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Participant
June 15, 2013

Playstation Move PS3 Move Controller?

I know the Razer Hydra is pretty much the "standard" motion controller being coupled with the Rift at the moment, but has anyone thought about using the Playstation Move controller with it?

I haven't used a Hydra yet, but I have a PS3 and the Move and the accuracy and latency is pretty fantastic. Games like Sports Champion Table Tennis control almost exactly 1:1

Check out the video at 5:00

http://www.youtube.com/watch?v=KqKJE1G12aY

Also a huge plus is that it's wireless, and since it's using a camera to track motion you can get further away without losing signal unlike the Hydra.

It seems people have successfully paired the controller with PC already too:

http://www.youtube.com/watch?v=3-fnNv8hTc0

Does anyone here have both a Playstation Move and a Hydra? And what do you think of each as far as accuracy and latency? I also think the latency would be even further reduced using a Move on a PC considering they're more powerful than a PS3.

    127 replies

    Up and Coming
    July 9, 2014
    "playhouse" wrote:
    I have posted a few tech demos several months ago showing the Hydra like controls I have developed using the PlayStation Move and Navigation Controllers.

    http://www.youtube.com/watch?v=hykjEBYzCnE

    The PS Move controls allow for much more dynamic movements and for a much larger tracking area.

    My studio has recently been working on a PS4/PC game that makes use of DualShock 4, DualPLAY and hydra control schemes. The PC version is being developed with Oculus support and I'm going post videos soon showing updated motion-controlled gameplay and Oculus controls.

    Playhouse Entertainment
    http://www.playhouseentertainment.com


    Are you using a custom thing for the cradle that connects the nav controller to the move controllers? That looks awesome!

    Edit: Dang, found your Indiegogo campaign, sucks it didn't get funding.


    I'm currently working on using the PS Move API for a UE4 Move plugin. Pretty close to getting tracking working, though I need to debug why the handle for the tracker isn't being returned properly.

    I had one other question: Does the Move.me API handle getting the Move's positional data into game-world-space from the camera-space coordinates it gives you?

    If not, mind talking a bit about what you did to get the position in the game world space from camera-relative coordinates?
    Twitter IndieDB
    Participant
    July 11, 2014
    Well since trading in all my PS3 games, Between watching bluray's my PS3 just gathers dust.
    But I kept hold of my PS EYE,MOVE/NAVI & SHARPSHOOTER purely because I had been so impressed with the experiences I've had using them.
    Far form what some closed minded individuals in the console community may have said about it being a gimmick, Let me lay that to rest now Because I come from a PC hardcore FPS background. While I was still good with the dual shock I always found it slow and cumbersome to use but after setting up my sharphooter My KDR was around 75k-10D in killzone3.
    And it was so much more rewarding and satisfying sniping and pulling of head shots with that device than anyother controller I've tried and Heavy rain and the golf games were pretty cool with just the normal MOVE/Navi setup.
    I was so sold on the sharpshooter as a FPS device that I didn't even bother with BF or Cod as they didn't support it and only bought FPS games that did Like MAG & Resistance.
    But Sony being typical Sony have a nasty habit of creating a new platform shoving it out the door and not supporting enough , so It felt like it kind of faded out:(.

    Now that's out of the way I want to say I've tried many times to get my PS MOVE Working on my PC even though getting a dual shock to work is simple enough process, MOVE API ,MOVE FRAMEWORK , MOVE ON PC the list goes on, I've tired them all! but I'm not a programmer so I'm quickly in over my head.
    So when I heard about the move.me application I jumped at the chance, but was quickly prevented by the £100 price fee and the need to use my ps3 plus register with them. (shakes head at sony)

    I strongly believe the Sony Morpheus will die out without the support of the PC community who will be supporting the RIFT.
    And rightly so, Sony are hoping that experiences created on the rift will be ported to the Morpheus. But unless Sony open there minds and make it easy for us to do so natively! on PC without all there usual roadblocks, I certainly wont be bothering.

    As a VR developer who would love to integrate PS move control in to my projects on the rift this situation is really frustrating to me. what I'm hoping for is that PS MOVE support in added the unreal engine 4 or cry engine 3 so devs can take advantage of the widely available & low cost PS MOVE.

    Or could we as a community, especially those who have already achieved getting it to work with the rift please provide information, tutorials, code , guides, anything really so that others can get it working also.
    http://alphawolf-uk.deviantart.com/ https://twitter.com/AlphaWolF_UK http://steamcommunity.com/id/j_alphawolf_76/ https://www.youtube.com/user/AlphaWoIFuk/videos http://www.nexusmods.com/skyrim/mods/9198/ ?
    Up and Coming
    July 11, 2014
    @AlphaWolf, I've been working on getting the Move to work with UE4 via a plugin (so it can easily be added by non-programmers to the engine for games, using blueprint).

    Unfortunately I've hit a sort of roadblock in that when compiling the PS Move API and OpenCV for 64bit Windows, they fail to work (OpenCV never gets an image back from the camera).

    I suspect it might be because I tried to build OpenCV with MinGW (64) and it doesn't seem to like that. It's odd though, because I also can't seem to get the PS Move API to build using the static libraries from OpenCV, even though CMake finds them.

    In any case, the actual code of the plugin side is really close, though it needs more work. Unfortunately until I can figure out how to get the damn thing working with a 64 bit build, I'm sort of stuck.

    I'll be trying to get it working more over the next couple of weeks, but I think I'm going to have to resort to contacting the PS Move API groups and getting some help figuring it out, which will inevitably slow the process down a lot.

    That said I really want to get it working because it's a great VR controller, being both cheap and having good features for motion control.

    I will of course be freely releasing the plugin and hopefully a sample to show how to use it, once it actually works.

    Anyone that knows about using MinGW 64 and getting OpenCV to build and stuff, please please contact me, I'd love your help on getting the PS Move API to build 64bit and actually work (I have no problems getting it built, it just doesn't actually return images back from the camera properly).
    Twitter IndieDB
    Participant
    July 11, 2014
    @n00854180t
    Yes i saw your post on the unreal engine forums and was a bit annoyed that nobody responded to you.
    I would have myself but don't currently have an active account on it, I was worried that you would loose motivation as you may have thought nobody was interested.
    I'm really glad that you found this topic so I can tell you personally that your work means a great deal to many here Including myself. And it pleases me greatly that your pursuing a unreal engine 4 plugin as I,m just starting to learn it ,having already spent a long time messing around in cryengine3 and flirting with unity briefly.
    It took me a while to convince myself to move from CRYENGINE3 to UE4 but after everything I've read it was a very smart move, the sheer amount of tuts and info on it already are staggering, But for me the rubbish Oclus support i've heard about was the final push I needed ,crytek just seem a bit lazy .
    I cant believe how many cool automated features there are in UE4 and the blueprint & level streaming system is fantastic.

    I think i waffled on about UE4 too long but what I am getting at is your timing on this for me is spot on for me personally as all my work for oculus will be in UE4 as they realy seem to be on the ball with the devkit support.
    I really wish I could assist you but I,m a modeler/rigger/animator Game designer bla blaand dont really libraries and stuff like that just yet

    Please don't give up and up keep us updated. :D
    http://alphawolf-uk.deviantart.com/ https://twitter.com/AlphaWolF_UK http://steamcommunity.com/id/j_alphawolf_76/ https://www.youtube.com/user/AlphaWoIFuk/videos http://www.nexusmods.com/skyrim/mods/9198/ ?
    Up and Coming
    July 11, 2014
    I'm talking to the author of the PS Move API on his Github page about my issues with it.

    Hopefully I can get it sorted soon!
    Twitter IndieDB
    Participant
    July 11, 2014
    http://alphawolf-uk.deviantart.com/ https://twitter.com/AlphaWolF_UK http://steamcommunity.com/id/j_alphawolf_76/ https://www.youtube.com/user/AlphaWoIFuk/videos http://www.nexusmods.com/skyrim/mods/9198/ ?
    Up and Coming
    July 11, 2014
    Thanks for the links AlphaWolf.

    It seems like the MoveFramework might be better suited, though it seems light on documentation. I'd rather not have to port the current code over to using it, but I will if I can't make any progress with the PS Move API.

    In a perfect world, someone would come along who has had luck building it 64bit for Windows and just give us all prebuilt binaries... those won't really be changing often anyway.

    In fact, I only need the tracking DLL itself, not even the base library, which I can get working just fine.

    Sadly I don't see that happening since it's such a specific thing.
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    Up and Coming
    July 11, 2014
    Well shit :( Bad news.

    Apparently CodeLaboratories changed it so the CL Eye Driver (needed for PS Eye camera support in Windows) costs $1.99. Not a huge price, but for obvious reasons it does not make sense to require people to pay for it when trying to use the Move plugin. Developers or (even worse) customers.

    Apparently it JUST changed, too, because WaybackMachine shows that the July 1st version of the page still gave you the free download.

    Edit: Also apparently the CL Eye Driver has issues with 64bit (no native 64bit dlls I'm guessing) which I think is why I ran into the issues I found in the first place.

    D'oh. Major setback.

    I have another webcam I can test with and confirm whether or not the camera driver is the issue, but it's a regular webcam and won't be properly set up for actually tracking the Move.

    I can still release a version that will work with 32bit builds, but that will mean it won't work with the editor for UE4 at all. I'm going to try and test that and get it working anyway, and publish it so that hopefully it can be redone 64bit later when the CL Eye Driver supports 64bit (if ever :/).
    Twitter IndieDB
    Participant
    July 11, 2014
    I may be off track but inst the PS eye at its core just a 60fps camera ,to my knowledge it doesn't have any depth sensing ability at all just a mic. IM pretty sure any camera could work unless the files are seeking a specific resolution.
    The devkit 2 is coming with a camera would be cool to use that instead.
    Im pretty sure the SDK2 will have LED tracking ability's as the HMD has them built in.
    http://alphawolf-uk.deviantart.com/ https://twitter.com/AlphaWolF_UK http://steamcommunity.com/id/j_alphawolf_76/ https://www.youtube.com/user/AlphaWoIFuk/videos http://www.nexusmods.com/skyrim/mods/9198/ ?
    Up and Coming
    July 11, 2014
    I think it has the IR filter and that kind of thing removed (Eye camera).

    You're probably right about the DK2 camera - it might be pretty good for this purpose.

    In any case, I'll build out the plugin code using the 32bit versions to test. If/when it's possible to use the 64bit versions, they'll already be in place and work :)

    The GitHub page for the repo has been live for a few days now: https://github.com/ChairGraveyard/move-ue4-plugin
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