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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. zylle

    zylle New Member

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    I'm currently having the same problems as you @SilentChill that the game crashes when i try to run it from steamvr, and I cannot make it run through revive as I have bought the games over steam. Is there any way to launch the games from revive even though the games are bought over steam? Or do i have to shelf out another 100$ for my racing games in the oculus store? :(

    My rig has been standing still for about 3 months now, I really want to get it running again :(
    Last edited: May 12, 2017
  2. SilentChill

    SilentChill Problem Maker

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    Just inject your games with revive and it will force it to use it then that's what i did
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  3. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    Ironic that the tool created to give Vive users access to Oculus exclusives is now the one that makes motion cancellation available to Rift owners ;)
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  4. Bastiuscha

    Bastiuscha Active Member

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    Wow a first solution! Really really nice! I will test it, as soon i'm ready with my rig. But i have a question, why is it impossible to use the vr headset himself as a tracer? o_O

    @SilentChill
    What a amazing rig you have!!! Oh man... looks as many many working hours und money.




    Edit: i know the answer!..Sorry i was stupid. Of course it is, because, we want still the own head movement. :think:D
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    Last edited: May 12, 2017
  5. Bastiuscha

    Bastiuscha Active Member

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    Hehe... a signature worthy phrase. :)
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  6. sixsimu

    sixsimu New Member

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    Some know because with the DK2 there is no problem of camera movement? With the sensor mounted on the rig. Using the same runtime ...
  7. zylle

    zylle New Member

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    Thanks a bunch that did the trick. If anybody else cant make this work, then try placing your hmd and touch controllers directly in front of the sensor, as having it in my lap as i started the game up made my whole pc crash for some reason, this took me hours to figure out as i had to restart my pc everytime :p


    By the way, has anybody gotten Project cars working with the inject-trick? Mine keeps crashing for some reason...
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  8. Zed

    Zed VR Simming w/Reverb Gold Contributor

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    Hey Sixsimu, I can only guess but the DK2 probably wasn't as reliant on the inertial sensors as the CV1 is. It was older technology and with a slightly lower frame rate.

    The big problem with cancelling platform motion and the reason thAt just mounting the Rift camera sensor on the platform doesn't work so well is the gyro / accelerometer sensors in the HMD that pick up the motion of the user as well as the platform. The DK2 had motion sensors too (if you check the IFixIt teardown, the DK2 uses an Invensense MPU-6500 Six-Axis (Gyro + Accelerometer) IC for motion tracking).

    If you aren't seeing the same motion convolution as those with CV1, then it just must be because it isn't as reliant on those motion sensors.

    But if I am misunderstanding your question and you are asking if you will have problems with a DK2 on a motion platform, then the real test will be others commenting on their actual experiences. Thing is it would seem that the DK2 should show some effect since it also has motion sensors and isn't pure optical tracking. Unfortunately, if it is too much of an issue, the DK2 can't track a tracker to null out the platform movement since it has a sync between the HMD and the camera.
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  9. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    Subject to enough vibration the DK2 camera can also have tracking issues, for reasons as outlined by @Zed, the correction between camera and on-board sensors, both of which run at different rates.
  10. sixsimu

    sixsimu New Member

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    Hi @Zed, thank you for responding.

    I already did the test with the DK2, even with no limits 2, with violent movements in my rig. And it worked perfect. I link a short video where you see the tracker and the movements of the simulator.

  11. sixsimu

    sixsimu New Member

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    Hi @noorbeast , fortunately it does not have the same problems of the CV1, in spite of the violent movements of the chair.
    You can see the video above.
  12. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    I call that sedate motion over a fairly large axis movement.
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  13. SilentChill

    SilentChill Problem Maker

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    I never had an issue with my DK2 either for the best part of a year and a half and mine was rattled twice as much as yours and it was Oculus Runtime update that screwed everything up anways its the CV1 that has issues not DK2 even though you are on the same runtime they probably not changed anything for the dk2 for over a year it will be running the same I internal software.
  14. Spit40

    Spit40 VR Flyer

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    Just taken a short flight with the emulator enabled - Aerofly FS2 with Rift, which runs pretty well in SteamVR mode. Worked a treat, even with some steep bank angles. The next step is to optimise alignment as flight reveals misalignment more than I expect driving does. I see 3 parts to this:

    1) Get the fix point for the hand controller just right - no wobbling and work out where it should best go. Close to my head I presume? EDIT: IT SEEMS IT CAN GO ANYWHERE

    2) Workout how to calibrate with the offset control panel. I'm guessing the units are CM or inches? But what should be the reference? +ve X means the controller is that many units to the right of my head? EDIT: I SEE THIS IS NO LONGER NEEDED

    3) Run with just one sensor - just spotted SilentChill's advice on that one
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    Last edited: May 14, 2017
  15. Zed

    Zed VR Simming w/Reverb Gold Contributor

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    Hey @Spit40, I'm on the sidelines on this since I don't have a going motion rig yet, but I am pretty sure you want it close to the HMD within practical allowances. If you think of a motion with an axis, the closer to that axis you locate the tracker, the less travel/displacement it will experience. Move it away from the axis/pivot point and it sees more movement. If your headset is in between the extremes, you'll either get less compensation for rig movement or more respectively.

    It may be for small movements that even the compensation from a non-ideally mounted tracker is good enough to get the additional motion small enough to not be a bother.
  16. BlazinH

    BlazinH Well-Known Member

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    I thought the same thing. Glad at least someone got out a way to do it though for you guys using hmd's.
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  17. Spit40

    Spit40 VR Flyer

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    I thought the same initially, but after looking through discussions with the developer, it seems that by knowing the initial HMD position, initial tracker position and movement of them both, clever vector maths can handle tracker positioning anywhere.

    https://github.com/matzman666/OpenVR-InputEmulator/issues/4#issuecomment-300303596

    and dev's responses here

    https://github.com/matzman666/OpenVR-InputEmulator/issues/4#issuecomment-300531077

    My compensation is a bit loose at the moment, but the dev says its still an early version and he thinks he needs to consider acceleration as well as absolute positioning. I need to sort out a GitHub a/c so I can send this direct to him... if anyone else wants to relay though.
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    Last edited: May 15, 2017
  18. Zed

    Zed VR Simming w/Reverb Gold Contributor

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    Talking to the developer for the win! It certainly is possible to do that kind of calibration. I just had no idea he was actually doing it. But if he compares the relative motions, it should allow scaling the response. I had though he was doing a simple difference.

    Very cool!
  19. traveltrousers

    traveltrousers Active Member

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  20. Brandon Naids

    Brandon Naids TalonSim

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    I finally got some time to make a video. I've been having a lot of success so far. It seems like the lighthouses lose track of the controller if I have it right up against my chair.
    Tomorrow I am going to try and place the controller off to the side and see if I cant get more consistent results.

    I'll grab some pictures of my controller placement when I've decided where it works the most consistently.

    Thank you for everything matzman666.
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