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Question iRacing Oculus Rift Tracking Motion Settings? (virtual cockpit shifts around)

Discussion in 'VR Headsets and Sim Gaming - Virtual Reality' started by WimmerRacing, Apr 30, 2017.

  1. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    It has been raised before @RufusDufus, but is a closed commercial product.

    Yes the whole idea is to get the camera off the rig.

    And yes you can alter the in-game camera position. In the simplest form constantly calling the VR reset camera view, which is an existing functionality, would be a quick and dirty example in the absence of deliberate head movement.

    The VR HMDs and controllers are already precisely sub-mm tracked objects, so there is no real need to complicate that side.
  2. RufusDufus

    RufusDufus Well-Known Member

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    Ok thanks, I don't get time to read every post and wasn't sure if it had been raised before.

    Makes sense. I guess ideally you want the reset to occur when the sim is in the center position. Maybe such a simple fix could be a feature of Simtools to send a command or simulate the reset VR keypress whenever all the main motion dof parameters are at zero - although this also assume the momentum of your body has come to rest again as well? If not simtools itself you could use the axis output to a small UDP app that triggers the reset when axis are at zero (or close to).

    Not sure I understand this point? I am suggesting leave the VR tracking as is. The Freetrack protocol would be used to send the sim position corrections to the game so no need to even get involved with the VR tracking interface? Lots of games support freetrack protocol by default and I'm pretty sure there are open source examples of head trackers that use it. I have no idea if freetrack gets disabled when VR is in use though.

    I realise these are not ideal solutions but may be better than nothing if someone wants to try.

    Anyway just some thoughts... I need to get my DK2 up and running again.
  3. Spit40

    Spit40 VR Flyer

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    Many thanks for this. Its very enlightening. Being new to this I had wondered how VR would cope with moving platforms, but figured that by sticking the sensor to the rig, the software would give positional priority to the sensor's data and work out other moves relative to that.

    What I find strange is that I don't read on the web that "motion platforms do not work with VR". What i read is that "XYZ platform is VR compatible", and that "before the 1.xyz Oculus firmware update my Rift worked great in VR, but now its rubbish".

    So, I'm now wondering - is *anyone* out there have an enjoyable realism-enhancing experience using VR on a motion platform - especially in flightsim where the cockpit/pilot isn't thrown around by g-forces like racing? I'm sorry to keep referring to flight-sim in an iRacing forum, but this is where the topic is getting most input.

    One more thought... has anyone mounted 2 sensors to the rig? Perhaps overwhelming data from the sensors about where the head is will override the accelerometer data?
    Last edited: May 5, 2017
  4. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    Motion Sims do work with VR @Phil Hulme.

    Small axis movement with the camera off the rig is fine, until the most recent oculus updates you could mount the camera on the rig, so no real need for motion cancellation.

    But the ultimate is to have a generic sdk supported way to do motion cancellation.
  5. Spit40

    Spit40 VR Flyer

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    Thanks. Sorry to be pedantic, but do you mean

    "Rift on-rig currently gives no benefit to off rig, so recommended practice is off rig - as Vive always had to anyway"

    and on the basis that you are off-rig

    "VR works with motion platforms as long as you have a G-Seat or make only small movements on a 2dof/3dof"

    Do small (5 degrees?) movements produce enough to feel anything useful?
    • Informative Informative x 1
  6. Bastiuscha

    Bastiuscha Active Member

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    I saw a video with a race driver, who tested a motion seat...and he said, that the rig must not much move, to give the right feeling. To much moving isn't real. So i think small degrees is ok. I understand the problem...if you drive so many hours, you want to have a big force. I have the same at my steering wheel. I set the power of my wheel to maximum. That is more, than reality.
  7. BlazinH

    BlazinH Well-Known Member

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    Imo what a real racer wants in a racing motion sim and what others want for the entertainment factor in a racing motion sim isn’t necessarily the same thing. A real racer likely wants a motion sim for honing his skills so they don’t want motion that overly distracts from the real world feel of things. Since motion sims can’t accurately simulate the real world in the first place it makes since they prefer less motion. But if you’re just into motion sims for the entertainment factor you’re likely not concerned that using one may actually cause a distraction in your real world racing. For these people more motion is likely to be more entertaining than less motion.
    • Agree Agree x 2
  8. Bastiuscha

    Bastiuscha Active Member

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    I understand, but i don't believe, that every motion sim driver have the same intention. In my world, your right. :) I think, i want the maximum too. Today i moved my head, while driving for the degrees, i think i will have later(i don't have a ready motion sim, at the moment). It's difficult to give a prediction... soon i'm smarter.
    • Agree Agree x 2
  9. Spit40

    Spit40 VR Flyer

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    You probably know about what Pagnian/Next Level are doing, but just in case.

    http://steamcommunity.com/app/434030/discussions/0/1326718197224151138/#c1326718197224402591
  10. WimmerRacing

    WimmerRacing New Member

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    DOFReality V3
  11. WimmerRacing

    WimmerRacing New Member

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    I will try this
  12. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    • Winner Winner x 2
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    • Informative Informative x 1