Open andregm3 opened 8 years ago
Thera are some guys over at the mtbs3d forum looking into that
any updates on this? psmoveapi has a good implementation in place, that could be a starting point. looks like this was the git repo you mentioned before: https://github.com/NoxWings/FreePIE
This looks like a possible workaround too: https://bitbucket.org/hawkinse/psmovefreepiebridge/downloads/
@wirelessdreamer There are a few options but the best uses PSMoveService. Currently there's just a bridge that uses freepieIO to get the information to FreePIE but soon there well be a C-api for it so then it can be nicely integrated into FreePIE (I think).
@zelmon64 is there any code out there now for the C-api I could look at. I want to use the psmove sharpshooter controller, and get some of its extra button data out of it, and the selector switch.
Is the code in NoxWings branch what you were talking about? It looks like it uses the psmoveapi codebase. I can do some testing with it tonight. I Don't care about tracking data, just button data, and extension button data.
@wirelessdreamer if it's sharpshooter access you want see this post on MTBS3d. It contains the latest (I think) FreePIE plugin I modified from NoxWings (I think). PSMoveService doesn't have EXT support yet (and neither did NoxWings code).
My modified version fully supports the sharpshooter and racing wheel but doesn't have multi-camera support (which is why I want to migrate it to using PSMoveService).
I just noticed we talked about this last week with your psmoveapi branch. I had trouble getting the project to build to do testing after that. freepie + https://github.com/matzman666/OpenVR-InputEmulator seems to be a better solution for what I'm going for, then I can make mappings for all the games I play, instead of just the game i'm working on.
Oh yeah, sorry. I don't know much about using OpenVR-InputEmulator but I guess it should be similar to using the Razer Hydra SteamVR driver. In the long run it might be better to just make a SteamVR driver for FreePIE itself.
Wait a minute. What exactly are you trying to do? Would it be better to just add EXT support to PSMoveService and go directly to SteamVR? There's tones more button options available to the driver than is currently used (Ids 8 to 29 and axis 1 I think). It should be quite simple to copy over the EXT support from PSMoveAPI to PSMoveService (I've just been too lazy to do it up till now because no one's asked for it). I love the idea of that gun (and possibly the wheel) being properly supported in a SteamVR game!
I have a vive controller mounted on top of a sharpshooter, with full support for it in the game i'm working on. Its the best shooting experience I've ever had in vr. standing I can hit targets at 200 yards with a red dot. I just found out about the SteamVR driver up above today, and started tracking down leads over lunch. The end goal I see is to be able to launch a program that minimizes to the taskbar, and remaps an existing vive controller, or vive tracker, to a reparented one on the sharpshooter, then use the buttons on the sharpshooter, and end up with a nice gun controller, supported in all vive games.
That sounds good. I think the best solution would be to make a new OpenVR driver similar to OpenVR-InputEmulator but which is a client of PSMoveService. This would obviously be more difficult than being a client of OpenVR-InputEmulator as well but would cut down on the number of things that could go wrong and need to be maintained (I'm hesitant about OpenVR-InputEmulator in case matzman666 drops it).
On the other hand this would be easy-peasy to add to the PSMoveService driver if it were to use the PSMove's tracking.
If either of those options sounds good to you I can work on piping the EXT data through PSMoveService. It would probably be better to do that before the change to C-api is made (which is soon).
Vive tracking is much more reliable then psmove tracking, so I don't have any interest in using tracking data from psmove, it also requires other hardware most vive users won't have.
I haven't used PSMoveService yet, and have been accessing psmoveapi with https://github.com/HipsterSloth/psmove-unity5 so far.
I started looking at FreePIE when I saw it mentioned over at OpenVR-InputEmulator, and It seemed like a good way to not have a lot of duplicated work. The most straightforward solution is probably to just do a branch of OpenVR-InputEmulator with psmoveapi and your ext patches merged.
All the gun controllers for the vive seem to still be a year away, and I'm tired of waiting, now that i've tried it. The sharpshooter really does feel amazing for vive games in this setup.
Please add Playstation Move support, make it emulate Razer Hydra and Steam VR controllers.