Many improvements to config tool UX, beta testing, and troubleshooting hero
  • Antonio Jose Ramos Marquez - Work on PS4EyeDriver and PSX hardware reverse engineering
  • Stephen O'Hair - Huge refactor of the SteamVR plugin to help get it working with the new SteamVR input system

psmovesteamvrbridge's People

Contributors

hipstersloth avatar stephenohair avatar zelmon64 avatar

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psmovesteamvrbridge's Issues

The SteamVR menu shows controllers, but the actual games don't.

I've gone through the PSMoveService setup, and it works for the menu (When you operate the big picture mode in VR.) When I'm in actual games: SteamVR Home, Rec Room, The Lab, etc., the controllers don't show up. Is there a setting in SteamVR that I need to enable motion controllers for games? I don't understand what's going on.

PS move button problem and tracking in Steam VR

Hello.,
I'm already desperate. I'm trying to run PS move on Steam Vr for 3 days :( I have the drivers set up, paired and calibrated, but I still have problems with SteamVR.

  • Freepie does not work as it should. It follows pinpong ball but also one PS move. How can I solve this problem?
  • Driver orientation is still out of body. I think it's a pinpong ball and PS move problem that track head tracking.
  • I'm still updating and overwriting steamvr.vrsettings and I can not add buttons here. Now the buttons do not work.

I use:
Vridge (latest version)
Steam VR (Latest Version)
PS move PS3 with mini usb
Last - PSMoveSteamVRBridge
Last- Freepie
Last - PSMoveFreepieBridge-Release15

  • I've calibrated everything (by videos on youtube)

My steamvr.vrsettings:
{
   "GpuSpeed": {
      "gpuSpeed0": 336,
      "gpuSpeedCount": 1,
      "gpuSpeedDriver": "24.21.13.9907",
      "gpuSpeedHorsepower": 336,
      "gpuSpeedRenderTargetScale": 1.5199999809265137,
      "gpuSpeedVendor": "NVIDIA GeForce GTX 1060 6GB"
      "gpuSpeedVersion": 2
   },
   "driver_vridge": {
      "fakeSensorEnabled": true,
      "fovValues": "37.78 41.33 44.89 44.89",
      "hmdMode": 0,
      "renderScale": 100,
      "useDefaultFov": true,
      "windowHeight": 1440,
      "windowWidth": 2560
   },
   "steamvr": {
      "installID": "14353893826071132617",
      "mirrorViewGeometry": "0 0 1280 720",
      "supersampleScale": 1.5199999809265137
   }
}

Thank you very much

Smooth in test, not in steam vr

I've got 4 cameras, I've distributed them evenly on my usb hubs and calibrated them well. I'm experiencing an issue with the open vr driver you've written. The PSMove client program renders the controllers very well but the PSMoveSsteamVRBridge is jittery and shows the controller flipping as soon as there's a little momentum. I have both the driver and the client program running and comparing the two is night and day. Do you have any suggestions on why this might be please?

[Edit] I forgot to mention I experience this jittery flipping when I'm testing in the SteamVR app. Strangely though, if the app enters standby mode (geometric lines and cameras only) the controllers don't exhibit the behaviour. As soon as I move the headset and the SteamVR app starts again the controllers are back to being jittery.

Steam does not see the new psmove

I assembled a new PSMoveServiсe ZCM2U and he sees controllers, but Steam does not see it. Maybe need to update monitor_psmove or driver_psmove, if it is not difficult? Or I do not know what I'm doing wrong.

Some games not working.

The problem i'm having at the moment is I'm buying games and its a 50/50 chance there going to work with my move/navi controllers. I can play games like Gorn, accounting and the lab but games like star trek bridge crew, superhot vr and job sim don't seem to recognize the controllers.

Does anyone know what games don't work? or if anyone else is having this problem?

Any help would be much appreciated.

Disappearing controllers do not respond - Google Earth + Vive Home

Hello,
I have a problem.

When using Google Earth became possible for owners Riftcat + psmoveservice (Without Fake VIVE) everything worked beautifully.

Some time later, the controllers in the application became invisible (and did not respond to the buttons). I was hoping that some update would fix this, so I did not bother.

It's been a long time, I even tried "Fake Vive". I tried 2x to reinstall the application. And other things.

I'm using the latest version of Psmoveservice and Riftcat.

Recently appeared officially VIVE Home, I noticed that the same problem also occurs there.

If it matters, I have not been on Revive for several months, and the Oculus Store applications. (2 months ago they worked excellently). - Oculus Entitlement Check Failed. Contrary to what someone told me, I use only legal or free applications. Without the "cracks" and other similar miracles. (Someone wrote that through such behavior he had problems with Revive).

I'm just asking Revive for help. It is possible that one of them is related to one another.

Having little knowledge, I did everything that came to my mind. Without "Formac c: ", "Uninstal Steam" (I would prefer to avoid this, I have about 200 free VR applications, and several VR games installed). Steam VR, Riftcat, Oculus, reinstalled many times. I also tried beta versions of each of them together and separately.

Please help. Google Earth is a great application. Without it, VR loses a lot. Vive Home is cool to, I think in the future the problem will occur more and more often. In other games or applications.

Greetings !
VR ManiaQ - youtube.

Won't Connect to PSMove Service.

I had everything working earlier today, only to find out that I wasn't using the SteamVR version, so I deleted everything, moved my PC into another room, installed the SteamVR version, and now it says connecting to PSMove service, and never continues. In the command prompt window it says connected.

INFO [Renderer::init()] Initializing Renderer Context
[INFO] ClientNetworkManager::start_tcp_connect - Connecting to: 127.0.0.1:9512...
[INFO] ClientPSMoveAPI - Successfully initialized ClientPSMoveAPI
[INFO] ClientNetworkManager::handle_tcp_connect - Connected to 127.0.0.1:9512

I got it to go through twice but when i went to pair controllers it would get stuck as well.
I am using 3 Eye cameras, 2 move controllers, and an Oculus Rift Development Kit 2.
Many thanks, Safety

Dividing controls among hands

Is it currently possible to have separate control profiles for each ps move controller? I couldn't find any documentation on this subject if this feature exists at all. This would be useful for games which require the use of both the touchpad and buttons as each set could be bound to its own controller instead of having to choose or do awkward key combinations.

Strange Camera Behaviors Inside the Config Tool

When viewing any camera feed inside the config tool (test video feed, color config...) it only shows a pure white. The input boxes appear correctly and I can return to the main menu but any other interaction is broken. The strangest part is that the cameras work correctly in test_camera.exe. I tried to revert to old builds but this happens in every version now. I have reinstalled the drivers, restarted, and reinstalled several times. After digging through old issues I deleted the folders in /appdata/roaming and the folder in c:\programData suggested here. This began when I tried the custom build provided under this video by Daley Tech. screenshots attached.

Attempted with 1-4 cameras

issue

Issue with installing the .bat files.

When I run initial setup.bat it says this...

"Found SteamVR Runtime Dir: C:\Program Files (x86)\Steam\steamapps\common\SteamVR"
'SteamVR_ReinstallDriverWin64.bat' is not recognized as an internal or external command,
operable program or batch file.
Press any key to continue . . .

Used this before it split off to its own github and it worked just fine?

Crash on closing PSMS with USB connected navi controller

[2017-06-20 07:18:14.649]: main - Starting PSMoveService v0.9-alpha 8.6.0
[2017-06-20 07:18:14.657]: USBAsyncRequestManager::startup - Requested LibUSBApi
[2017-06-20 07:18:14.658]: USBAsyncRequestManager::startup - Creating LibUSBApi
[2017-06-20 07:18:14.660]: USBAsyncRequestManager::startup - Initialized USB API
[2017-06-20 07:18:14.663]: DeviceManager::startup - Platform Hotplug API is ENABLED
[2017-06-20 07:18:14.691]: bluetooth_get_host_address - Found a bluetooth radio
[2017-06-20 07:18:14.692]: bluetooth_get_host_address - Retrieved radio info
[2017-06-20 07:18:14.823]: PSMoveController::open - Opening PSMoveController(\?\hid#{00001124-0000-1000-8000-00805f9b34fb}_vid&0002054c_pid&03d5&col01#9&10b5aef1&0&0000#{4d1e55b2-f16f-11cf-88cb-001111000030})
[2017-06-20 07:18:14.825]: PSMoveController::open - with serial_number: 04766e082467
[2017-06-20 07:18:15.11]: DeviceTypeManager::update_connected_devices - Device device_id 0 (PSMove) opened
[2017-06-20 07:18:15.13]: PSNaviController::open - Opening PSNaviController(USB\VID_054C&PID_042F\b4_p1.2)
[2017-06-20 07:18:15.42]: USBAsyncRequestManager::openUSBDevice - Successfully opened device -1
[2017-06-20 07:18:15.43]: PSNaviController::open - Successfully opened USB handle 0

Feature Request: Add NullDriver-like Controller support using Ping pong ball tracked controller

Basically as a mirror to psmoveservice/PSMoveService#222

Adding a feature for head tracking and eventually controller tracking through the sensor fusion algorithms from PSMoveSteamVRBridge but from other sources like Colored ping pong ball or marker and/or/older phones. Afaik other implementations like https://hackaday.com/2016/12/16/revealed-homebrew-controller-working-in-steam-vr/ still have problems with trowing objests even though they technically work.

3 camera Crashes

Hello there,
when i try to use 3 cameras i have a freezing cam, and i can do nothing ?
prtscr capture
And the last log :

[2017-04-26 22:44:43.825]: main - Starting PSMoveService v0.9-alpha 8.2.0 [2017-04-26 22:44:43.832]: USBAsyncRequestManager::startup - Requested LibUSBApi [2017-04-26 22:44:43.832]: USBAsyncRequestManager::startup - Creating LibUSBApi [2017-04-26 22:44:43.835]: USBAsyncRequestManager::startup - Initialized USB API [2017-04-26 22:44:43.838]: DeviceManager::startup - Platform Hotplug API is ENABLED [2017-04-26 22:44:43.841]: bluetooth_get_host_address - Found a bluetooth radio [2017-04-26 22:44:43.842]: bluetooth_get_host_address - Retrieved radio info [2017-04-26 22:44:43.910]: PSMoveController::open - Opening PSMoveController(\\?\hid#{00001124-0000-1000-8000-00805f9b34fb}_vid&0002054c_pid&03d5&col01#8&db1520c&0&0000#{4d1e55b2-f16f-11cf-88cb-001111000030}) [2017-04-26 22:44:43.913]: PSMoveController::open - with serial_number: 0007048c4a09 [2017-04-26 22:44:43.993]: DeviceTypeManager::update_connected_devices - Device device_id 0 (PSMove) opened [2017-04-26 22:44:43.994]: PSMoveController::open - Opening PSMoveController(\\?\hid#{00001124-0000-1000-8000-00805f9b34fb}_vid&0002054c_pid&03d5&col01#8&25ebb5a1&0&0000#{4d1e55b2-f16f-11cf-88cb-001111000030}) [2017-04-26 22:44:43.997]: PSMoveController::open - with serial_number: 000704a26513 [2017-04-26 22:44:44.74]: DeviceTypeManager::update_connected_devices - Device device_id 1 (PSMove) opened [2017-04-26 22:44:44.143]: TrackerDeviceEnumerator - Skipping device (USB\VID_1415&PID_2000\b1_p1.5) - Operation not supported or unimplemented on this platform [2017-04-26 22:44:44.145]: TrackerDeviceEnumerator - Skipping device (USB\VID_1415&PID_2000\b1_p1.6) - Operation not supported or unimplemented on this platform [2017-04-26 22:44:44.148]: TrackerDeviceEnumerator - Skipping device (USB\VID_1415&PID_2000\b1_p1.1) - Operation not supported or unimplemented on this platform [2017-04-26 22:44:44.151]: PS3EyeTracker::open - Opening PS3EyeTracker(USB\VID_1415&PID_2000\b1_p1.1, camera_index=0) [2017-04-26 22:44:44.451]: SharedMemory::initialize() - Allocating shared memory: tracker_view_0 [2017-04-26 22:44:44.667]: DeviceTypeManager::update_connected_devices - Device device_id 0 (PSEYE) opened [2017-04-26 22:44:44.669]: PS3EyeTracker::open - Opening PS3EyeTracker(USB\VID_1415&PID_2000\b1_p1.5, camera_index=1) [2017-04-26 22:44:44.895]: SharedMemory::initialize() - Allocating shared memory: tracker_view_1 [2017-04-26 22:44:44.904]: DeviceTypeManager::update_connected_devices - Device device_id 1 (PSEYE) opened [2017-04-26 22:44:44.907]: PS3EyeTracker::open - Opening PS3EyeTracker(USB\VID_1415&PID_2000\b1_p1.6, camera_index=2) [2017-04-26 22:44:45.160]: SharedMemory::initialize() - Allocating shared memory: tracker_view_2 [2017-04-26 22:44:45.170]: DeviceTypeManager::update_connected_devices - Device device_id 2 (PSEYE) opened [2017-04-26 22:44:56.352]: ClientConnection::start - Starting client connection id 0 [2017-04-26 22:44:56.353]: ClientConnection::send_connection_info - Sending connection id to client 0

what is wrong please ?

One controller turns off

So after i start steamvr both controllers are on lights glowing. Buy when i go to do something like set up room scale or play again. As soon as i push a button or pull a trigger one of them turns off

If i turned the one left on off then the other one that was off turns back on and resumes 1st of the controller gods

Any ideas what to do?

Ps move controller firmware

Just curious as ive read a bit about a 4.5 psvr firmware update, would it be wise to try and update the firmware of the move controllers? Would it brick the current psmovesteamvrbridge?

psmove service/camera/wands not showing in steam vr

hi all
i have tried to do the install of psmove steam bridge and cant seem to ge the cameras and ps wands to show in steam vr ? , i have 3 camera's 2 wands all working well in psmove service but when it comes to loading steam vr i get nothing also have done fresh wipe of windows 10 , i have added the line of allow
multiple drivers etc ? Also i am using a Ps Vr Hmd

not quite sure what im doing wrong and have tried a few times and watched videos of people installing am now lost ?

Steam Vr bridge 1.4.0
PSMoveService v0.9-alpha 8.8.0 (protocol v0.9-alpha 8.7.0)

No alignment popup when entering steamVR

The following pop up never comes up, so whilst i have a perfect calibration and everything seems to work, i never get the opportunity to sync the HMD space with the PSMoveService space. Is there a way to trigger that calibration sync manually? A hot key perhaps?

need_alignment_gesture

PSMoveService.txt

steamvr no buttons

i have no buttons only the ps button is this a issue with steam can you post a guide on how to downgrade steamVR for people having issues ?

Skyrim VR - interact with items mapping problem.

I've set up a PSMoveService mapping in steamvr.vrsettings in order to play Skyrim VR. I can however not interact with items such as open chests, doors, or start conversations with NPCs.

Is it currently possible to map a button to the HTC Vive touchpad center (which Skyrim VR requires to trigger interaction)?

Here is my mostly-working steamvr.vrsettings:
{
"GpuSpeed": {
"gpuSpeed0": 291,
"gpuSpeed1": 288,
"gpuSpeed2": 288,
"gpuSpeed3": 283,
"gpuSpeed4": 288,
"gpuSpeed5": 289,
"gpuSpeed6": 288,
"gpuSpeed7": 288,
"gpuSpeed8": 287,
"gpuSpeedCount": 9,
"gpuSpeedDriver": "24.21.13.9764",
"gpuSpeedHorsepower": 288,
"gpuSpeedRenderTargetScale": 2,
"gpuSpeedVendor": "NVIDIA GeForce GTX 970",
"gpuSpeedVersion": 2
},
"dashboard": {
"enableDashboard": false
},
"driver_vridge": {
"fakeSensorEnabled": false,
"hmdMode": 0,
"renderScale": 100,
"windowHeight": 1080,
"windowWidth": 1920
},
"power": {
"pauseCompositorOnStandby": false
},
"psmove": {
"meters_per_touchpad_units": 0.075000002980232239,
"move": "touchpad",
"ps": "system",
"rumble_suppressed": true,
"select": "button_9",
"square": "grip",
"start": "touchpad_touched",
"triangle": "application_menu",
"trigger": "trigger",
"use_spatial_offset_after_touchpad_press_as_touchpad_axis": true
},
"psmove_settings": {
"disable_alignment_gesture": true,
"psmove_extend_z": 0.079999998211860657,
"psmove_filter_hmd_serial": "04:76:6e:0d:8b:38"
},
"psmove_touchpad_directions": {
"circle": "touchpad_right",
"cross": "touchpad_left"
},
"steamvr": {
"activateMultipleDrivers": true,
"allowInterleavedReprojection": false,
"allowSupersampleFiltering": false,
"enableHomeApp": false,
"mirrorViewGeometry": "0 0 960 540",
"supersampleScale": 2
}
}

Waiting for server response... after calibrating controller tracking colors.

As the title says every time I try to go back to the tracking settings after calibrating the tracking colors the config tool says "Waiting for server response..." and after about 10 seconds the light on the PS Move controller turns off. I then have to close the config tool and the PSMoveService to be able to use the config tool again. I am using the PSMoveSteamVRBridge Version 1.1.0

PSMoveService.Log File: https://pastebin.com/kG4By0fR

Stuck on HID service not enabled, attempting to enable

Hey Guys need help please when paring my move controllers but it keeps getting stuck on HID service not enabled, attempting to enable. have tried for 3 hours with no success. I tried uninstalling the drivers but still noting please help.

problems in config tool with 6 cameras

Hi all,
So i decided to try out using 6 cameras to achieve a seamless 360 degrees vr control with the touch controllers. Thankful for the new release which supposedly support up to 8 cameras.
With test_camera exe and even the configtool, it detects all 6 of my cameras and they respond pretty well without any jerking.
Problem comes when i use the configtool to compute tracker poses. When i select the option "
looks good" (i.e to initiate the tracking pose process), the program closes on its own.
So i refer back to the service log, here's the critical part of it:
[2017-09-07 21:06:12.975]: DeviceTypeManager::update_connected_devices - Device device_id 1 (PSEYE) opened
[2017-09-07 21:06:12.978]: TrackerDeviceEnumerator - Skipping device (USB\VID_1415&PID_2000\b1_p2.3) - Operation not supported or unimplemented on this platform
[2017-09-07 21:06:12.981]: TrackerDeviceEnumerator - Skipping device (USB\VID_1415&PID_2000\b1_p8) - Operation not supported or unimplemented on this platform
[2017-09-07 21:06:12.983]: TrackerDeviceEnumerator - Skipping device (USB\VID_1415&PID_2000\b1_p5) - Operation not supported or unimplemented on this platform
[2017-09-07 21:06:12.986]: TrackerDeviceEnumerator - Skipping device (USB\VID_1415&PID_2000\b1_p2.1) - Operation not supported or unimplemented on this platform
[2017-09-07 21:06:12.989]: PS3EyeTracker::open - Opening PS3EyeTracker(USB\VID_1415&PID_2000\b1_p2.1, camera_index=2)
[2017-09-07 21:06:13.218]: SharedMemory::initialize() - Allocating shared memory: tracker_view_2
[2017-09-07 21:06:13.231]: DeviceTypeManager::update_connected_devices - Device device_id 2 (PSEYE) opened
[2017-09-07 21:06:13.234]: PS3EyeTracker::open - Opening PS3EyeTracker(USB\VID_1415&PID_2000\b1_p2.3, camera_index=3)
[2017-09-07 21:06:13.533]: SharedMemory::initialize() - Allocating shared memory: tracker_view_3
[2017-09-07 21:06:13.549]: DeviceTypeManager::update_connected_devices - Device device_id 3 (PSEYE) opened
[2017-09-07 21:06:13.552]: PS3EyeTracker::open - Opening PS3EyeTracker(USB\VID_1415&PID_2000\b1_p5, camera_index=4)
[2017-09-07 21:06:13.793]: SharedMemory::initialize() - Allocating shared memory: tracker_view_4
[2017-09-07 21:06:13.805]: DeviceTypeManager::update_connected_devices - Device device_id 4 (PSEYE) opened
[2017-09-07 21:06:13.810]: PS3EyeTracker::open - Opening PS3EyeTracker(USB\VID_1415&PID_2000\b1_p8, camera_index=5)
[2017-09-07 21:06:14.58]: SharedMemory::initialize() - Allocating shared memory: tracker_view_5
[2017-09-07 21:06:14.73]: DeviceTypeManager::update_connected_devices - Device device_id 5 (PSEYE) opened
[2017-09-07 21:06:17.863]: ClientConnection::start - Starting client connection id 0
[2017-09-07 21:06:17.865]: ClientConnection::send_connection_info - Sending connection id to client 0
[2017-09-07 21:06:22.462]: ServerRequestHandler - Set controller(0) stream tracker id: 0
[2017-09-07 21:06:22.463]: ServerRequestHandler - Start controller(0) stream (pos=1,phys=1,raw_sens=0,cal_sens=1,trkr=1,roi=1)
[2017-09-07 21:06:28.194]: ClientConnection::handle_tcp_read_request_header - Failed to read header on connection 0: An existing connection was forcibly closed by the remote host
[2017-09-07 21:06:28.200]: ClientConnection::stop - Stopping client connection id 0
[2017-09-07 21:06:28.201]: ServerNetworkManager::handle_udp_read_connection_id - Failed to receive UDP connection id: No connection could be made because the target machine actively refused it

What does the first 4 lines mean? Device id1 (meaning one of my cameras) has some connection issue? I tried reinstalling all my cameras with zadig 2.3.
In the last few lines, the remote host closed connection. Hmm any idea why ><

Controllers bug out during fast motion

Whenever I do fast motions (e.g. I swing my arm across the room) the controller goes crazy before going to the final position. Is this a thing that just happens? Will it be corrected?

PSMove controllers in different coordinate system than HMD

Hello.

I have tried to run the PSMoveSteamVRBridge version 1.42 with the alignment gesture disabled with a PSVR headset. I want to use it with a PSVR headset since it's the headset I like at most (I also tried a HTC Vive, but returned it because of the screen door effect, that doesn't exist in the PSMove headset). It's however being really hard to get it properly configured on a PC (PSMoveSteamVRBridge + Trinus PSVR + FreePie bridge).

My problem is currently the following: when disabling alignment gesture PSMove controllers don't appear in their correct position relative to the HMD in steamVR. They actually appear around 3 feet below their position in the real world, and their movement is rotated in VR with respect to their movement in the real world (they move to the left in VR when I move them to the front, move to the back in VR when I move them left, and so on). It looks like they are located in a different coordinate system than the HMD.

Is there any possible fix for this problem?

Many thanks.

Fake Vive Controller on the ground.

I have noticed that there is always a fake vive controller on the ground. Sometimes games decide to use it and need to get a quick reboot. But there are a select amount of games that always use that fake vive controller and never use any input from the psmove controllers. I want to use psmoveservice as a reliable source of PC VR and if I'm going to start buying games, I need to know that they'll work. Does anyone know how to override the Vive controller input and force all games to use the PSMoveService. Isn't it supposed to do that anyways?

ps button mapping

Hello! Help me please! I remap ps button to d pad down. But always when i pressed on ps button after d pad down. Appears Steam vr menu. How i can fix this? Thanks

Feature Request: Add NullDriver-like HMD support using 3rd tracked controller

Some have requested the ability to use PSMoveService in SteamVR without having to use VRidge. See google group discussion "Is it possible to send HMD position to SteamVR without VRidge software?" .

There are two flavors of this request:

  1. Use a 3rd psmove controller for head tracking and render the HMD view to a window like the NullDriver Sample that Valve includes with their OpenVR sdk. This is useful for mobile phone users that want to use Moonlight Game Streaming
  2. Use a 3rd psmove controller or bulb for head tracking on HMDs that don't support head tracking (like the Deepoon E2 HMD). I assume this approach also would have an approach similar to the NullDriver sample. What is less clear is how the orientation data should work in this approach since you'll have better orientation state from the HMD then you would from a PSMoveController attached to the head.

In either case, we're going to want to implement something similar to the CSampleDeviceDriver class from the NullDriver sample.

Crash on starting SteamVR using RiftCat

[2017-06-20 07:23:47.866]: main - Starting PSMoveService v0.9-alpha 8.6.0
[2017-06-20 07:23:47.875]: USBAsyncRequestManager::startup - Requested LibUSBApi
[2017-06-20 07:23:47.876]: USBAsyncRequestManager::startup - Creating LibUSBApi
[2017-06-20 07:23:47.878]: USBAsyncRequestManager::startup - Initialized USB API
[2017-06-20 07:23:47.883]: DeviceManager::startup - Platform Hotplug API is ENABLED
[2017-06-20 07:23:47.911]: bluetooth_get_host_address - Found a bluetooth radio
[2017-06-20 07:23:47.912]: bluetooth_get_host_address - Retrieved radio info
[2017-06-20 07:23:48.20]: PSMoveController::open - Opening PSMoveController(\?\hid#{00001124-0000-1000-8000-00805f9b34fb}_vid&0002054c_pid&03d5&col01#9&10b5aef1&0&0000#{4d1e55b2-f16f-11cf-88cb-001111000030})
[2017-06-20 07:23:48.22]: PSMoveController::open - with serial_number: 04766e082467
[2017-06-20 07:23:48.214]: DeviceTypeManager::update_connected_devices - Device device_id 0 (PSMove) opened
[2017-06-20 07:23:48.236]: PS3EyeTracker::open - Opening PS3EyeTracker(USB\VID_1415&PID_2000\b4_p1.8, camera_index=0)
[2017-06-20 07:23:48.468]: SharedMemory::initialize() - Allocating shared memory: tracker_view_0
[2017-06-20 07:23:48.625]: DeviceTypeManager::update_connected_devices - Device device_id 0 (PSEYE) opened
[2017-06-20 07:24:30.261]: ClientConnection::start - Starting client connection id 0
[2017-06-20 07:24:30.262]: ClientConnection::send_connection_info - Sending connection id to client 0

Mixed reality 3rd controller as virtual camera

Iam wondering if i want to use ps move services and have in my videos mixed reality and i actualy have setup of virtual controller as hmd and 2 move controller i need 3rd controller and then if steam take it as its contrller s number 1st controller is virtual hmd thats then transformed by freepie to headset but still visible as controller above your head 2nd will be my hand 3rd will be attached to real life camera amd4rd will by my second hand,Or is there easier way?Or is it impossible?

SteamVR_InitalSetupWin64.bat File does not work.

After setting up everything for the PSMoveService, I run the Inital Setup file and the command prompt successfully finds my SteamVR folder, but after that line it says: "'SteamVR_ReinstallDriverWin64.bat' is not recognized as a internal or external command, operable program or batch file" (The Reinstall Driver is still a batch file, as I have not changed it). This failure disallows the reinstall driver to do anything, copying zero files and constantly telling me "The system cannot find the file specified," then ending with nothing done. The SteamVR vrsettings file does have "'activateMultipleDivers' : true." I have even tried downgrading all the way to the version 1.3.0 (I didn't go any further because I needed virtual HMD support) and the setup and reinstall file does the same thing.

I am running on a Windows 10 computer with NIVIDIA GeForce GTX 1060, if this is important in any way.
(edit) I forgot to mention that I am using Trinus PSVR with PSMoveService.

Compiling from source using VS2017

Just thought I'd put this here for anyone else looking to compile the driver with VS2017.

I installed:
CMake 3.10 and opted to add it to the PATH during install
VS2017 with the C/C++ development pack and under the Individual tab I chose "MFC and ATL support (x86 and x64)" down the bottom.

Followed the instructions on the wiki page but I had to make 2 changes to the files that generate the solution project.

Change this from 14 to 17:

set(CMAKE_CXX_STANDARD 14)

Change this from: "Visual Studio 14 2015 Win64" to: Visual Studio 15 2017 Win64

echo set BUILD_CONFIGURATION="Visual Studio 14 2015 Win64" >> SetBuildVars.bat

In order to work on this project error free from checkout you need to have the source of the PSMoveService available in this driver's include path. Instructions on how to do that are further ahead.

Now run the InitialSetupOfficialPSM_X64 from a Developer Command Prompt.

The vs2017 solution project files should be generated. Open up the solution in VS2017 and when it finishes loading add the PSMoveService/src folder to the includes. Right-click driver_psmoveservice project->properties->C++->Add include dir dropdown. Now all the PSMoveService classes are properly referenced in this project.

To build just do a clean, build from the menu. You should see 6 projects build skipping the Install.

Moving my hmd back

"psmove_extend_z": xxxxx
Does this line move either the hmd or controller? Like say i want my hmd to be a few inches back in relation to my body tracking could i manually adjust it?

Swipe commands not active in game

In several titles (particularly tilt brush) any method of imputing a swipe using a PS move has failed
This is my current steamvr.vrsettings
{
"collisionBounds" : {
"CollisionBoundsStyle" : 4
},
"keyboard" : {
"TutorialCompletions" : 1
},
"psmove_0" : {
"circle" : "a",
"cross" : "button_8",
"move" : "touchpad",
"ps" : "system",
"rumble_suppressed" : false,
"select" : "button_9",
"square" : "grip",
"start" : "button_10",
"triangle" : "application_menu",
"trigger" : "trigger",
},
"psmove_1" : {
"move" : "touchpad_touched",
"ps" : "system",
"rumble_suppressed" : false,
"select" : "button_9",
"start" : "button_10",
"trigger" : "trigger",
},
"psmove_touchpad_directions_1" : {
"circle" : "touchpad_right_touch",
"cross" : "touchpad_left_touch",
"square" : "touchpad_down_touch",
"triangle" : "touchpad_up_touch"
},
"steamvr" : {
"activateMultipleDrivers" : true,
"allowReprojection" : true,
"directModeEdidPid" : 43521,
"directModeEdidVid" : 53794,
"mirrorViewGeometry" : "0 0 500 300"
}
}

I have also attempted to use spatial movement after touch. I don't know if this is a legitimate issue or if I am being stupid but I have worked for quite a while and closely followed the docs.

Calibration issue: cameras are not in the right places in SteamVR

After a lot of calibrations (I've tried 2-4 PS Eye cameras and 1-3 PS Move Controllers) I can't get psmoveservice to work correctly with SteamVR. For some reason, cameras are in really weird places when I look at them in headset from SteamVR. They have incorrect orientation (one o them could be below the floor in VR while it is pretty high in real life. It looks like camera positions were rotated and scaled somehow though their relative position to each other seems ok-ish. I've made sure that callibration procedure is right and tried different settings, but nothing helps. Here is an example of how does it look in SteamVR compared to real life:

cameras

cameras_steamvr

older verison works, lastest doesnt

hey I'm struggling to find out what ive done wrong, the older version of psmove service works when it comes to steamvr, but this version doesn't support virtual hmd. so my issue is when I install a later version that does, I cant seem to get that version working with steamvr. and I can only think its because of the shift for steamvr bridge becoming its on project..

What am I missing here? do I just need the steamvr bridge and nothing more or do I need the psmove service along with the new steamvr bridge.

please someone shed some light on the install because i've follow just about every step by step setup and I still cant figure out .

Feature request: Support extended display

Hello, could you add support for extended display for diy hmd (parameters windowY, windowWidth, WindowHeight, renderWidth, renderHeight)?
This is need to use DIY HMD with arduino tracker (freepie compatibe) and lighten ball + PS Move controllers.
Thanks.

Willing to Pay for New PS Move Support...

Hey there,

I am offering payment for an update on the PSMoveSteamVRBridge software. As I am sure you are aware, the software does not work with the newest version of the PS Move controllers due to Sony dropping the mini USB port. Please contact me if you are interested and we can discuss payment for the addition of this support.

Thanks,
James.

Syncing Issues

In short, PSMove controllers appear to stutter when moved despite the HMD tracking the world with no stutter at all. When I say stutter I mean as the controller is waved around a trailing image of the previous frame is present. Looks like a double image or a kind of ghosting. The faster you wave the controller the more apparent the ghosting is.

In my setup I use PSVR 1st generation + TrinusPSVR 0.9.2 with head tracking using a virtual HMD and pipe the HMD position from the PSMoveService through the a modified client PSMoveFreepieBridge on to the TrinusVR driver (phonevr) which tells SteamVR where the HMD is in space.

Movement and tracking is smooth of the HMD with no stutters at 90hz. However, when it comes to the rendered controllers they appear to be updating independently or not in sync with the HMD, TrinusVR SteamVR driver (phonevr) in my case.

My only two guesses as to why this is happening is that the controller pose updates the PSMoveSteamVRBridge SteamVR driver sends to SteamVR are not timed in resepect to the actual time of present and the delta difference of time since last vsync. My second guess is that TrinusVR is not sending the right vsync timing info in it's driver. It's my assumption that SteamVR is the middleman between the two drivers with it's common API (I'm sure I'm over-simplifying it here). The time since last vsync and time since last present is very important.

What are your thoughts Guido?

It's a shame TrinusPSVR isn't opensource. I'll have a poke around at writing an opensource PSVR HMD driver or source one if it already exists to test this theory.

PS Move controller button not working

I already set up my PS Move to the point where I can see it as a Vive controller and move it around. However, None of the button do anything. The only button that work is the ps button which open the menu. There is also no pointer appear from the controller

No pointing ray in steamVR menu (and other places).

Hi!

I got following problem - when in game and pressing PS button to open steamVR the pointing ray disappear and I can't select anything. The pointing works when in steamVR home and in google earth VR. Also sound shield has a problem - game works ok but when I open virtual keyboard (e.g. for searching youtube) the pointing ray also disappears.

Is there any workaround for this? What can I attach to help with investigation?

I am using 1.4.2 version.

I noticed that this issue has been posted in forum, please indicate if there is any chance of fixing this...

Thank you!
Also - great project, I am under great impression of your work!

I get 70% on magnetometer test

I try to config the magnetometer and i get about 70%
In my gaming room i get 60% and in my sleep room i get 75%

I read here a post and in the google groups about this issue and i think there is no problem with the magnetometer, because i got the same results with the both controllers

I try to use my notebook two streets above my house, got the same results

I start to think there is some magnetic fields issues here
So, there is a way i can test the magnetometer of the controllers?
how can i search for magnetic issues, have some app?
how can i can test these stuffs?

My latitude and longitude is
-22.613778, -46.052024

Thanks for the help

Using PSMove as in place of ViveTrackers

Is it possible to use the current PSMoveSteamVRBridge in place of the Vive Trackers? In my case i would like to use foot and hip tracking in vrchat. Unfortunately when i start PSMoveService and it connects my PSMove controller it overrides the position of one of my Oculus Touch controllers. So one of the controllers becomes my hip and the PSMove controller becomes either the right or the left hand.

If this is not possible, i would like to suggest making the move controller able to act as a vive tracker.

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