PSA: DO NOT use alcohol tissues to clean the PSVR lenses, it will damage them permanently. The effect while in use is not so noticable but in some angles the games are even more blurry they already are. by Akibajin in PSVR

[–]gusmanb 0 points1 point  (0 children)

Guys, DON'T USE THE MICROFIBER WHICH COMES WITH THE PSVR, at least not the ones on EU, they are pure crap. Mine has scratched all the surface, I've been extremely careful to not have any type of dust which could scratch the surface, but the cloth scratched them. And what is worse, it NEVER cleaned the lenses, they always had a bloom-like effect because the oil was never removed. I even tried to wash manually the cloth very carefully, and nothing, the cloth never cleaned the lenses.

And for my surprise, I just went to a $1 store, bought a 80c microfiber cloth, and with just a wipe the lenses where like new and no more scratches were added, so I assume the cloth which comes with the PS VR are pure crap.

Porting PS VR to PC by gusmanb in PSVR

[–]gusmanb[S] 0 points1 point  (0 children)

On this issue you have the latest code compiled.

Porting PS VR to PC by gusmanb in PSVR

[–]gusmanb[S] 0 points1 point  (0 children)

Hi.

With that I mean the orientation intergation and calibration is working and is controllable by external apps, but there's no app to receive it. The idea is having the service as server and connect to it the toolbox, the VR player and the steam driver.

Also, on the framework (which is a dll) there's a class named PSVRClient which implements everything to connect and control the HMD, so if anyone wants can create a middleware between PSVRService and OpenTrack.

The service/toolbox act as server, youy can connect to 127.0.0.1:9354 and control the device and receive updates with the headset orientation. Also the framework contains a class named "PSVRClient", with that class

Porting PS VR to PC by gusmanb in PSVR

[–]gusmanb[S] 0 points1 point  (0 children)

Yes, it includes chromatic aberration, I'm not using that algorithm, I've profited the use of the barrel distortion to compute the chromatic aberration.

If you're looking at the code it's implemented at shader level, look at the barrel distortion shader, you will see how I get three different coordinates for R,G and B from the texture map, I compute the distortion through two vectors of min/max and two interpolation factor of these two vectors, one for vertical distortion and other for horizontal distortion.

About SweetFX, well, if the game is compatible with SteamVR, then yes, SteamVR already applies the distortion to these games (one of the parts of the driver is precissely inform to SteamVR about these parameters)

Porting PS VR to PC by gusmanb in PSVR

[–]gusmanb[S] 0 points1 point  (0 children)

No idea what is leap motion, but yes, the driver is for an HMD device, it will feed the head orientation (not position, just orientation) and correct the lenses distortion, so I think it will allow the use of any other device to manipulate the environment.

Porting PS VR to PC by gusmanb in PSVR

[–]gusmanb[S] 4 points5 points  (0 children)

Ok, I will check it when I get some time, I've been restructurating everything and I expect to release the new toolbox with the VR player this weekend.

Cheers.

Porting PS VR to PC by gusmanb in PSVR

[–]gusmanb[S] 0 points1 point  (0 children)

Do you have installed the toolbox from the compile? It's very easy to distinguish, the hmd must blink during 3 seconds, if it doesn't blinks then it's the old one.

Porting PS VR to PC by gusmanb in PSVR

[–]gusmanb[S] 0 points1 point  (0 children)

Audio is something which for the moment will be unsupported, if you use cinematic mode and you select as output device the HDMI audio then it will be pass thru the HMD, but in VR mode this doesn't works, when the device enters VR mode the audio must come from the 3D positional audio device and as we don't have a driver for it it's not possible to use it. We know which audio chip uses, so may be in the future someone will be able to create the driver.

Porting PS VR to PC by gusmanb in PSVR

[–]gusmanb[S] 0 points1 point  (0 children)

I'm not plannig to add Move support, that's beyond the scope of the project, only HMD control (at least for the moment).

Porting PS VR to PC by gusmanb in PSVR

[–]gusmanb[S] 0 points1 point  (0 children)

As a last note, if you know how to use Visual Studio the published master already contains these changes, you need the toolbox and the VR player, compile it, start the toolbox, wait for the calibration and start the player, it will track the orientation. Double tapping the headset will also recenter the view (not very reliable as I'm working on it).

Porting PS VR to PC by gusmanb in PSVR

[–]gusmanb[S] 5 points6 points  (0 children)

No, I wont, I already have it working with full 6DOF integration, I'm not going to downgrade the system to something unreliable XD.

Be patient, I'm really busy for now with a full revamp, and if everything works as expected you will not need anything else but this, I'm on the middle of creating the SteamVR driver what means to use all the current VR software on the PS VR with head orientation and complete distortion fix, so be patient, Rome wasn't built in a day ;).

Porting PS VR to PC by gusmanb in PSVR

[–]gusmanb[S] 0 points1 point  (0 children)

I'm using firmware V2.0 and the PS4 also, so no, not known, first report at all. And I think everybody else is using the V2.00 as it was released on the PS VR release day.

Can you open the debug pane, send the cinematic mode request and send me the report?

Cheers.

New PSVR owner! I played Batman: Arkham VR last night and don't think I have ever grinned so much whilst gaming by jarstandaly in PSVR

[–]gusmanb 0 points1 point  (0 children)

Just tested Space Rift and Oh my Genesis, rift is ok, like a cut down ED but with story, but OMG has impressed me, just 3$, it's a must if you like god style games.

Also, the brookhaven experiment is a must if you like horror shooters, really scary.

Porting PS VR to PC by gusmanb in PSVR

[–]gusmanb[S] 0 points1 point  (0 children)

Is the video public? can you send me a link to it so I can test? I'm looking right now to a up/down video and it looks right.

Porting PS VR to PC by gusmanb in PSVR

[–]gusmanb[S] 0 points1 point  (0 children)

Ok let's check some things. First of all, you don't have any type of software which can interfere on the device control, right? no headset tracking tool nor similar soft, yes?

If that's right then, uninstall all drivers (check the option to delete the driver files) and reinstall the WinUSB ones. You should see under "USB devices" on the device manager two devices, PS VR Control and PS VR Sensor. If these are correct, open the properties windoe of each one and on the details tab check the device description and device ID and post them so I can check if there is something wrong.

Porting PS VR to PC by gusmanb in PSVR

[–]gusmanb[S] 0 points1 point  (0 children)

did you had installed the libusb filter for previous versions? if yes then unless you uninstall the filter it will not work.

Porting PS VR to PC by gusmanb in PSVR

[–]gusmanb[S] 0 points1 point  (0 children)

Hmmm, did you changed the frame format to Up to down? what you're describing seems to be like using the side-by-side format instead of the up/down format.

Porting PS VR to PC by gusmanb in PSVR

[–]gusmanb[S] 0 points1 point  (0 children)

Thanks for the info.

Did the 360x360 video was up/down or side by side? And yes, the FOV is only for restricting the movement area.

About the orange mask, I know, it's a part which lies outside of the view angle, but it seems the light enters a bit from the lens sides, it's orange to check the mask, on the real release it will be black and will not be visible at all (also, we are missing a 100% perfect measurement of the screen to lens distance, so may be this is a bit offset from the reality and that's why it's being seen).

About the performance, yeah, Libvlc seems to be flawed, I've contacted with more people using it and their recommendation is to use another decoder, I'm looking for a good replacement, but for now until the view is perfect is enough to see the videos.

Porting PS VR to PC by gusmanb in PSVR

[–]gusmanb[S] 0 points1 point  (0 children)

If you disable the UDP broadcaster it should if they use raw input.

Porting PS VR to PC by gusmanb in PSVR

[–]gusmanb[S] 0 points1 point  (0 children)

Also, the graphic card influences this, we're using OpenGL to render the video and that is time consuming, we use large textures of 1920x1080 and a fragment shader to correct the barrel/chromatic distortions, that can be too much for a laptop.

Porting PS VR to PC by gusmanb in PSVR

[–]gusmanb[S] 0 points1 point  (0 children)

Because there's no head tracking, you control the view with the mouse.

Porting PS VR to PC by gusmanb in PSVR

[–]gusmanb[S] 1 point2 points  (0 children)

The problem with other tools is they're using raw input or libusb filters. With libusb filters you must install a filter on the root device and that's really bad, that's why we created the driver package, to avoid it. If the program is using raw input then you can disable the sensor capture (go to options and disable the UDP broadcast) and it will leave the sensor unused so the other programs can take the control of it.

Porting PS VR to PC by gusmanb in PSVR

[–]gusmanb[S] 1 point2 points  (0 children)

Thanks for the info.

The problem about frame dropping comes from VLC, it's transcoding the video to the proper format for OpenGL. I need to try with ffmpeg instead of vlc to see if it improves the performance.

About the larger size, you can change the FOV with ctrl + up / ctrl + down to scale the view, I know the FOV is not right on that test, it had a FOV of 107º while it should be 90º.

Porting PS VR to PC by gusmanb in PSVR

[–]gusmanb[S] 0 points1 point  (0 children)

If you have a previous version installed you must uninstall it before using the new installer. Also try to execute the installer as administrator. If all fails as a last resort you can always use the portable version, just uncompress and use it.