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VR lighthouse based tracking for lightguns |
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Migcar:
Ok, so no one has tried it... but I understand. Almost certainly, I too would be cautious about running an executable on my PC posted by a stranger with 3 messages who pops up out of nowhere and doesn't include anything, not even a demonstration image. So, I apologize and introduce myself... I'm Migcar :). In my 'curriculum' there's not much on the internet. A few years ago, I was credited in a release of DoomVR for helping get the weapons working in Heretic: https://www.reddit.com/r/WindowsMR/comments/92zrbk/doom_vr_new_release_now_with_heretic_support/. I also made a tutorial for modifying weapon positions in DrBeef's Half-Life VR mods. That's about it, not much. To make up for it, I'll first post a video of the program in action and then reveal my 'secret' project: it's simply a program like Virtual Desktop, but designed to control a light gun in VR. I have quite a few cool ideas in mind, including playing games in stereoscopic 3D, using Geo11 or Dolphin's 3D mode and anything in SBS. I'll upload 4 videos on Mega featuring Point Blank, Time Crisis in 3D using DuckStation and Geo11, House of The Dead, and Gunblade New York, both in 3D. In the Wii games, you'll notice that it's possible to achieve 1:1 aim in all games. I'm putting them on Mega and not on YouTube because they need to be viewed in VR, ideally with a program like Virtual Desktop or DeoVR in dome mode at 20m. If you feel like testing the program, there's no virus, don't worry. Besides, I wouldn't be capable of creating a virus that antivirus programs can't detect, nor am I interested in doing so. Criticisms and suggestions are welcome. Point Blank Mame: https://mega.nz/file/vAFzxIjb#uL5hFYXmBKX4al611J2Ju2APD0dSBDXuhjYiavOPLrA Gunblade New York Wii: https://mega.nz/file/OccDhYyK#v-uMCxtlU1ADFvMwL0SK4NX1VMHTTqUBRmPuaft3scU House Of The Dead Wii: https://mega.nz/file/HI8WkZpB#1ofr-4EAbqejbebNthmeiAqDZmyS2VAa-djfVlyc5-o Time Crisis PSX : https://mega.nz/file/vB9EkC4A#NBxHQ3dz7YP0nU5RtyxyAgpj6WGjtzhnVBI6fssQu-A |
greymatr:
Hi Migcar, So after seeing your video and seeing what looked like a Quest 2 controller (I guess it was a Pico controller actually). I thought I'd give it a go with my Quest 3 (I originally thought it was a Vive Lighthouse thing). Anyway, I can't get past calibration, or rather get a decent calibration. The virtual plane never looks right in the headset and I'm not sure setting the corners is working right either, I seem to just end up highlight text on a web browser or something when I pull the trigger. (I do get the controller vibration when pushing left or right though). The mouse pointer won't line up where I'm pointing and sometimes it's even moving in the wrong directions. I think part of the issue is not knowing exactly how to align the controller exactly to the monitor. Maybe it is easier with your controller and your monitor but I have no guide to know I'm pointing exactly in line with it. Some other software do their calibration differently, like the Vive Mouse dos program uses a controller position in each of the 4 corners of the screen. Or with Virtual Desktop it is possible to get the virtual screen in the same position as the real screen and adjust it's size so it all overlays, and peeking till you get it right. I think the virtual desktop way would be easiest if you could also use passthrough AR mode on the headset. I can see what you are trying to do with this method as it is less work but for me it doesn't seem accurate enough with only the one reference point. |
Migcar:
Hi Greymatr, First of all, thanks for taking the test. I probably didn't explain the calibration phase well. The first thing to do is to aim the right controller, making sure the shooting line is aligned with the TV/Monitor screen, and pull the trigger. This way, the plane on which your TV resides is "captured." Now, if you look in the headset, you'll see a rectangle. It won't seem to be in the same position as your TV, but that's normal; the space you see in the headset is not 1:1 with the real space. This is shown by the fact that you physically went next to your TV and created the rectangle exactly there (because the rectangle, when created, starts exactly from the position of the controller, and you can verify this by creating it with the headset on). Yet, if you look in the headset, it seems closer. So, don't worry about the position of the rectangle you see in the headset; just make sure it has the same orientation as the TV. This is important. One thing I forgot to write in the readme is that to create the plane, you need to aim the controller at the side of the TV that corresponds to your left when you are looking at it. Basically, the right side of the controller points towards the viewer. I hope I've explained this clearly; anyway, in the video, you can see where I place the controller. If you place it on the other side, it's as if you have the plane inverted. This might explain why your mouse was moving in the wrong direction. OK, now you can set the top left corner and the bottom right corner. You can do this in any order and at any time. Don't look at the rectangle in the headset anymore because it is no longer updated; as I said, it is only for checking orientation rather than position. To set the top left corner, push the analog stick to the left, you'll feel the controller vibrate, aim at the top left corner of the TV, and shoot. To set the bottom right corner, push the analog stick to the right, you'll feel the controller vibrate, aim at the bottom right corner, and shoot. The concept, in the end, is that for calibration, you only use the real space. I hope I've clarified well how to set the two corners because maybe the main problem you had was there. Yes, I have a Pico 3, but all controllers should work fine because they all have the same "forward." Another thing I forgot to mention in the readme: the program assumes you have a desktop resolution of 2560x1440. In the next version, if it's worth continuing development, I will ensure that you can select the resolution, or better yet, that the program automatically detects it. And Yes.. it was a Vive Lighthouse thing, but since the program uses SteamVR, we're not completely off-topic, at least I hope so. |
greymatr:
I just gave it another go.. Aiming the right controller at the left side of the screen does make a big difference. That was definitely the problem I was having. The second issue I had though was that I wasn't doing the corner calibrations properly. I thought it was that you pushed left or right, it vibrated and that was like an indication it was ready for the trigger. I.e. I thought you let go of the stick and did the trigger afterwards. So I worked out you need to pull the trigger while holding the stick left or right. But the third problem I have is I need to put the headset somewhere. It gets in the way and it seems like moving it around affects how the mouse moves or is positioned. It also seems to it probably needs to be in the direction of the screen. So I'd probably have to come up with some kind of mounting solution. I'm just using a screen on a desk with a chair. |
Migcar:
Great! I'm glad we've clarified how the calibration works. As for the headset, it should simply be positioned to detect the controller. I place mine on the desk facing me. Personally, I'm fine with the Pico 3 why even when it's not worn—it doesn't go into standby completely and continues to receive controller position data. However, with other headsets, you might need to place something near the proximity sensor to make it think it's being worn. Interestingly, the Oculus Rift S, at the firmware level, so doesn't allow any workaround, after a certain period of inactivity, it goes into standby, so occasionally you have to move it. I'm achieving good results—I played Point Blank on Mame yesterday and even beat some scores I had achieved with the Lightgun. In my opinion, with a well-set pistol-shaped cover for accurate aiming during calibration, excellent results can be obtained. One issue I'm encountering with the motion controller is the physical feedback when pressing the trigger compared to something like a GunCon—it's an entirely different experience. Now that the adapter for PSVR2 is coming out, I'm curious to see if we'll be able to programmatically control the functions of the Sense Controller's trigger. |
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