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 Half-Life 2 VR mod with head tracking (download now) 
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Petrif-Eyed
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Just found this. Glad you finally released. I have a similar mod that integrates generically with any tracker (and also supports 6DOF) via a FreePIE interface. I would be happy to give you the code if you want to enable this type of generalized tracker support.


Thu Jan 24, 2013 11:44 pm
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Diamond Eyed Freakazoid!

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brantlew wrote:
Just found this. Glad you finally released. I have a similar mod that integrates generically with any tracker (and also supports 6DOF) via a FreePIE interface. I would be happy to give you the code if you want to enable this type of generalized tracker support.



brantlew, are you saying I did not need to buy that Hillcrest after all ? Where were you yesterday...LOL


Fri Jan 25, 2013 4:18 am
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Thx a lot adoral, this is brilliant! It would be awesome in combination with brantlew's work as well.

After you had some time for polishing.. could you try and make a similar VR mod for Portal 2? Pretty please???

I believe [Portal 2 + VR mod + stereo/warp driver + Hydra aiming + Rift + custom 6DOF head-tracking] could be the ultimate VR experience/demo, at least until the first proper games developed with VR in mind start being released (probably along with the Rift consumer version).


Fri Jan 25, 2013 5:33 am
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PatimPatam wrote:
I believe [Portal 2 + VR mod + stereo/warp driver + Hydra aiming + Rift + custom 6DOF head-tracking] could be the ultimate VR experience/demo, at least until the first proper games developed with VR in mind start being released (probably along with the Rift consumer version).


I totally agree, but from everything I've read I don't think it'll be possible because AFAIK valve never open sourced the engine beyond the 2007, so you can only create full on recoded mods for games up through that. I'm not even sure if the original portal is moddable in this way, but if it is I'll definitely work on that. I'd also really like to work on L4D2 but it may be the same issue.


Fri Jan 25, 2013 5:47 pm
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So I have the separate head and weapon tracking all wrapped up, I'll try to post a video of it tomorrow. It's definitely got a really interesting feeling to it, oddly I feel like the latency is even more pronounced on the sharp weapon movements. Trackers with magnetometers would be ideal though, the yaw drift can get distracting depending on how rapidly you're turning but it's really easy to recenter. I just ordered a top shot elite to mount the tracker on, I read somewhere that my wireless xbox360 receiver will pick it up and all the buttons and axis map the same.

Probably the coolest effect is using the flashlight in dark areas now that it tracks with the gun and not just dead center on the screen. I'd love to get this integrated into one of the Slender mods, basically a wiimote + nunchuck for movement and flashlight control. It'd be hard for nay-sayers to disregard VR after a public pants-crapping :)

If anyone has 2 hillcrest trackers pm me and I'll send you an installer, the next thing up is supporting other trackers (ideally through FreePIE)


Sat Jan 26, 2013 8:05 pm
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Nice one adoral84 - Sounds impressive, can't wait to try it out when FreePIE is up and running,

This will be the first demo with seperate gun and look as far as I know. So freaking cool.


Sat Jan 26, 2013 8:39 pm
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Diamond Eyed Freakazoid!

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adoral84,
I have a Hillcrest and a YEI space sensor.
Would it be possible to use the Hillcrest as the head tracker and the YEI hand held in mouse mode to control the gun and flashlight ?


Sat Jan 26, 2013 10:01 pm
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Here's a quick video of the mod for people who don't have the parts to run it yet. The caves and dark hallway at the end do a pretty good job of showing the separate head and gun tracking.



3dvison wrote:
adoral84,
I have a Hillcrest and a YEI space sensor.
Would it be possible to use the Hillcrest as the head tracker and the YEI hand held in mouse mode to control the gun and flashlight ?


Mouse emulation mode won't give you what you're looking for there because I'm using mouse input to allow the user to turn the character in addition to actual head turning so you can stay seated at your desk the same way the gamepad right stick works in all the oculus demos (and in this mod). I do want to support the YEI tracker for real tracking though, it seems to be the best one on the market IMO, unfortunately I don't have one which make it somewhat difficult.

I think the next thing for this mod will be getting a FreePIE general tracker api integrated like Brantlew mentioned so everyone can add their own device plugins.


Sun Jan 27, 2013 12:22 am
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adoral84 wrote:
PatimPatam wrote:
I believe [Portal 2 + VR mod + stereo/warp driver + Hydra aiming + Rift + custom 6DOF head-tracking] could be the ultimate VR experience/demo, at least until the first proper games developed with VR in mind start being released (probably along with the Rift consumer version).

I totally agree, but from everything I've read I don't think it'll be possible because AFAIK valve never open sourced the engine beyond the 2007, so you can only create full on recoded mods for games up through that. I'm not even sure if the original portal is moddable in this way, but if it is I'll definitely work on that. I'd also really like to work on L4D2 but it may be the same issue.

Oh that's a shame, would be nice if you could find a way for Portal.. Still separate head and weapon tracking on HL2 looks awesome!! Well done sir!


Sun Jan 27, 2013 3:35 pm
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That video looks great adoral84, outstanding work!


Sun Jan 27, 2013 4:23 pm
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adoral84 wrote:
Here's an version with the newer much improved tracking code in it, and now there's only one command "vr_calibrate" which is bound to the L key that works exactly like TrackIRs recenter so try to hold your head as level as possible when you run it.

One caveat, I'm having an issue with the freespace api throwing up on exit so when you exit the game it may lock up and need to be killed from the task manager.

https://s3.amazonaws.com/HLVR/halflife-vr-0.7.1.exe



How do you set the axes then? Mine's mounted sideways and the vr_head* variables don't work anymore.


Sun Jan 27, 2013 4:59 pm
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djdevin wrote:
How do you set the axes then? Mine's mounted sideways and the vr_head* variables don't work anymore.


Just hold your head level and use vr_calibrate on the console (or press L). If your device is mounted in a way that the mouse emulation works correctly it should reorient in the game correctly. If you have your tracker mounted in a way that doesn't work with mouse emulation (up goes down etc) you can recalibrate the actual tracker's orientation using the Freespace Studio software.


Sun Jan 27, 2013 5:11 pm
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Aha perfect. Thanks!


Sun Jan 27, 2013 5:32 pm
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Just ordered a razer hydra to dabble with, anyone have any thoughts on the ideal way to integrate it w/ something like this? I was thinking about tearing it down and using a tracker for the head and one for the weapon and mounting the base above my head (I've already got all the wires running up to a hook on the ceiling). I'd love to get some 6dof support going on this.


Sun Jan 27, 2013 8:21 pm
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Diamond Eyed Freakazoid!
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Looks superb. I can't wait to try this out when I get my Rift :D

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Mon Jan 28, 2013 11:52 am
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Played around last night with it - pretty great!! Probably the best VR demo I have at the moment to show off since you can really play through the game. Aiming is controlled by the head with this demo but it's still fun. The tracking smoothing seems really improved as well.

I'm still having weird roll issues but I'm positive it's from TriDef 3D in SBS mode. With TriDef off it rolls fine, with it on, the screen skews in addition to rolling - really weird. Just wanted to note in case anyone else has the same issue.

Working setup:
- Hillcrest tracker mounted sideways on DIY Rift
- Bluetooth Wiimote/Nunchuk, GlovePIE through PPJoy for movement (forward, back, strafe, action buttons)
- 15 feet of HDMI/USB/headphone cables so I can move around :)

I'd definitely buy another tracker to use for separate gun movements but FreePIE integration would indeed be awesomer.


Mon Jan 28, 2013 12:44 pm
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Diamond Eyed Freakazoid!

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djdevin wrote:
Working setup:
- Hillcrest tracker mounted sideways on DIY Rift


On my Diy Rift, the Hillcreast will be mounted with the usb connector facing the rear of the HMD. When I test the Hillcrest in mouse mode, Up mves up, down moves down, left moves left, right moves right...

Will mounting the Hillcrest in this position work with this Mod or is it setup for a sideways mounting of the Hillcrest?


Mon Jan 28, 2013 3:42 pm
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3dvison wrote:
djdevin wrote:
Working setup:
- Hillcrest tracker mounted sideways on DIY Rift


On my Diy Rift, the Hillcreast will be mounted with the usb connector facing the rear of the HMD. When I test the Hillcrest in mouse mode, Up mves up, down moves down, left moves left, right moves right...

Will mounting the Hillcrest in this position work with this Mod or is it setup for a sideways mounting of the Hillcrest?


Yep that's the default position and it works out of the box.

If you need to reposition it you can recalibrate it with the Hillcrest motion studio.

It asks you to place the sensor down, record that, then angle the sensor up 90 degrees and record that. After that it knows the direction your unit is facing.

Just for anyone who needs it: http://hillcrestlabs.com/products/tools/


Mon Jan 28, 2013 3:47 pm
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3dvison wrote:
On my Diy Rift, the Hillcreast will be mounted with the usb connector facing the rear of the HMD. When I test the Hillcrest in mouse mode, Up mves up, down moves down, left moves left, right moves right...

Will mounting the Hillcrest in this position work with this Mod or is it setup for a sideways mounting of the Hillcrest?


Yeah that should work fine, my weapon tracker is mounted the same way.


Mon Jan 28, 2013 3:54 pm
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Diamond Eyed Freakazoid!

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GREAT..Thanks


Mon Jan 28, 2013 3:59 pm
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Played some more with it but noticed that any movements out of center drift back towards it. If I look up/down/roll it will drift back. Yaw is pretty much spot on. Probably from the smoothing but it's really inducing some dizziness since my vision is moving without my head.


Mon Jan 28, 2013 9:59 pm
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Hmm.. that's really odd. The sensor fusion does take a few seconds of input before it has enough data to properly track, during which the pitch/roll/yaw will slowly drift toward the target angle. That should only take a few seconds and is usually only an issue when the device is sitting perfectly still during the menus and level load (freespace returns timeouts when the device is totally still). Is that consistent or only when you first start it up?


Mon Jan 28, 2013 10:16 pm
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It's consistent, my tracker is mounted sideways (but recalibrated with Motion Studio) so maybe that has something to do with it. I've tried other sensor fusion and it doesn't happen.

At work now but now I'm wondering if it's some setting in HL2 that's making it drift? Autoaim or mouse assist or something stupid I might have checked off.

I'll also be trying Vireio when I get home :)


Tue Jan 29, 2013 12:15 pm
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That's really odd, I've tried several tracking positions w/ multiple trackers and played waay too much :) and never seen any sort of drift on pitch or roll. If you send me your tracker's physical orientation (on the side with the usb coming out the back and the top of the board to the right etc) I'll try to reproduce what you're seeing though.

Mouse inputs only affect yaw and autoaim never really affects the viewport, only the aiming vector and crosshair so I don't think it's either of those things. It may be the sensor fusion averaging across an origin where an axis wraps but I was under the impression that quaternion based calculations didn't suffer from that.

Was this something you saw during your first run?


Tue Jan 29, 2013 1:35 pm
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Haha I believe you, it still could be something I did. I don't think I saw it before (before you had the installer) and I had it mounted the same way. Not 100% sure but I can do some more testing.

It's mounted flat on top of the goggles with the USB coming out of the right side, so yaw is the same, but roll and pitch are swapped.


Wed Jan 30, 2013 8:15 am
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I just finished my first extended playthrough with the weapon tracking with a proper weapon controller and wanted to share some thoughts. I purchased a top shot elite xbox 360 gun controller that I mounted the tracker on, it detects just like an xbox 360 controller (assuming you have the wireless adapter for your computer) which was nice, although the sticks are set up odd by default, the "right stick" is on the front of the gun and the left is behind the trigger but this was easy to fix in the game configuration. It's nice to get analog movement and plug and play on a decent gun controller, especially compared to my previous setup using a combination of glovepie & motioninjoy with a ps move sharpshooter and the occasional BSoD (motioninjoy).

The drift between trackers isn't too bad, but trackers with magnetometers would obviously be ideal.

I've only got one major thing left to do for the weapon tracking, I'm going to have to redo the view models quite a bit to make them really work with all the various orientations. I noticed that valve explicitly mentioned that in the topics for their GDC talk so it's not that surprising that it's a big chunk of the work. I'm just going to pull the arms off if I can't get them to work, I've found that the brain is much more forgiving about the absence of something expected than seeing something wrong (for example an arm that doesn't look like its going to actually connect with the body).

Brantlew was kind enough to share the plugin he's made for interfacing with freepie to provide tracking data so I'll start work on that this weekend which should open up a lot of options for alternative trackers. If the wiimote works well I may switch over to that myself to have one less cord, although with 15ft cables running over a hook on the ceiling it's only occasionally an issue. I also find myself using the thumbstick to turn in scenarios where you'd immediately wrap yourself up like going up stairwells etc.

Here's a link to the gun controller in case anyone is interested...

http://www.amazon.com/gp/product/B004FDYTI2/ref=oh_details_o02_s00_i01


Wed Jan 30, 2013 8:11 pm
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Sorry, Wiimote inertial data not currently supported in FreePIE (only buttons). A bummer I know, just never got around to implementing it.


Wed Jan 30, 2013 9:46 pm
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brantlew wrote:
Sorry, Wiimote inertial data not currently supported in FreePIE (only buttons). A bummer I know, just never got around to implementing it.


@Brantlew - I'm sure I can work that out. What wiimote drivers were you using for the wiimote plugin? I was recently dabbling with wiiyourself and it seemed pretty good.

I fixed the gravity gun to control properly with the second tracker, it works great and turns some of the physics sections into a unique experience rather than an neck-pain inducing chore. I'm not a minecraft fan but I could see something like this working very well there. I think basically everything at this point is done aside from the viewmodels. I've been dialing back the movement speed, I just don't feel in control when circle strafing at 20 mph or whatever the default run is.


Thu Jan 31, 2013 8:20 pm
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I was using wiimotelib, but the stable version did not yet have inertial data. There was a beta version that was supposed to support inertial and WiimotePlus data but I never took the time to mess with it.

The big problem with FreePIE is that its all written in C# which means that it's sort of awkward as a hardware interface since basically all hardware is supported through C APIs. So you have to either find managed libraries, write an extern layer, or some sort of middle-layer dll. Sometimes easy, sometimes not - but unfortunately it's almost never as easy as just downloading some open-source code and just linking it. Thus we have some spotty support right now.


Thu Jan 31, 2013 9:20 pm
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I have some experience with WiiYourself and it was a real hit-or-miss. For basic Wiimote stuff it was OK, however it didn't work very well with the newer Motion+ Inside remotes. I ended up finding code on the mailing list and hacking some stuff up myself. But even then it was unstable, sometimes it would work and then stop working randomly. And you really need the Motion+ if you want the best tracking.

Its C++, but if you want the code, I can post it. Could be a good starting point to see what you need to do.

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Thu Jan 31, 2013 9:29 pm
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cybereality wrote:
Its C++, but if you want the code, I can post it. Could be a good starting point to see what you need to do.


That'd be great, I've got an older wiimote with a motion plus extension (whatever they called it) as well as one of the newer motion+ inside versions. I was never able to get the latter to work at all so it sounds like your code if beyond anything I've tried at this point.


Fri Feb 01, 2013 7:26 am
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adoral84 wrote:
That's really odd, I've tried several tracking positions w/ multiple trackers and played waay too much :) and never seen any sort of drift on pitch or roll. If you send me your tracker's physical orientation (on the side with the usb coming out the back and the top of the board to the right etc) I'll try to reproduce what you're seeing though.

Mouse inputs only affect yaw and autoaim never really affects the viewport, only the aiming vector and crosshair so I don't think it's either of those things. It may be the sensor fusion averaging across an origin where an axis wraps but I was under the impression that quaternion based calculations didn't suffer from that.

Was this something you saw during your first run?


My bad, I still had the 250hz firmware installed when I was doing some experimenting. :oops:

Fixed!


Fri Feb 01, 2013 6:44 pm
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Ah, nice, I'll patch in a console command so you can adjust the sensor fusion to work with 250hz, glad to hear it's working though. How did the virieo drivers work out?


Fri Feb 01, 2013 7:35 pm
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With Virieo, 3D works fine, but I had a problem with the tracker I posted in the release thread. Cyber said something about the event queue being overloaded. I think they said something about it needing to be in another thread so it doesn't block anything.

Mod works great and can't wait to test with independent gun movement even if it means dropping another buck on another tracker. The game is really playable (and enjoyable ;) ) even just using the Wiimote for forward/back/strafe/buttons and looks great on my DIY rift with DDD. I had a few guinea pigs try it and it's really easy to get into the game and play through it.

Question for you though, does your fusion have to change because it's 250hz? Or do you just set a new sample rate?


Fri Feb 01, 2013 9:56 pm
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Hello adoral84

Thanks for posting this mod. I just played through the map where you defend Alyx in the ant lion tunnels using turrets. It was really fun! I'm using a DIY rift with vireio for warping and hillcrest tracker with the 250hz firmware.

Horizontal rotation seems too sensitive. I can turn my head a little over 90 degrees in one direction, but Gordon ends up doing a full 180 degree rotation. Is there a way to adjust this?


Sat Feb 02, 2013 2:36 am
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This looks greatcakeawesomepie! :woot

Actually the first S3D-experience to really hook me was HL2 with nVidia 3D-vision, sadly it was with a screen that showed a pile of ghosting top and bottom, as well as the hud being rendered just flat including the crosshair. Still, just with depth the immersion got crazy, on a monitor. With head tracking, separate weapon tracking and S3D I'm sure to fill up a couple of pants, looking forward to this come March-May sometime, eh! :D


Sat Feb 02, 2013 5:49 am
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Jose wrote:
Hello adoral84

Thanks for posting this mod. I just played through the map where you defend Alyx in the ant lion tunnels using turrets. It was really fun! I'm using a DIY rift with vireio for warping and hillcrest tracker with the 250hz firmware.

Horizontal rotation seems too sensitive. I can turn my head a little over 90 degrees in one direction, but Gordon ends up doing a full 180 degree rotation. Is there a way to adjust this?


Glad to hear it worked well for you. I'm jealous that you have a functional DIY, I tried 3 lvds boards and they all went died within ~10 minutes of powering up so I've got a partially assembled one sitting off to the side that I haven't been able to use. Does the head roll work alright with vireio, I believe there were some issues with other stereo drivers and the source engine where each eye rotates about it's own axis in the center of it's screen.

All the tracking including yaw are one to one, but given that you're the first person to use the vireio drivers here's a likely reason. Vireio provides mouse emulation from what I've read, and if that's not disabled somehow your essentially getting the real head tracking yaw updates + the mouse emulation ones. I do allow mouse input to turn the player as well as the gamepad right stick so you can turn around without physically turning in circles. I don't know if vireio has an option to shut off mouse emulation but if not I can add a switch to turn off mouse input.

I'm surprised that the 250hz firmware was working for you, it caused issues for djdevin but I had planned to add proper support for it this weekend.

BOLL wrote:
This looks greatcakeawesomepie! :woot

Actually the first S3D-experience to really hook me was HL2 with nVidia 3D-vision, sadly it was with a screen that showed a pile of ghosting top and bottom, as well as the hud being rendered just flat including the crosshair. Still, just with depth the immersion got crazy, on a monitor. With head tracking, separate weapon tracking and S3D I'm sure to fill up a couple of pants, looking forward to this come March-May sometime, eh! :D


Ha, yeah similar experience for me too. And I remember thinking when I got my HMZ a year ago that we had achieved the ultimate VR solution, it's pretty amazing to see how fast things accelerated over the last year. By the time the rifts ship I'd like to have a relatively cheap/simple solution for the weapon tracking that all in is under $100. Right now the gun I'm using was ~40 but the hillcrest tracker is a bit pricey.


Sat Feb 02, 2013 7:04 am
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djdevin wrote:
Mod works great and can't wait to test with independent gun movement even if it means dropping another buck on another tracker. The game is really playable (and enjoyable ;) ) even just using the Wiimote for forward/back/strafe/buttons and looks great on my DIY rift with DDD. I had a few guinea pigs try it and it's really easy to get into the game and play through it.

Question for you though, does your fusion have to change because it's 250hz? Or do you just set a new sample rate?


Awesome, glad your enjoying it. I'm going to be posting more videos tomorrow and an update with all the latest gun tracking stuff. I originally just had a constant defined for the sample rate, it's now a setting you can adjust via the game config or console in the version I'll release tomorrow. The independent gun tracking is really coming together, it now passes my test of being natural enough to feel like a major advantage over just head tracking now that I have the controller mapped in a reasonable way.


Sat Feb 02, 2013 11:36 pm
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Jose wrote:
[...] Thanks for posting this mod. I just played through the map where you defend Alyx in the ant lion tunnels using turrets. It was really fun! I'm using a DIY rift with vireio for warping and hillcrest tracker with the 250hz firmware. [...]


It's pretty fantastic to see the various gears that have been in motion for the past (less than a) year starting to click together like this.

Nice job on the mod, adoral! I'll certainly give it a spin once my Rift dev kit arrives. In the mean time, though, I'm enjoying the thread and look forward to the new videos. :)


Sun Feb 03, 2013 1:35 am
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Diamond Eyed Freakazoid!

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adoral84,
What do you think of this gun/tracker (Link Below)

Talked about in this thread.
viewtopic.php?f=120&t=15708
GUN:
http://www.amazon.com/Wireless-Inductio ... rds=mag+II


Sun Feb 03, 2013 4:44 am
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