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Do you think oculus rift will support motion simulators?

Discussion in 'DIY Motion Simulator Building Q&A / FAQ' started by Thanatosx, Feb 12, 2015.

  1. Trip Rodriguez

    Trip Rodriguez VR Pilot

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    Lighthouse controllers won't work on a moving platform, so much as touching them makes them turn off for a moment (they are very sensitive to movement). The Rift camera is much better in this application, it's tracking is excellent and it does ok on a moving platform as long as there is no nasty shake.
  2. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    I don't think you understand, with Lighthouse you don't need to mount the sensors to the rig, just the controllers, to have instant sub mm 1:1 tracking.
    • Agree Agree x 1
  3. Trip Rodriguez

    Trip Rodriguez VR Pilot

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    Ah, if you are talking about theoretical use of the lighthouses assuming that the ability to cancel out platform movement of the head on the software side by subtracting controller movement then yes. I still think the Rift is better suited with it's camera that can easily be mounted to the moving platform.

    I'd be very curious to see how the Rift tracks with it's onboard sensors disabled and using ONLY the camera for all 6DOF. It should be able to get pitch yaw and roll from the camera and IR LED's just fine I'd think.

    Edit: Especially given that TrackIR can get all 6DOF tracked decently with only THREE led's or even three passive IR reflector gizmos!
  4. Trip Rodriguez

    Trip Rodriguez VR Pilot

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  5. kenshihh

    kenshihh New Member

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    Thats not how it works, you can not disable the onboard Motions Sensors, they actually do most of the work.
    the external camera is only to correct drifting and help with the locomotion.

    sure its possible with just the external sensors, but the latency would be much higher and thats an absolute nogo
    Last edited: May 10, 2016
  6. Trip Rodriguez

    Trip Rodriguez VR Pilot

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    Yes it seems that is true as several people have said it, but if that is the case why does head tracking totally go to hell when you move outside the camera's range? If all it does is correct drift etc. you should hardly be able to notice if you move outside camera range for a few moments.
  7. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    IMU correction for drift is 60/sec, see here for an understanding of how Constellation functions: http://xinreality.com/wiki/Constellation
  8. eManUnlimiter

    eManUnlimiter New Member

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    Hi, I have a 2dof motion simulator (seat mover with 2 actuators behind), the CV1 camera is mounted on the seat. So the seat frame was made in a way that the camera is right in front of me all the time and follows the motion.

    I do have a big issue when playing Assetto Corsa or project car. When the seat moves, the point of view from the rift changes at time, which is disorienting and I crash usually.
    I concluded that the camera cannot be mounted on the moving frame if the motion is too strong. I guess you would have the same issue if you were in a boat using the rift - with the camera being mounted in the boat too.

    A seat mover motion simulation might also be more subject to this issue than a platform based one if the later generates less angle.
  9. Tim McGuire

    Tim McGuire "Forever a work in progress"

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    I also have a platform-based sim that I use with oculus. I keep the camera mounted off of the rig, any head movement is hardly noticeable in the game. Even if you can see some slight movement, it's not immersion breaking, because it sort of matches what would happen to a sprung seat in a real car. (i.e., you accelerate, the seat is pushed backwards slightly, your head is pushed back into the seat).
    • Agree Agree x 1