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Ps3 Controller Driver For Pc
- I think PSMove uses a 60 fps camera, so that's already pretty good as regards latency.
I think one of the biggest issues is that you dont have a proper SDK for the PC and you need to use hacked solutions.
Also, the x and y positions are determined via screen-space while the z position is derived from the size of the light bulb as far as I know, so the accuracy might not be ideal.Freeworlds: Tides of War
Blue Drift (Underwater Hydra-based Diving Game)
Project Holodeck uses a PS Move for body tracking, and a Razer Hydra for hand tracking (with a head-mounted base unit). Its HMD uses the same technology as the early Rift prototypes (for a reason you will see in the spoiler below).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? ..
Who's that green shirt dude in the background of this video at 2m47s?
http://www.youtube.com/watch?v=fJaSiX7SYJ0&t=2m47s
Spoiler:Well before the Oculus Rift kickstarter, Palmer Luckey was a consultant with Project Holodeck!This work is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License.- If you're looking at windows then you're in for a fun time trying to pair.
So far the best API seems to be Move Api (http://thp.io/2010/psmove/). However this requires you to use move controllers which are properly paired with windows, something I'm yet to do.
However, I've used move framework (https://code.google.com/p/moveframework/) which works with Motion In Joy drivers (nasty software, dubious and overrides your bluetooth dongle drivers, but works!) to then send the data to unity.
This has worked by using the c# wrapper and unity plugins, however its not reliable and has crashed a few times.
You'll need CL eye to use the PS move camera which allows it to be used as a webcam in windows (it's an awesome web cam for conference calls too).
Best of luck! I'm putting it on hold while I play with a kinect / wii hybrid. But that sharpshooter controller is just too damn tempting. - I
Best of luck! I'm putting it on hold while I play with a kinect / wii hybrid. But that sharpshooter controller is just too damn tempting.
Mine is colleting dust, I was about to chopit and put the hydras in there.. but its too nice to break up0 - edited June 2013I 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 - Which API do you use? How is the latency? What fps have you configured in the PS eye?
- 0
- In a couple hours we had the PS Move set up to accurately track a 3D body combined with the Oculus. The result is pretty amazing. Being able to walk around in a 3D virtual space while wearing the Oculus feels incredible.
http://www.youtube.com/watch?v=7-rcU8cfdD4 - Nice work, did you use Linux, Mac or windows with this? Also which API did you use? I'm still struggling to get a psmove on windows but linux and mac were instant
- Here's a video showing an early look at the precise head-tracking and two-hand motion control we're implementing into our PS4/PC game.
https://www.youtube.com/watch?v=Y30oET4E_cM&feature=c4-overview&list=UULxjgovZIlw0btvREVCx2AA
PlayHouse Entertainment
www.playhouseentertainment.com
@playhouse_ent - why dont they develop a mechanical tracking for arms using rotation encoders instead of visual or magnetic trackers?, encoders are cheap, precise and they have no detectable latency.
- why dont they develop a mechanical tracking for arms using rotation encoders instead of visual or magnetic trackers?, encoders are cheap, precise and they have no detectable latency.
- Such encoders would have to be attached to bulky gear in order to keep them on the body and more importantly, keep them perfectly centered over the pivot point of the joint. Anything that can fulfill that task would likely be cumbersome and actually inhibit natural movement.
- Your elbows and knees are pretty much the only joins that only have only one degree of freedom (fingers and toes are probably too fine to use such hardware anyway, so I'm not counting them). Ball joins like the shoulders and hips, as well as joints like your wrists, neck and ankles can move in multiple directions, so a simple rotation sensor won't work.
- Computational power is always going up and algorithms for CV are always improving. What could be done with a cluster of machines in non-realtime 5 years ago can be done by a single machine with low latency today. In another 5 years it will be trivial to do with mobile devices. So why bother with a compromise that can't meet all your needs and is invasive to boot?
Brad Davis - Developer for High Fidelity
Co-author of Oculus Rift in Action - If you want to try PS Move, Hydra, and/or Kinect full-body tracking with the Rift, you can try the demo that I just released:
viewtopic.php?f=29&t=3560&p=44361#p44361
We are using Sony's Move.me software to interface PS Move with the PC, but unfortunately that requires PS3 console (and the software is difficult to acquire). The only alternatives to that are the Move Api and Motion in Joy mentioned earlier in the thread, but last time I looked they were still very much a work in progress and support for 3D tracking of multiple controllers was lacking. - Would be cool if sony made the move.me app a bit easier to get hold of, I could see a lot of vr enthusiast making use of it
- Chances are pretty good (or bad, if you ask certain people here who seem to be smarter than Oculus) that we get optical positional tracking in the DK2 and the Consumer Version 1.
Now, given that- the Razer Hydra remaining stock is very expensive ($250!),
- the Sixense STEM is also way too expensive ($220 for 2 hands) and not even available yet,
- PS Move is cheap (especially when used - i paid 14€ ($18) for a PS Eye camera + PS Move controller) and
- we'll have a camera tracking our head anyway
Can't be too hard, can it? - Chances are pretty good (or bad, if you ask certain people here who seem to be smarter than Oculus) that we get optical positional tracking in the DK2 and the Consumer Version 1.
Now, given that- the Razer Hydra remaining stock is very expensive ($250!),
- the Sixense STEM is also way too expensive ($220 for 2 hands) and not even available yet,
- PS Move is cheap (especially when used - i paid 14€ ($18) for a PS Eye camera + PS Move controller) and
- we'll have a camera tracking our head anyway
Can't be too hard, can it?
I agree absolutely. I really can't see anything more reasonable than introducing a simple optical positioning hand control like the PS Move into the basic package.
Ordinary gaming console controls, keyboard and mice, need to die. As content creators, we really can't count on every customer having a $220+ hand controller (ridiculous price for the average consumer), and if we need to account for anyone without a hand controller, then it's our content interfaces that will end up suffering. - What pisses me off most is that the razer hydra was under $100 before they discontinued it they are simply trying to cash in on the upcoming surge in popularity of such devices, hopefully there will be enough competition to bring the price down to a respectable level.
- I makes more sense for Oculus to create or help create their own affordable dedicated Rift controller (hopefully in time for delivery with the DK2), then to depend on a license for a Sony console controller (or depend on a high end Sixense controller priced at least four times too high for any hope of widespread adoption on it's own).
'Oculus Rift founder Palmer Luckey is more than aware of this' : http://www.techradar.com/us/news/gaming/oculus-rift-creator-hints-at-moving-beyond-keyboards-and-controllers-1200415 - Any one get this to work?
Amazon has the Move camera @ wand for around $30, seems like the cheapest way to go for this kind of input (if it works) - My small company of 2 have been working on a reasonably affordable VR Gun solution that will fill just market that you want to fill. The product I am working on has a 9dof IMU(similar to Rifts). In the end it will have a camera mounted inside that track things parallel to the gun, like hands and other object like side arms(or knives?). Anyway I am currently recruiting a programmer if anyone would like to help(and perhaps some extra $$?) get things moving in a faster direction. Currently I have mouse movement, and buttons of course. The mouse movement is not 1:1 atm though, and is the current goal, after that it should be ready for some serious testing, and then the Stargate game can actually be gotten underway(Hmm... Stargate VR..!!!).
- 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?Storyteller: Fireside Tales - An immersive VR audiobook player.
The VR Dungeon Survival Project - First person 3D roguelite survival game.
Twitter
IndieDB - 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/? - @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).Storyteller: Fireside Tales - An immersive VR audiobook player.
The VR Dungeon Survival Project - First person 3D roguelite survival game.
Twitter
IndieDB - @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.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/? - 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!Storyteller: Fireside Tales - An immersive VR audiobook player.
The VR Dungeon Survival Project - First person 3D roguelite survival game.
Twitter
IndieDB - Awesome
In the meanwhile heres links to everything PS MOVE ON PC I've ever found.
some you may have come across some may offer new insight.
http://www.copenhagengamecollective.org/projects/unimove/
https://github.com/CopenhagenGameCollective/UniMove
https://www.youtube.com/watch?v=rkfsNvgjvEs
http://thp.io/2010/psmove/old_index.html
https://code.google.com/p/moveframework/
https://code.google.com/p/moveonpc/
http://thp.io/2010/psmove/
https://github.com/thp/psmoveapi
http://www.psdevwiki.com/ps3/Move_Motion_Controller
https://www.assetstore.unity3d.com/en/#!/content/8730
PS eye driver
http://codelaboratories.com/downloads/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/? - 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.Storyteller: Fireside Tales - An immersive VR audiobook player.
The VR Dungeon Survival Project - First person 3D roguelite survival game.
Twitter
IndieDB - 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 ).Storyteller: Fireside Tales - An immersive VR audiobook player.
The VR Dungeon Survival Project - First person 3D roguelite survival game.
Twitter
IndieDB - 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/? - 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-pluginStoryteller: Fireside Tales - An immersive VR audiobook player.
The VR Dungeon Survival Project - First person 3D roguelite survival game.
Twitter
IndieDB