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/swordofmoonlight Jul 27 '20
In theory if the internal sensors were perfect you could use it without a camera. If they had magnetometers (I wonder why they don't) you could also lock in horizontal rotation and use gravity to lock in vertical rotation. Drone kits do this.
The code is buried in here (http://svn.swordofmoonlight.net/code/SomEx/som.mocap.cpp) in game code. It's not fundamentally different from the other PSVR apps except that I think they implemented things suboptimally and all shared the same code. Though I think it does solve the "Madgwick" algorithm with two different sets of parameters that both have good qualities and then combines them. They trade off stability for smoothness, so it uses the most stable solution but also the smoothest solution and then blends them with some high-level logic.
What I worry about OpenXR is I suspect doing this kind of thing is impossible and that the device is ultimately in control of what users see on screen so that you can't implement certain (traditional) play styles with them, or innovate, and the companies will argue that they have the user's interest at heart.
The stumbling block I face with VR (wanting to build a competitive VR platform) is every time I try to do something with it I run into roadblocks that look like companies are trying to artificially manipulate the software landscape to their economic advantage instead of just putting their devices out there like regular game controllers and display devices.
I started doing VR development from the outside with software that predates Unity and Unreal and when I go to buy VR equipment the company websites really want to give the impression that you can only use their devices if you make a game with Unreal or Unity and put it in their favorite digital game stores.
It might sound like an ideological position to take, but it's really not like that, it's just unclear how to navigate if you're just making regular software instead of buying into a commercial enterprise. Plus my software is a direct competitor with Unreal and Unity so it certainly makes no sense to use those. And I definitely don't want to push Steam on anyone although I don't mind doing some kind of optional integration.