Main > Lightguns
VR lighthouse based tracking for lightguns
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greymatr:
I tried it again. I can confirm that putting the headset on the desk facing me does work. I didn't have much luck using it in game though. I think it may be configuring issues but I was getting frustrated and cut testing short.

Two questions though, is there a way to send a right click so that we can use reloading in games and is there a way to pause the tracking? It would be good to pause the tracking and regain the normal mouse function when using windows or menus.

As far as I've heard about PSVR2 the adaptive triggers won't be available on PC but that may just be on launch or maybe hackers will find a way to get it going.
Migcar:
Hello, I’ve made the changes you requested. Now, if you leave the controller idle for a while, it loses control of the mouse. And if you shoot off-screen, it simulates a right-click. What issues have you encountered and with which games/emulators?

https://mega.nz/file/qcVGCapb#I5gDme6f3FUT-Qs_a88lxzMwu5sgl4MaMa5Xe7UwXdU
greymatr:
Thanks for doing the changes. Unfortunately, it doesn't seem to work for me, I don't know if it's the Quest perhaps or something to do with my setup. It will track for a bit and then just seem to start being really erratic. I'm just trying to see the tracking on the desktop with the mouse cursor.

So I try to pick different spots and then aim where they are with my hand and the cursor will move toward it but often not go in a straight line and will arc or pull back and it feels like I'm trying to fight it.

I tried moving further away from my desk and that seemed a bit better so maybe I'm too close to my monitor. Or the headset on the desk is too close to the monitor. Or some combination of those things.

I tried Virtual Desktop out, usually I'm using the app version on the Quest. But I had got the desktop version to do the Vive things in this thread. It seems to work with the Quest in Airlink mode which is good and I can do the same thing with putting the HMD on the desk facing me. The tracking on that is a lot smoother but it is more fiddly to setup as you need to hit Reset Calibration with the headset lined up to the monitor and then adjust the size and distance of the virtual screen while peaking back and forth to try and match it to the real monitor.

The biggest problem though is the one you mentioned which is that the headset goes to sleep after a while, maybe 10 minutes. I thought maybe I could trick it with a vibration timer on my phone and put it under the headset but it didn't work.
Migcar:
Yesterday, I tried the Quest 2 with Airlink and remembered why, instead of buying a Quest 3, I bought a Pico 3 Neo Link... latency... there's terrible latency. I also tried it with the cable; it was a bit better but still not enjoyable at all. Maybe that's the problem, my code isn't very optimized, and it works fine on my headset that has a direct connection to the DisplayPort, so no latency and data compression. I tried something; I disabled all the drawing in the headset and made some optimizations. I tested it with the Quest 2 + Air Link, and it's much better. I'll give you just the executable; you can overwrite the file you already have. As for the headset going into standby, one solution (not very good) would be to keep the headset on but lifted above the eyes so that you can see.

https://mega.nz/file/6INTxLBR#IJchCDpe8jug-qyQz0VDScncNmqTwY6sn74W-g8iXSU
Migcar:
I think I understand what might cause some problems: the two-point calibration assumes that the TV is horizontally aligned with the horizontal axis of the headset space, which may not be the case. Therefore, I should implement a calibration with at least 3 points, the first 2 at the top left and top right to establish the screen's length and its tilt relative to the horizontal axis, and a third point at the bottom (right or left) to determine the screen's height. In the coming days, I'll try to make these changes.
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