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Author Topic: VR lighthouse based tracking for lightguns  (Read 9102 times)

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Toasty833

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Re: VR lighthouse based tracking for lightguns
« Reply #40 on: May 10, 2024, 03:22:10 pm »
Works great, I upped the X borders to 480 so shots in the black borders at 4:3 would be counted as off-screen too and that works fine. The only edge case issue I could find is if you hold down the trigger, enter the border/exit the screen, then return to the screen, it'll send a reload. But this is so minor it isn't even worth fixing, I doubt anyone would run into it and it doesn't cause any problems. No issues with forced scaling, maybe I'll wind up using DS more now, I think HotD3 might have some slight control issues for route selection without it.

greymatr

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Re: VR lighthouse based tracking for lightguns
« Reply #41 on: May 10, 2024, 03:42:44 pm »
Awesome, glad to hear it works.


I was anticipating a problem like that. But it would've been when clicking in off-screen and re-entering screen area before releasing the click could've caused reload to be stuck on.

But I figured out a way to handle that by releasing both left and right click. Which was a better way than how I first planned to handle it.

I didn't think of what you found but I agree probably not worth fixing atm.

Any more things to fix while I'm on a roll? lol 😆

ThatOneSeong

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Re: VR lighthouse based tracking for lightguns
« Reply #42 on: May 10, 2024, 06:57:45 pm »
By the way, thanks for that reply ThatOneSeong. It was enlightening. I think choices like this get made earlier on in making a program and then get harder and harder to fix later on. So it just becomes the way it is.
Right.
Keep in mind that I'm not trying to be too harsh (even though I did just call it "dumb") - all the lightgun emulation code was, in all likelihood, developed all the way back in the mid-2000's - when most people already were running 4:3 displays/didn't have a PC lightgun solution at all at the time, so the issue wasn't as prevalent for the person implementing it to take action. I wouldn't be surprised to hear if there's some underlying tech debt left in MAME's code that makes it difficult to resolve--and/or just not enough interested persons around to fix the issue, probably from complacency in the PC light gun community... coughGun4irCough.

Regardless, glad to hear that RetroArch's been working for y'all!

(And for those of you who haven't used DemulShooter yet, yes, it relies on hooking directly into the individual mouse object - that's how it gets multi mice to work after all. So I'm guessing you'll want to load it up while your software is running? The -useSingleMouse option effectively just has DS use the general Windows cursor. I only know this because of having to use it as a workaround on Linux, since Wine currently does not expose individual mouse devices yet.)

JayBee

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Re: VR lighthouse based tracking for lightguns
« Reply #43 on: Yesterday at 11:33:44 am »
probably from complacency in the PC light gun community... coughGun4irCough.
So now the Mame "flaws" are our fault? If you get an issue with my community, you can say it to my face, I'm right here  ;)

You are misunderstanding the "issue" with mame, which isn't an issue at all but just the way it was designed to work.

Mame uses real "raw" inputs, where the gun coordinate is directly sent/converted to the game input without any kind of modification.
It allows much lower latency than retroarch, but means of course if the screen coordinate isn't the same as the game video coordinate, the aim won't be correct.
Reason why I implemented fix directly in the GUN4IR that does not add any latency.

Retroarch on the other end, while technically using raw input too, doesn't send the input data directly, but instead does various conversions first depending on your video/screen modes.

That means the Mame way must be "dumb" and outdated right?
Yes and no.
Yes because I am sure Mame could do it better, and we already tried to talk to the devs about it and bring interest to them, the same way we did with so many other emulators.
No because fixing the aspect ratio in the gun itself allows for far less input latency than the method used by retroarch, and allows native offscreen reload on the black bars.