Guido Sanchez
Guido Sanchez
I did make some pretty big changes to how the sensor data was processed. There were a lot of dropped IMU packets before. I'm betting that now that we are...
Would you mind giving this a try on the latest release: https://github.com/HipsterSloth/PSMoveSteamVRBridge/releases/tag/v1.6.0 I'm curious if the issue still reproduces
Ah I think I see the problem. In the plugin I convert the ":" in the controller serial number to "_" but I forgot to make the same conversion for...
yeah so for example if your PSMoveSteamVRBridge.json file looks like this: > { "is_valid": true, "version": 1, "filter_virtual_hmd_serial": *"DC:0C:2D:64:1A:0E"*, "server_address": "localhost", "server_port": "9512", "auto_launch_psmove_service": true, "use_installation_path": true, "has_calibrated_world_from_driver_pose": true, "world_from_driver_pose.orientation.w":...
So just to be clear, you are seeing the calibration pop-up in steamvr:  And after you hold the controller to your face and then to the SELECT+START button combo...
Heads up, the new 1.6.0 release just incorporated the new SteamVR input API: https://github.com/HipsterSloth/PSMoveSteamVRBridge/releases/tag/v1.6.0
The default PSMove Controller bindings might not be working in those games. You might need to set up per-game controller bindings using the SteamVR button binding tool: https://github.com/HipsterSloth/PSMoveSteamVRBridge/wiki/Steam-VR-Setup#per-game-input-bindings I assume...
I think this is due to how the orientation filter handles the data from the accelerometer. The measurement from the accelerometer is a combination of gravity (down +1g) plus any...
It looks like the steamvr driver API provides a constant for defining a generic tracker rather than a controller: https://github.com/ValveSoftware/openvr/blob/bcac1bfbe2be3c1ff37e4f62b8e412fcdf29248e/headers/openvr_driver.h#L164 I'm betting if we provided a config option to say...
Yeah, the color calibration tool is pretty miserable to use at the moment. It's a port of the tool I used for calibrating the PSMove controllers, which is why it's...