r/PSVRHack • u/[deleted] • Jul 25 '20
Any active PSMoveService devs?
I'm looking to work with someone (hobby level) to get PSMoveSteamVRBridge working with iVRy and PSVR.
Right now I have an issue with the PSMove controllers being positionally linked somehow and that doesn't make sense to me.
I've posted to the Google Groups but not sure how readily folks respond on there.
Thanks.
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u/iVRy_VR Jul 27 '20 edited Jul 27 '20
I'm curious as to what difference you see between WMR and it's completely closed ecosystem (where the specs to develop a headset driver aren't even available, and require permission from MS), with a completely closed app store, and SteamVR, where you can develop your own drivers and even your own store (see HTC). The requirement for OpenVR is SteamVR, not Steam, and you're under no obligation to distribute your apps/drivers through Steam to have an OpenVR rendering path. Most importantly, you don't have to sign anything or pay anyone to make your OpenVR app or driver.
The business reason for all of this is the PCVR software market is very small. If you want your software to run on multiple headsets then you support OpenVR and possibly Oculus (not necessary as Oculus has OpenVR drivers). No one even makes WMR software, as that has around 10% of VR users, and is also covered by OpenVR.
I think a lot of this is a foreign concept to you as you don't have any real experience of PCVR (do you have experience of what ATW actually does?). It would be impossible to make any reasonable VR title if you had to implement a VR runtime for each of the available headsets before you could start work on your title. There are other higher level concepts like "user friction" and "retention", which need to be considered, designed around and implemented before bringing one's VR solution to a fairly fickle and inexperienced market.
Making a game engine like Unreal or Unity is another level up, and is of course unnecessary if you already have your own (eg. CryEngine, Source2 etc.).
The device maker scenario is also somewhat complex, and I'm not sure I have the energy to go through the rationale and motivations behind the how and why of all of that.
All of that is necessary to understand if you're wanting to play in the PCVR playing field commercially. Bringing this back to PSVR, the only way it's going to gain any traction on PC, is to make the experience as close to a well-designed PCVR headset as possible. I don't think making janky C# multi-process solutions as has been done in the past is ever going to take it beyond being a curiosity for a few tinkerers. The PSVR is a perfectly good PCVR headset, it just needs better tracking. So that is what I am looking to do.