yunti wrote:This looks like an amazing mod, thanks for spending the time adoral.
With my rift arriving soon I'm keen to get the setup in place so I can use your mod to the fullest.
Firstly wondering what the best quality of sensor you support? Would it be the YEI - 3 -Space controller rather than the Hillcrest.
I can't remember what the sampling freq of the hillcrest is - is it 250Hz vs the 1000Hz on the YEI?
Also the Oculus looks to be shipping with their own custom built tracker (not sure if it's a derivative of another manufacturer) will you be supporting this in your mod too. I think their sampling freq is 1000Hz too - but not clear if they will be selling trackers seperately?
How many sensors do you currently support -
-head tracker
-another for neck alignment?
- another on the gun
Anywhere else?
Thanks for your help.
When the rift comes out I'll integrate their api into the mods I've been working on, and if they do sell their trackers separately I'll try to make sure they're supported as well (I probably won't buy one unless they're significantly better that the handful I already have).
In it's current state I'm only using 2 trackers, one for the head and one for the weapon, but I have most everything in place to support additional custom inputs for movement and spine position. Even with only two points being tracked and supporting a handful of trackers it's already apparent I need to have some sort of more flexible configuration system to allow people to control their setup, orientations, etc. I have a few ideas on where I want to go with that but haven't put much time in it.
I'd also like to add support for the razer hydra, for seated play with separate head / weapon tracking I think it might be the ideal setup. Anybody done any custom work with one? I'd love to get some pointers on anything that worked great/issues encountered.
I spent a bunch of time back in the source engine this weekend since I was having DRM issues with crysis and fixed up a few things things, and spent even more time trying to improve the way the viewmodels (on-screen weapons) move around. I'm not sure why but I'm having issues getting them to behave as expected (no issues at all with the same concepts in crysis) and I'm pretty sure they'll have to be heavily modified to work the way I want them to (especially with positional tracking factored in).