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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 3, 2014
    About the ligh bulb dimming problem it is already solved. Updating to Fredz precompiled libraries solved the issue ^^.
    Participant
    September 3, 2014
    "AlphaWolF" wrote:
    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


    I'll quote Thomas Perl, the creator of the psmove api, in this subject (from the psmove mail list)

    "Thomas Perl" wrote:
    There's also a more generic support for any camera supported by OpenCV, so chances are that if your camera works with e.g. VLC or any other "normal" Windows application that uses (DirectShow?), then it works with OpenCV and in turn also with PS Move API. In that case, you do have to compile PS Move API without CL Eye support (which means
    it will still work with the "free" CL Eye driver that doesn't have its own SDK, via OpenCV's camera interface).
    Up and Coming
    September 3, 2014
    "NoxWings" wrote:
    Ouch my apologies, I've quoted you 4 times and never realized about your username :oops: facepalm.

    Heh, no problem. :)

    "NoxWings" wrote:
    Btw I'd like to ask you, have you ever experienced that light bulb dimming effect issues I was talking about?

    In general no, but the dimming light happens sometimes when I forget to put the PS Move in front of the camera at the start of the flashing sequence. But I don't remember having tracking problems in this case.
    Up and Coming
    September 3, 2014
    "AlphaWolF" wrote:
    Out of curiosity has anybody tried to use the ps move with a generic 60fps webcam, in place of the ps eye.
    Nope didn't try, I don't have another webcam. Maybe it could be possible with my Bloggie 3D if it can be used as a webcam. It can handle 720/60p so it could be interesting, but I fear the FOV will be too low for a reasonable tracking volume.

    "AlphaWolF" wrote:
    as i know CL are not capable of making a 64bit driver for the PS eye

    They're capable of it, they just didn't do it yet. They said it was in the pipeline so maybe only a matter of time.
    Up and Coming
    September 3, 2014
    "NoxWings" wrote:
    I'll quote Thomas Perl, the creator of the psmove api, in this subject (from the psmove mail list)

    I've tried this (compile without CL Eye support, which is the default anyway IIRC) but the problem lies in OpenCV, it's not able to recognize the PS Move when built in 64 bits. Other apps are able to work with the PS Eye but they're probably compiled in 32 bits.
    Participant
    September 4, 2014
    "Fredz" wrote:
    "NoxWings" wrote:
    I'll quote Thomas Perl, the creator of the psmove api, in this subject (from the psmove mail list)

    I've tried this (compile without CL Eye support, which is the default anyway IIRC) but the problem lies in OpenCV, it's not able to recognize the PS Move when built in 64 bits. Other apps are able to work with the PS Eye but they're probably compiled in 32 bits.


    What do you mean when you say OpenCV is not able to recognize the PS Move when build in 64 bit.

    The fact that OpenCV cannot detect the ps eye (because the driver is 32-bit) or the main psmove api cannot detect the psmove connection. I don't see where OpenCV and the psmove itself, the connection or internal data are related aside from the colored bulb tracking.

    The thomas quote only says that in theory using other webcam (not the ps-eye) should be doable in a 64-bit build.
    Participant
    September 4, 2014
    Somebody should really investigate this
    Because at its core the ps eye is just a camera , there is no special device built in to it that relates to the move motion tracking at all.
    How do I know? Well for a start the PS EYE was available before the Move was even invented, so that leads me to believe that all the tracking is all software side.

    It would prob be best to find a camera that has the minimum specs of 60fps and the same resolution and then attempt to use higher spec cams/settings to see if performance could even be improved.

    Im no programmer so I'm unable to do this myself and I only just barely learned to compile stuff like the UE4 WITH VISUAL STUDIO.

    Good luck
    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/ ?
    Participant
    September 4, 2014
    Controller peripherals, and tracking devices are going to become two separate markets I feel in VR.

    Expect to buy any controller you like, and it will have mounting points, or some method of attaching at least one of the market's tracking device options.

    Think of a 3rd gen STEM-esque product, maybe magnetic stickers you place on items that can be tracked.
    Up and Coming
    September 4, 2014
    "nuB" wrote:
    Controller peripherals, and tracking devices are going to become two separate markets I feel in VR.

    Expect to buy any controller you like, and it will have mounting points, or some method of attaching at least one of the market's tracking device options.

    Think of a 3rd gen STEM-esque product, maybe magnetic stickers you place on items that can be tracked.



    What the hell does this have to do with the ps3 move control? please delete this, the thread was going somewhere.
    Participant
    September 4, 2014
    "shannonb1" wrote:
    "nuB" wrote:
    Controller peripherals, and tracking devices are going to become two separate markets I feel in VR.

    Expect to buy any controller you like, and it will have mounting points, or some method of attaching at least one of the market's tracking device options.

    Think of a 3rd gen STEM-esque product, maybe magnetic stickers you place on items that can be tracked.



    What the hell does this have to do with the ps3 move control? please delete this, the thread was going somewhere.


    I have to agree with shannonb1 .
    This is totally off topic, This is hands down the best thread on the whole of the internet covering the subject of getting ps move to work so we could use it with oculus. And I would also like to keep this thread focused on this subject.
    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/ ?