![trinus vr sensor mode trinus vr sensor mode](https://www.trinusvirtualreality.com/wp-content/uploads/2019/04/feature_uiRepaint.jpg)
#Trinus vr sensor mode android#
Step 1: On your Android phone download the TrinusVR app. – Adjustable lens barrel distortion to match your specific headmount lenses – Fake 3D (for games not supporting stereoscopic mode) Currently supporting mouse emulation, FreeTrack/TrackIR VR protocol or use of external tools (opentrack or FreePie)
![trinus vr sensor mode trinus vr sensor mode](http://www.vrpill.com/wp-content/uploads/2015/07/How-to-Play-Grand-Theft-Auto-5-on-Gear-VR-Android-App-Settings-1-1024x576.png)
– Sensor data streaming for headtracking. – USB streaming, for improved performance – Wireless video streaming, allowing complete freedom of movement.
#Trinus vr sensor mode Pc#
#diagnostics.watch(xbox360.Trinus VR streams video to your Android device, and head tracking data to your PC so that you can play your favourite computer games in a VR enhanced way.Ĭombining the Android device you already have and a headmount like Google Cardboard (or any other currently available) you can enjoy a Virtual Reality experience similar to that of dedicated systems, at a fraction of the cost. #diagnostics.watch(xbox360.leftStickX)ĭiagnostics.watch(xbox360.rightStickX) Xoutput.R2 = filters.mapRange(xbox360.rightTrigger, 0, 1, -xoutput.AxisMax, xoutput.AxisMax) Xoutput.ly = filters.mapRange(xbox360.leftStickY, -1, 1, -xoutput.AxisMax, xoutput.AxisMax) Xoutput.lx = filters.mapRange(xbox360.leftStickX, -1, 1, -xoutput.AxisMax, xoutput.AxisMax) Xoutput.ry = filters.mapRange(roll, -math.pi * 0.15, math.pi * 0.15, -xoutput.AxisMax, xoutput.AxisMax) Xoutput.rx = filters.mapRange(yaw, -math.pi * 0.15, math.pi * 0.15, -xoutput.AxisMax, xoutput.AxisMax) #xoutput.ry = filters.mapRange(adband(roll, 0.01), -math.pi * 0.75, math.pi * 0.75, -xoutput.AxisMax, xoutput.AxisMax) #xoutput.rx = filters.mapRange(adband(yaw, 0.01), -math.pi, math.pi, -xoutput.AxisMax, xoutput.AxisMax) Xoutput.ry = filters.mapRange(xbox360.rightStickY, -1, 1, -xoutput.AxisMax, xoutput.AxisMax) Xoutput.rx = filters.mapRange(xbox360.rightStickX, -1, 1, -xoutput.AxisMax, xoutput.AxisMax) Hopefully that will be viable in the future, but it will mostly depend on how Google evolves the platform." If we are going to dedicate the effort to implement and provide support for a new VR target in order to support Cardboard, the effort would be best spent on a native Cardboard port. We have to be very conservative in terms of what 3rd-party plugins we add into the game as even the very few that we currently use are the primary source for any issues that people have with various PC configurations, even if they aren't in use. Possibly in the future, as Google improves the platform, that could change. tilting the phone just triggers WARNING:sensorclient:Unknown sensor data len. Elite Dangerous was mentioned but I believe it supports TrackIR in addition to Oculus SDK which isn't something that we do or are likely to add in the future.Ĭardboard is something that we'll continue to watch as a possible platform, but our experiments with it so far have made us realize that it wasn't really viable for us to support it yet. I installed all the dependencies, downloaded the Trinus VR 2.2.1 app. "We only have support for head tracking through the Oculus SDK, so unless Trinus can use that for head tracking data, I don't think there is any way to make it work. Update: Ended up emailing the devs directly and just thought I'd post the official response here, just in case anyone else stumbles across this thread and wants to know the situation regarding non-Oculus VR solutions: I use the same setup when playing Elite Dangerous (which I know is set up to work with the Oculus) using Freetrack as the sensor output from Trinus VR and it just works no problem at all. I'm unsure though what KTANE accepts as sensor inputs for VR movement? Currently, we're just having to use our makeshift VR headset as a static display with no head movement, which is still fun nonetheless :)Īnyway, what I wanted to ask was firstly, whether anyone has had any luck with implementing head movement in a similar setup? And secondly, whether any of the above sensor inputs to KTANE can be easily implemented if none are supported? The sensor output options given by Trinus VR are as follows: It's been great resolution-wise and we have absolutely no problem picking out the details of the puzzles (letters, numbers, symbols, etc.) using the headset but we've been unable to get the game to accept any sensor output from Trinus VR to enable us to track and follow head movement interpreted from the phone's gyroscope. Hello! We've absolutely loved playing your game and although me and my friends don't own an Oculus, we've been using Trinus VR (software), a Google Cardboard headset and a OnePlus One (Android) phone for the defuser to use as our VR substitute.