| | | Junior Member
       
Group: Forum Members Last Login: 7/9/2010 9:57:26 AM Posts: 10, Visits: 33 |
| | I'm trying to use the VR920 with glovepie for mouse look on unsupported games. I've got it working pretty well but I've come across a stubborn problem. The Y axis gradually drifts up when I look left or right, so after looking side to side a few times I'll be looking skyward. I've tried recalibrating using the Vuzix calibration tool but I always encounter the same subtle drift up whenever I look left or right. I figure the best way to solve this problem would be to write something into the current script I'm using (found here on the forum) that counteracts this upward pitch whenever the yaw changes. I know nothing about scripting however so I was hoping someone here could help me out or has an alternate solution.
www.sketchy-stories.com |
| | | | Junior Member
       
Group: Forum Members Last Login: 11/11/2009 1:39:38 PM Posts: 12, Visits: 55 |
| Does this happen when you're viewing the Calibrator or iMonitor screen? I would suggest running it through its paces with those first to determine if this is a hardware issue or software.
"Living life one humorous day at a time." |
| | | | Junior Member
       
Group: Forum Members Last Login: 7/9/2010 9:57:26 AM Posts: 10, Visits: 33 |
| | Thanks for the response. This problem does not occur in the calibrator or iMonitor. The pitch stays very steady as I turn to the left and right. I guess this narrows my problem down to Glovepie. I notice there is a way to calibrate the VR920s accelerometer in glovepie but the numbers jump around very fast so I can only estimate the min and max values. After a few tries with that the problem still happens.
www.sketchy-stories.com |
| | | | Junior Member
       
Group: Forum Members Last Login: 11/11/2009 1:39:38 PM Posts: 12, Visits: 55 |
| | Carl can answer GlovePie questions much better than I, but I just discovered something last night that was affecting my own device's readings: my headset. I just happened to still have the Calibrator window up when I put my fantastic new headset on (Plantronics Gamecom; love them), when I noticed my yaw and pitch indicators went a little off. Moving my headset back and forth on my head actually changed my directional readings, and I also discovered that simply wearing them and turning my head gradually caused my sensors, especially yaw, to drift further and further away from zero point. I will post this in the troubleshooting section for others to ponder, but thought perhaps you may be encountering a similar cause.
"Living life one humorous day at a time." |
| | | | Junior Member
       
Group: Forum Members Last Login: 7/9/2010 9:57:26 AM Posts: 10, Visits: 33 |
| | I'm not using a headset with the glasses and I'm well away from any device that might be causing interference. I just tested the glasses on a different machine and I still encounter that gradual drift up in pitch after looking left and right a few times while using Glovepie to emulate the mouse. The vuzix calibrator still shows the pitch as being very steady and does not drift at all when the yaw is tested. I've tried multiple glovepie scripts and each give the same result. I feel the only solution is to add something to the script that subtracts from the y axis when there is a change in yaw. I'm no coder so if anyone can give me some help it would be appreciated. Until then I'll just have to see what I can do.
www.sketchy-stories.com |
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Supreme Being
       
Group: Forum Members Last Login: Today @ 7:00:48 AM Posts: 282, Visits: 2,484 |
| Emulating mouse you will always have drift, no matter what devices you use, it's the nature of mouse. Mouse is relative-coordinates device, not absolute!
With emulator, "how far mouse moves" dependent not on your absolute rotations of headset, but rather on speed of rotations.
Try to put your real mouse on the center of table, in that way that cursor will be on center of the screen.
Then move your mouse in different directions with different speeds, then move it back to the center of your table. Cursor will not be on the same place!
So, using only mouse-emulation you will not have absolute tracking, you will always have a drift, which, however, you can correct with controls (gamepad, keyboard, mouse, etc.)
But, if your game support input on absolute-coordinates devices (like TrackIR, or Joystick axes). You can emulate VR920 head-tracking axis to the axis of TrackIR or Joystick. And in this way you will have always 100% absolute coordinates without drifting. I used such methods in LockOn, DCS BlackShark, IL-2, and my own VR projects, everything works just fine.
Good luck! |
| | | | Junior Member
       
Group: Forum Members Last Login: 7/9/2010 9:57:26 AM Posts: 10, Visits: 33 |
| | Wow, I didn't know that about the mouse! It's inconvenient but I have a controller set up now so I can manually correct the drift when it occurs. Something like Track IR would be perfect but I want to play standing up and use the glasses for 360 degree viewing. As things work now the view as i rotate is not very consistent, slowing or speeding up randomly as I turn. I guess all I can do is continue making fine tweaks. Is there any project or product that works like Track IR but in a 360 degree manner?
www.sketchy-stories.com |
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Supreme Being
       
Group: Forum Members Last Login: Today @ 7:00:48 AM Posts: 282, Visits: 2,484 |
| You can use ARMA for example, actually any TrackIR supported game will work like 360 degree solution with VR920 when you will use proper emulation script for GlovePIE.
P.S. There is a lack of FPS titles with such support 
However, you can try Assault Cube with good native tracking and stereo support:
http://forums.vr920.com/Topic1697-19-1.aspx
And Unreal Tournament 2004, which is just fantastic! |
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