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 Don't look at the rectangle in the headset anymore because it is no longer updated; as I said, it is only for checking orientation rather than position.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.