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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. KydDynoMyte

    KydDynoMyte Fool's Gold Contributor

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    Maybe not supported but people have been mixing the two. http://forum.yawvr.com/discussion/1...th-lighthouse-tracker-for-motion-compensation
  2. Flymen

    Flymen Flymen Gold Contributor

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    @pmvcda , Hi everybody , need solution !!!
    I play a lot with Condor2 with friends and this game is not Steam Vr . I would like to found a solution for Motion cancellation with this game !( FLyPt mover )
    Thanks!
  3. Zeroselect

    Zeroselect Member Gold Contributor

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    So I finally upgraded my PC to get my Reverb G2 running. I installed OVRMC for motion cancellation using the controllers mounted. So as soon as a accelerate I start doing back flips in the car. I am starting to wonder if this just isn't going to work well enough with inside out tracking with the controllers.

    Update: Well found the problem why I was doing somersaults, if the controller isn't placed with the control buttons facing you (natural position holding it out with your hands) it takes you for a ride.
    Last edited: Feb 20, 2021
  4. Anthony Morris

    Anthony Morris Member Gold Contributor

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    I use OpenVR-InputEmulator-v1.3 its great when it all works its available still for free on github it will take you some time to understand and get it going
    When steam vr updates it can break the dll so you have to wait till some clever bod compiles a new one, read the the blogs for the latest driver_00vrinputemulator.dll
    https://github.com/matzman666/OpenVR-InputEmulator/issues/198
  5. Patte83

    Patte83 Member

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    Anyone knows if this works with FLYPT motion tracker?

    error : Could not set device mode : device not found

    Anyone knows what to do ?
  6. benmax

    benmax Active Member Gold Contributor

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    For me sometimes this works .
    Headset oculus rift with touch .
    If you select left touch as motion cancelation controler and use the right to setup . Just before enabling motion compensation using the right touch because the other is attached to your sim , push for exemple a button of the left touch ( the shooting button which used to select what you want ) and just after selecting again with the right touch enabling motion compensation .
    Sometimes this works .
    Or close steam VR and steam and restart !
  7. vagos1103gr1

    vagos1103gr1 New Member

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    Hi guys I have a dof h3 with a nrg bucket seat and index. What is the most easy way to mount the tracker for motion cancellation? Is it worth to buy the five tracker for that?

    Attached Files:

  8. Ian Pace

    Ian Pace Member

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    I still have the original Rift and i had read that oculus broke the motion compensation with some update.... is it still the case? What is the best setup for compensation for the Rift CV1?
  9. GWiz

    GWiz Active Member

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    I also use the original CV1. I think it used to work better with motion in the past but due to an update, it takes more positional data from the headset itself so 'knows' it's moving about even if the sensor is attached to the rig and upsets the positional data causing you to suddenly jump position within the virtual vehicle.

    However, I have very good success with a single sensor mounted firmly to the rig and don't have to rest tracking (Though it's a good idea to map a button to rest it on your wheel/joystick/keyboard). The trick is to have the sensor positioned somewhere that your hands don't get in the way of it and it is attached firmly. I used to use a long pole which came with my DOFReality rig but it bounces around too much and loses tracking. I now have the sensor mounted to the side of my gearstick on a much shorter post and this works very well.
  10. Ian Pace

    Ian Pace Member

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    Thanks for the info and explanation :)

    So with the mount as explained, i still need the motion cancellation software or just the normal steeam vr and/or oculous software?
  11. GWiz

    GWiz Active Member

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    My Motion Simulator:
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    No need for motion cancelling software using a Rift CV1 if the sensor is mounted firmly onto the moving rig.
    • Useful Useful x 1
  12. Ian Pace

    Ian Pace Member

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    Thanks for your help :) My rish should be running by the weekend and i will give it a go :)
  13. Onslope

    Onslope New Member

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    Hi!

    Anyone know about using a smartphone as a motion cancelation device in ie
    Sim Racing Studio?

    That would be a cool and cheap solution.
  14. Ronan Design

    Ronan Design Roman Design - Custom MSFS Scenery

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    My Motion Simulator:
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    Is there a way to make it work without SteamVR? Microsoft Flight Simulator only works well with Reverb G2 (the best HMD for MSFS) in WMR OpenXR mode and is unusable in SteamVR OpenXR. So steam isn't even running when MSFS is running. Any way for motion compensation in native WMR for Reverb G2 and MSFS? I can't find an answer so far...
  15. cfischer

    cfischer Active Member Gold Contributor

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    Reading the discord chat shows Dschadu is working on moving OVRMC to OpenXR. Looks like a long term project though...
    • Like Like x 1
  16. Ronan Design

    Ronan Design Roman Design - Custom MSFS Scenery

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    Ah, interesting. Do you have the link for Discord channel?
  17. cfischer

    cfischer Active Member Gold Contributor

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  18. Ronan Design

    Ronan Design Roman Design - Custom MSFS Scenery

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  19. Martin Dixon

    Martin Dixon Member

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    My Motion Simulator:
    2DOF, 3DOF, DC motor, AC motor, SCN5, SCN6, SimAxe, Arduino, JRK, Joyrider, SimforceGT, Motion platform, 4DOF, 6DOF

    Great Post noorbeast just a quick question is this required for vr or only if thier is issues with tracking ?
  20. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    My Motion Simulator:
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    This is superseded by other options such as OpenVR Motion Compensation: https://www.xsimulator.net/community/faq/openvr-motion-compensation.373/

    On a small axis sim you can get away without motion compensation, I don't need it on my compact rig, but for large axis motion rigs using VR it is a must.