PlayStation Eye gets a sharp, clear picture at 640 x 480 resolution at 60 frames per second (at 320 x 240 it looks even better at 120 fps)! It picks up image and motion in varying light conditions and doesn’t need your help to focus. What does that mean? Well, a lot less fussing around than previous cameras. It also has a 2-setting zoom lens (normal and wide angle) with fixed focus. For a start, PlayStation Eye was engineered from the onset to perform well in low-light conditions. One question I’ve seen asked a lot is: “ What makes PlayStation Eye different from its predecessor, the EyeToy camera?” Lots. PlayStation Eye has a lot of cool features and capabilities.
While most of you know that PlayStation Eye is being bundled with The Eye of Judgment game, I also wanted to let you know it’ll be out on store shelves as a stand-alone product, too. Then right click on the PS3EyeInstaller project in the solution explorer and click build.As many of you probably know, PlayStation Eye is coming, so I wanted to share a little bit about what that means for all you video-bloggers, gamers and would-be-actors and directors out there.
To build the installer, first build the 32 and 64 bit release configurations of the solution. If the DLL was built with a debug configuration it's possible to use WinDBG to set a breakpoint in the filter code which will be hit when using the camera with any DirectShow application. Use c:\windows\system32\regsvr32.exe /u to unregister the filter. If you have run the installer make sure to uninstall the package before doing this. If you would like to make the compiled DirectShow filters available to other applications, run c:\windows\system32\regsvr32.exe from an administrator command prompt. Next open PS3EyeDriverMSVC.sln and build the desired configs again. Build the solution with all desired configurations.
If you don't have the Windows 8.1 SDK, change the SDK target to Windows 10 in all of the libusb project properties. Open libusb/msvc/libusb_2017.sln in Visual Studio 2017. Compiling From Sourceįirst clone the repo and init the submodules:
The driver component provided by Code Laboratories is WinUSB compatible so there isn't any need to install another one. If it detects that the Code Laboratories driver is already installed it will only install a 64 bit DirectShow filter. It will install the DirectShow filters as well as a generic WinUSB driver. The easiest way to get started with this driver is to head to the releases section and download the installer. Some examples of 64 bit DirectShow applications:
That driver is more mature and well tested than this one, but it only provides a 32 bit source filter and won't work with 64 bit apps. There's another PS3 Eye driver by Code Laboratories that seems to take a similar approach to this driver in that it provides a custom DirectShow source filter instead of using the default wrapper. Thus if the source filter is only provided as a 32 bit library the camera can only be used by 32 bit applications. 32 bit applications require 32 bit libraries, and 64 bit applications require 64 bit libraries. Every application that uses a DirectShow camera must load its source filter library (usually a wrapper to a native camera provided by Microsoft). This project provides both a 32 bit and 64 bit source filter.
There isn't any need to provide a custom DirectShow or WMF source for a native camera. Also Windows will automatically make those cameras available via the DirectShow API (both 32 and 64 bit) as well as Windows Media Foundation.
On the other hand native camera drivers have slightly better performance. It provides a generic way for user space programs to communicate with the device.Īnother big advantage of a user space driver is it's much easier to directly make use of other libraries such as libusb and the github project that this driver is based on. The part that runs in kernel space is the WinUSB driver and it's a stable component provided by Microsoft. This means any flaws in this driver will only affect the program that's using the camera instead of crashing the entire operating system. The biggest advantage is all of the code runs in user space instead of kernel space. This has several advantages and disadvantages compared to a native camera driver. This project makes use of the generic WinUSB driver to communicate with the camera. This code has only had limited testing so there may be compatibility issues with some apps. Any application that goes through the standard DirectShow API to connect to a webcam should (in theory) be able to use this driver. This project wraps that code into a DirectShow source filter so that it behaves like a USB camera with a native Windows driver. This package is an extension of, which is itself a port of the PS3 Eye Linux driver to Windows. Windows DirectShow source filter for the PS3 Eye Camera via WinUSB (32 / 64 bit)