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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. hexpod

    hexpod http://heXpod.xyz

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    They could maybe achieve it by setting a threshold on the radius.

    Head movement = small radius
    Platform movement = big radius.

    If indeed when you bank 30deg your chair, the view doesn’t tilt, I am just curious how they achieved it.

    Just asking
  2. Wajdi

    Wajdi Member

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    I don’t know which motion system do you have... I have PT linear actuators ( D-Box style). Maybe you have another motion system?
  3. hexpod

    hexpod http://heXpod.xyz

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    My Motion Simulator:
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    It should not depend on a system. Motion cancellation works or not.

    It can be that you can’t notice an issue because your system is unable to tilt enough.

    That doesn’t mean that the motion cancellation is properly working.

    I am on 6-dof

    Regards
  4. Wajdi

    Wajdi Member

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    Mine is 150mm actuators stroke and it moves as a hell. With the old CV1 I was having a lot of tracking issues but with the new oculus rift S i don’t have any.
  5. hexpod

    hexpod http://heXpod.xyz

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    My Motion Simulator:
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    That’s it. I am guessing your combined roll-pitch max tilt is 2-5 deg. and you can compensate a not working motion cancellation with a tiny movements of your head.
    So it’s fine for you.

    It can be a disaster on a Stewart platform where a combined roll-pitch tilt is 15 deg., especially if the “classical washout” algorithm is driving it.
    Last edited: Dec 8, 2019
  6. Randy Raber

    Randy Raber New Member

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    Would you be able to help me get this software working? I'm having the same problem as everyone else with steam vr being in safe mode.
  7. cfischer

    cfischer Active Member Gold Contributor

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    I had this problem too. Got it working tonight. Just need to go back and read.
    This post gives the link to download a fix. Follow the instructions in the link.
    https://www.xsimulator.net/communit...lation-time-to-test.10241/page-41#post-183244

    I must say, I've enjoyed screen and vr racing in my rig but nothing holds a candle to feeling the surge and sway forces but not seeing them. Got it working for the first time tonight and I'm very impressed! Feels amazing.
  8. cubexxx

    cubexxx Member

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    Hi I tried the OpenVRInputEmulator with my WMR headset and controllers and while it basically works I couldn't get the tracking of the WMR controller to be stable enough, I get frequent jumps and shudders in the VR view. So I'm wondering if there is any standalone tracking device available that could be used as a reference tracker, maybe some of you guys know such a device?
  9. cfischer

    cfischer Active Member Gold Contributor

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  10. Onslope

    Onslope New Member

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    @cfischer do you use wmr and vive tracker and get correct motion cancellation? I use vive tracker with the Reverb and matched the space with the OpenVR Space Calculator but the cancellation in openvr input emulator is overreacting the cancellation.

    The motion of the tracker is fine in space but as soon as I select the tracker as the motion cancelled unit its overreact on the cancellation.
    Did you have any problems with this?
  11. cfischer

    cfischer Active Member Gold Contributor

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    I use the vive tracker with my vive. The tracking works really well once I finally got the software installed. I have it attached to the main 8020 rail of my rig where it's most stiff. I had it several other places but the tracker lost its mind a lot because of vibrations. Can you describe overreacting?
  12. Onslope

    Onslope New Member

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    Well the trackers movement, when selected as the motion compensator, is moving in all axles exaggerated.
    As soon as I deselect it it moves normally and tracks correct with the real movement. Weird.
    Seen another post but no solution.

    This never happend when using pure Vive setup.

    I will try and setup Vive again and and see if its something that got wrong when I setup Reverb wmr.

    I made a video and will link it here as soon as I get home so it will be more clear what happens.
    Last edited: Dec 27, 2019
  13. Onslope

    Onslope New Member

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    Glad you have it working! Gives me hope:)
    I use SteamVR Beta and WMR for Steam Beta.

    It's like the WMR Reverb is also reacting to the cancellation.
    I post a link that show the reaction.
    Weird...
  14. Ipe Ferraiolo

    Ipe Ferraiolo New Member

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    Hi Wajdi,
    What motion rig do you have? I'm looking for a D-Box 4250i setup and I use a Rift S. I would not change the VR experience over a motion rig, so It is kind of a deal breakers if it does not work very well.
    Thanks,
    Ipe
  15. clyevo

    clyevo New Member

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  16. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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  17. Zeroselect

    Zeroselect Member Gold Contributor

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    I also have PT actuators and found wasn't a problem with 3 DOF (4 actuators). If there was it was minor and didn't pull me out of the immersion. As soon I put in my Traction Loss (also from PT) this broke the immersion and felt like the car would rotate around me (no need to turn head to look to side going around a corner). Basically it doesn't do any compensating for Yaw.

    Using a Oculus Quest with Link cable (Inside Out Tracking as well)
  18. CGFlyer_85

    CGFlyer_85 New Member

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    Hi, new to the whole motion simulator and VR combo I'm in shearch of some help, I've read most part of this thread but (maybe I havent understand) I dont think I've found what I'm looking for.
    I curently own a HP VR1000 WMR and starting to build a 3 dof (6 in the future) full car motion simulator. I would like to know if its possible to motion cancel with only the WMR headset, or do I need something else ? and how do I tell OpenVR what kind of movment my platform is making ?

    Thanks in advance for your help

    (and sorry for my bad english, I'm french so trying my best to get understand ^^')
  19. Zeroselect

    Zeroselect Member Gold Contributor

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    No solution yet for any inside out tracking headset.
  20. CGFlyer_85

    CGFlyer_85 New Member

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    Thanks for your fast reply.
    Well, I don't quite understand why the VR headset is an issue. Your game telemetry know (for example) that your car is tilted 25° forward, why don't it as this 25° to any data from the headset ?

    Will there be a solution with Kinect for tracking the headset/simulator movement ?
    (as I have around 5 of them laying around)