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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

    Participant
    September 2, 2014
    "shannonb1" wrote:

    I like the way the trigger button is similar to that of a gun in its positioning. You could very easily mock something up. Looks like a general right angle triangle. You could use some sticky tape or velcro combined with some thin metal and then 3d print it. I have friend with a makerbot2 who is willing to print it out.


    Unfortunately I'm really lost in this subject.
    Rigid plastic would be ideal because it is lightweight but it is still steady. The bad parts is I don't know how to create a 3d model for printing that could then adjust to the real life controllers.

    I've thought about buying 2 sharpshooter wich are more or less "cheap" (10€ each here in spain) and ripping the psmove and navigation "holders" from them. Then maybe I can use other spare parts of the sharphooter to actually join those two heating the plastic parts, using hot glue or whatever...

    The benefit of using actual move peripherals is the fact that I can remove or reattach the move and navigation controllers from the device whenever I want.
    Up and Coming
    September 2, 2014
    So for a mock up,like I was saying you could even use a clothes hanger....keep it simple to test it out. before I tore apart a sharpshooter I would go the cheap and ghetto way,
    Up and Coming
    September 2, 2014
    "NoxWings" wrote:
    I'm working to emulate the Razer hydra using 2 psmoves and 2 navigation controllers.

    I don't think the Navigation Controller is supported by the PS Move API yet, are you working on this as well ?

    On another note I couldn't get a 64 bits build of the PS Move API to work, I've debugged the problem to the OpenCV library (tried with the 2.4.5, 2.4.9 and 3.0.0 alpha versions). It doesn't recognize the camera when compiled in 64 bits (as n00854180t found out previously).

    I guess for now the only solution is to wait for a 64 bits version of the CL Eye Driver. It should still be possible to create a 32/64 bits bridge but that seems to be a lot of hassle for not that much benefit (for games at least). It still does work in 32 bits mode though even on a 64 bits system and also in the Unity editor, so that doesn't prevent support in VR demos.

    Now I'll concentrate my efforts on creating a 32 bits Unity plugin to handle 1 or 2 PS Move (I've got 2 of them) and hopefully the Navigation Controller when/if there is support for it. I also want to create a small demo using the PS Move Shooter Attachment which should be a nice fit for shooting games.
    Participant
    September 2, 2014
    "Fredz" wrote:

    I don't think the Navigation Controller is supported by the PS Move API yet, are you working on this as well ?


    Nope, at least not yet. I asked for that feature in the psmove api mail list and some people seem to know how to start implementing it. For the moment that's it is not my highest priority.

    I'm using psmove api just for the moves and motioninjoy for the navigation controllers. I've already made an alpha plugin for FreePIE where I can receive those inputs and emulate the hydras.

    "Fredz" wrote:

    On another note I couldn't get a 64 bits build of the PS Move API to work, I've debugged the problem to the OpenCV library (tried with the 2.4.5, 2.4.9 and 3.0.0 alpha versions). It doesn't recognize the camera when compiled in 64 bits (as n00854180t found out previously).


    I'm using 3.0 API precompiled from the moveonpc project. Yes, it is an x86 build. The camera tracking is the only thing I haven't tested yet because I'm having some trouble even with the default API tracking demo under certain light circumstances :S.

    "Fredz" wrote:

    I guess for now the only solution is to wait for a 64 bits version of the CL Eye Driver. It should still be possible to create a 32/64 bits bridge but that seems to be a lot of hassle for not that much benefit (for games at least). It still does work in 32 bits mode though even on a 64 bits system and also in the Unity editor, so that doesn't prevent support in VR demos.


    I don't think I'm really going to need the 64 bit driver. Take in mind that this is an emulation of the hydra, not another plugin to support directly psmove in every environment (x64 included). FreePIE can spoof the data into x86 or x64 sixsense hydra versions so as long as the driver matches the API and FreePIE build I think it shouldn't be a problem and it should work for x86 and x64 hydra emulation. That's my guess but I'll check it soon.

    "Fredz" wrote:

    Now I'll concentrate my efforts on creating a 32 bits Unity plugin to handle 1 or 2 PS Move (I've got 2 of them) and hopefully the Navigation Controller when/if there is support for it. I also want to create a small demo using the PS Move Shooter Attachment which should be a nice fit for shooting games.


    Using the move is nice but for VR the lack of joysticks is not so good right now, maybe in conjuntion with an onmi or cyberith you don't need those joystick but for most people that's not an option. Btw be sure to use "Freds" unity plugin, he's already got positional tracking working unlike the "official" (not really but kind of) UniMove one.
    Participant
    September 2, 2014
    "shannonb1" wrote:
    So for a mock up,like I was saying you could even use a clothes hanger....keep it simple to test it out. before I tore apart a sharpshooter I would go the cheap and ghetto way,


    For testing, right now I'm just tying up the psmove controllers to my wrists xD. I've tried the unity hands demo with button and orientation emulation (no tracking yet) and it works fine ^^.
    Up and Coming
    September 3, 2014
    got two move devices here... must mark this thread for a read tomorrow....! 8-)
    EX DK2/VIVE/PSVR/CV1/Q2/PSVR2 | Currently Quest Pro (PCVR) | VR developer RTX 3080 FE / 12900k / Windows 11 Pro
    Participant
    September 3, 2014
    I'm going to check the tracking tomorow. I don't know why but I'm having some problems with the light bulb dimming too much in the original API tracker demo under certain light situations :S

    It is counter intuitive because the problems I'm having are with low light situations wich should be way more favorable to the bulb tracking, but the automatic led selection dims the light too much.
    Up and Coming
    September 3, 2014
    "NoxWings" wrote:
    Nope, at least not yet. I asked for that feature in the psmove api mail list and some people seem to know how to start implementing it. For the moment that's it is not my highest priority.

    Ok, I'll keep an eye on that. It would be great to be able to move with the Navigation Controller in one hand and use positional/rotational tracking with the other.

    "NoxWings" wrote:
    I'm using psmove api just for the moves and motioninjoy for the navigation controllers. I've already made an alpha plugin for FreePIE where I can receive those inputs and emulate the hydras.

    Ah very nice !

    "NoxWings" wrote:
    Using the move is nice but for VR the lack of joysticks is not so good right now, maybe in conjuntion with an onmi or cyberith you don't need those joystick but for most people that's not an option.

    Yes, I guess for now it should be mostly useful for seated demos where you don't need to move, such as a shooter range or something like the sword demo for the Sony Morpheus. Some of the nine buttons could still be used for movement/rotation though I guess.

    "NoxWings" wrote:
    Btw be sure to use "Freds" unity plugin, he's already got positional tracking working unlike the "official" (not really but kind of) UniMove one.

    I'm that Fredz. ;)
    Participant
    September 3, 2014
    "Fredz" wrote:

    "NoxWings" wrote:
    Btw be sure to use "Freds" unity plugin, he's already got positional tracking working unlike the "official" (not really but kind of) UniMove one.

    I'm that Fredz. ;)


    Ouch my apologies, I've quoted you 4 times and never realized about your username :oops: facepalm.

    Btw I'd like to ask you, have you ever experienced that light bulb dimming effect issues I was talking about?
    Participant
    September 3, 2014
    Out of curiosity has anybody tried to use the ps move with a generic 60fps webcam, in place of the ps eye.
    I was wondering what the implications would be as i know CL are not capable of making a 64bit driver for the PS eye and this is causing large problems with native UE4 tools
    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/ ?