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3DOF Seat Mover with VR vertical head shaking/bouncing movements

Discussion in 'VR Headsets and Sim Gaming - Virtual Reality' started by ANiMESoKAR, May 27, 2016.

  1. ANiMESoKAR

    ANiMESoKAR Member

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    My Motion Simulator:
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    Hey everyone,

    I'm new to the forum and would like to ask if anyone has experienced the latest generation of VR (CV1/Vive) with a 2/3DOF Seat Mover rig?

    I currently have a 3DOF SCN5 seat mover with a DK2 and race with Assetto Corsa. On tracks like the Nordschleife where it can get very bumpy my vertical head movements shake and bounce a lot and it's hard to keep sight of the track. Do I need to make my rig less harsh on the movements or is it a better experience with the CV1/Vive?

    My CV1 is still being shipped and I won't get it for another week so any feedback in the mean time would be great!

    Cheers
  2. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    My Motion Simulator:
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    Numerous members here have the Rift and some have the Vive, some like me have both.

    VR and motion simulation are a match made in heaven. The main question is: do you mount the camera on or off the rig. If it has large axis movements then on the rig is basically required. For fast small axis movements it is often simpler to have the Rift camera off the rig, you won't really notice the lack of motion cancellation.

    Nordschleife is a very bumpy track, so your rig is just being as true to life as it can be. What is important for motion and VR is that the motion be fast, you do not want any latency. So keep the speed and refine the motion profile as much as possible over the shortest practical axis movement.
    • Like Like x 1
    Last edited: Jan 11, 2017
  3. ANiMESoKAR

    ANiMESoKAR Member

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    Thanks for the feedback!

    I do mount my camera off the rig and will do the same with my CV1 when it arrives.

    Do you enable "Lock to Horizon" settings?
  4. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    Leave it off.
    • Like Like x 1
    • Agree Agree x 1
  5. ANiMESoKAR

    ANiMESoKAR Member

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  6. LQbano

    LQbano New Member

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    Hey noobeast, can you comment on how your motion rig works with the VIVE? I am concerned about if motion cancellation is required for the VIVE with the lighthouse tracking.

    Thanks
  7. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    My Motion Simulator:
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    Motion cancellation would be needed with Lighthouse for a large axis movement sim.

    My sim is deliberately designed to use smaller, fast, precise axis movements and tracking can be external without discernible issues, irrespective if it is a Rift or Vive being used.
  8. SeatTime

    SeatTime Well-Known Member

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    Depends on how your sim moves - I can get away with a bit of movement and shaking with the CV1 and on rig camera :).
  9. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    My Motion Simulator:
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    But you can't mount Lighthouse sensors to a rig the way you can a Rift camera, hence the need for motion cancellation on a large axis movement sim using the Vive.
  10. SeatTime

    SeatTime Well-Known Member

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    My Motion Simulator:
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    True, but the OP has purchased a CV1 - so I was running with that :).

    Digressing a bit, but it does sort of fit the thread - take a look at this recently released video below 'First test of Oculus CV1 on motion simulator' - Do they think that this information is somehow new o_O? If they had done this test when the CV1 was first released the impact would have been allot worse, as the tracking had a mind of its own.

  11. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    My Motion Simulator:
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    Slow steady movements...not much of a test at all compared to the thrashing members here dish out.

    And for a test they do not seem to have done any experimentation to make the most of the Rift cameras tracking capability, as you and others have done.

    All they are doing is reporting what has been known for ages, ideally motion cancellation is the ultimate for large axis movement sims.
    • Agree Agree x 2
  12. ANiMESoKAR

    ANiMESoKAR Member

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    My Motion Simulator:
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    I've got some feedback regarding my original post. My CV1 and tracking hasn't skipped a beat since I got it back in June. My tracking camera is mounted off rig and works great with my 3DOF setup. It's very precise at capturing "fast twitching" movements.

    I only drive AC and have also been using RHM to compliment my setup. In the latest AC update they have disabled camera shake by default for VR users which is pretty much the same thing. It's hard for me to notice a difference between RHM and the latest AC update so I don't think I'll be running with RHM anymore.

    I'm in the process of building a 5DOF rig with 4x HyperAXIS 100 actuators and 1x SCN6 for TL. I plan on testing with the CV1 tracking camera off the rig at first as I believe it's good enough to capture and track head movements of a full motion rig. If it doesn't then possibly 2x Oculus tracking cameras off rig will be better or I'll have to go down the road of attaching the tracking camera to the rig. If attached to the rig I will make up a custom mount for the camera so it cannot physically move or shake during movement. The current stand the camera comes on isn't good enough to stop full motion shake at quick axis movement in my opinion. Time will tell and I'll report all my feedback here.