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Question Is VR a problem?

Discussion in 'DIY Motion Simulator Building Q&A / FAQ' started by Rodeo5150, Jun 30, 2023.

  1. Rodeo5150

    Rodeo5150 ROOKIE BUT LEARNING FAST Gold Contributor

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    Hi all. Ive been seeing alot about people needing to build their rigs diferently if they want to use vr.

    Could someone please elaborate on that?
    Because I am planning on doing both vr and non vr using trackir and monitors. So Im a little worried if it will even work like I want and want to catch it before I start the building process completley.

    Still been accumilating parts.

    Thank you
  2. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    My Motion Simulator:
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    I consider the most important thing when it comes to VR and motion is speed and precision of movement.
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  3. Rodeo5150

    Rodeo5150 ROOKIE BUT LEARNING FAST Gold Contributor

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    Ok thank you @noorbeast for responding but I have no idea what you mean or what or how to change, fix, Or build what you might be implying. I would need alot of clarification lol.
    Thank you
  4. ChuckyP

    ChuckyP Active Member

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    My Motion Simulator:
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    You would want to look into Motion Compensation if you want to have large movements with the simulator. Otherwise you will be moving around inside VR and it will feel unnatural.

    Also as explained above in VR you won’t need as much motion to feel the immersion. So if you design your simulator properly you can have small fast precise motion, and with smaller movements you may not need Motion Compensation either.

    search the forums and these topics are all discussed in detail.
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  5. early_m

    early_m Active Member

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    When using VR cancelling the motion is critical to a good experience. If using a quest or Pico an alternative solution is to turn off head tracking in the settings which is what I do as it's a much simpler solution to motion compensation (until it's incorporated into simtools ;))
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  6. Rodeo5150

    Rodeo5150 ROOKIE BUT LEARNING FAST Gold Contributor

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    Thank you guys for the detailed response. Ya I think Im going to have quite a bit of movement
  7. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    To clarify my comment:
    And your concern:
    Maintaining accurate and fast motion is easier the smaller the range of movement, once you get into very large axis movements it can be difficult to maintain enough motion speed and accuracy to fool your brain, which is very adept at noticing even small differences from what is expected.
    • Informative Informative x 1
  8. Rodeo5150

    Rodeo5150 ROOKIE BUT LEARNING FAST Gold Contributor

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    Oooooh ok I getting an Idea Of what you mean. So if Im building or have built 500mm ballscrew actuators, (which I imagine are going to product quite a bit of movement) with my platform sunken approximatly 19 inches, how would you advise I get the kind of motion you are suggesting?
  9. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    My Motion Simulator:
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    I would suggest ensuring the actuators are fast and where large axis motion is involved use motion compensation: https://xsimulator.net/community/faq/openvr-motion-compensation.373/
    • Informative Informative x 1
  10. Rodeo5150

    Rodeo5150 ROOKIE BUT LEARNING FAST Gold Contributor

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    Okay thank you so much for the advice. I guess what I mean is is it settings based or is it something that I need to do with my build
  11. Rodeo5150

    Rodeo5150 ROOKIE BUT LEARNING FAST Gold Contributor

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    And I guess so really the fast precise movements is mostly for racing Sims right I mean it's okay to have slow moving axis's in Flight Sims correct. Or am I wrong?
  12. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    Flight depends, even in gentle flight there turbulence and runway effects, but there is also aerobatics and combat flight.
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