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VR Motion Cancellation - Time to test!

Discussion in 'VR Headsets and Sim Gaming - Virtual Reality' started by noorbeast, May 6, 2017.

  1. Zeroselect

    Zeroselect Member Gold Contributor

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    My Motion Simulator:
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    A. Most telemetry isn't 1 to 1 with the motion of your rig.

    B. It's not that its impossible, but no one has written a program for it. Like using a controller mounted on the rig as a reference center for the motion. This is what the light house based HMD are using.

    By all means if you know how to code, code away.
  2. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    A Kinect is unlikely to be accurate or fast enough for robust motion cancellation.

    Generic motion cancellation is not simple at the moment, particularly with inside out tracking. Tracking via SteamVR base stations is currently the best supported method.
  3. CGFlyer_85

    CGFlyer_85 New Member

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    Ok, so the "easiest" way to do this is with an old Oculus camera (they're the cheapest) and some IR trackers place on the seat. Or do I need one more advance like a Vibe tracker ?

    Will be posting some pics of the build soon, still in CAD but starting to take shape.
  4. CGFlyer_85

    CGFlyer_85 New Member

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    Well, yes but I was thinking of an independent solution, like RealHeadMotion is working, to counteract the motion platform movement.


    Sadly no... But I might try to learn
  5. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    You can get drift even with an Oculus camera mounted to a powerful rig with large axis movements and high frequency vibrations.

    There is no robust motion cancellation solution for inside out tracking, so going with something like the SteamVR lighthouse tracked HMD is easiest, but even those can have issues with powerful transducers.
  6. CGFlyer_85

    CGFlyer_85 New Member

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    Well, I might not have understand everything... Wich lighthouse are you referring to ? Is this a complete headset solution or jus external tracking device ?

    (Maybe a product link will help me understand)
    Thanks again for your support ;)
  7. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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  8. MCage

    MCage New Member

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    Would love to see this as well. I don't have a motion rig... but I experience some bad horizon lock implementations in some games (like RF2) where this solution would make a greate game independend solution based on telemetry alone!!
  9. wazooda

    wazooda New Member

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    Is this motion canceling solution using OpenVR a platform agnostic solution?

    I run a CKAS 6DOF platform which uses its own proprietary software for motion control interfacing with my flight sim and driving sim applications. I use a Valve Index with Lighthouse 2.0 base stations. Would this solution theoretically work with my setup?

    I'm hoping that being that it's working directly with SteamVR, that the software controlling the motion platform does not come into the picture.


    Any info appreciated.
  10. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    OpenVR motion cancellation using SteamVR is independent of motion rig control, so yes in that sense it is agnostic.
  11. CGFlyer_85

    CGFlyer_85 New Member

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    Ok, I've done some research and yes, I'm kinda screwed with everything else.

    If I got myself a lighthouse and a HTC tracker, but still keep my WMC headset, will it work ? Or the Inside-out tracking will cause me more problem ?
  12. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    I suspect the issue is then the challenge of accurately syncing the two different tracking systems.
  13. levers

    levers Active Member Gold Contributor

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    I don't know if you are aware but the current PiTool software versions have motion compensation built in. Just select a tracker or controller from a menu. I got fed up with open VR and activating it
  14. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    Yes I am aware, as I have a Pimax, but the question I was responding to related to mixing lighthouse and inside out tracking.
  15. levers

    levers Active Member Gold Contributor

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    I understand that but it is a non starter and i was pointing out it would be easier just to get another headset and Pimax seems to me to be the best route.
  16. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    Yes in my view a Lighthouse based HMD is the easiest when it comes to motion cancellation, there have been different views on how robust the Pimax implementation is, but at least it is the only HMD where motion cancellation is built in: https://www.xsimulator.net/communit...lation-time-to-test.10241/page-47#post-191171
  17. levers

    levers Active Member Gold Contributor

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    I agree that Pimax haven't exactly helped themselves, I was a Kickstarter backer!, and their implementation of the VR cancellation requires the tracker/controller to be in a certain orientation but it's far better than the often non-working openVR option. I don't even use the controllers any more. you were correct regarding bass shaker interference, in my experience it can only be set to a certain level before it messes up the in car view.
    • Agree Agree x 1
  18. Kim R

    Kim R New Member

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    Hey @noorbeast . Is it completely impossible to add motion cancellation to Rift S with inside out tracking? Getting anything else is out of the question for me at the moment, because of Oculus ASW which I really need... Also, maybe I don't need motion cancellation with smaller movements like PT-Actuators?
    • Agree Agree x 1
  19. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    You can usually get away without motion cancellation on small axis movement rigs, I don't need it on my compact 3DOF rig.

    As far as I am aware there is no current reliable way to do motion cancellation with inside out tracking.
    • Like Like x 1
  20. Bastiuscha

    Bastiuscha Active Member

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    Do i something wrong, or is the motion tool for steam vr at the moment broke, with the new steam vr version? can't start it anymore.

    Edit: get it to work again. no easy every time to manage it working.
    Last edited: Mar 6, 2020