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Vive Unity motion cancellation

Discussion in 'VR Headsets and Sim Gaming - Virtual Reality' started by noorbeast, Jan 21, 2017.

  1. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    Not a lot of detail yet but here is a Vive motion cancellation demo in Unity by @traveltrousers, who designed the half ball FeelThree commercial sim:


    • Like Like x 3
    • Informative Informative x 1
  2. SeatTime

    SeatTime Well-Known Member

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    IMO Motion cancellation in Unity with access to all the API' should not be that hard (Gruden and others have already done it for their simulators), its just getting sim game developers to agree that it is worth implementing.
    • Agree Agree x 1
  3. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    I doubt we will be able to rely on game developers for motion cancellation, any more than we can for motion telemetry itself...but it is nice to dream.
    • Agree Agree x 1
  4. darren herd

    darren herd New Member

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    Is the program VR headway the same as this? Plz Google it
  5. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    As the software is locked to serial key access there is no way to evaluate what it is and is not capable of, but it is clearly aimed at motion cancellation.

    Given its settings are slider based it seems to be a system of approximation for offset rather than precise real time motion cancellation, but that is just a guess based on the limited information here: http://motionsystems.eu/software/vr
  6. SilentChill

    SilentChill Problem Maker

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    Hmmm how many unity games do we actually play in VR with motion ?
  7. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    I would be tempted to make a Unity driving and flight sim demo if there was a plugin for motion support ;)

    I guess the point is that there is very little native motion support in games and Unity is the most widely used gaming engine, particularly for VR, so a drop in plugin would foster support for motion.
  8. SilentChill

    SilentChill Problem Maker

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    LOL that was a proper politicians answer @noorbeast that did not answer my question at all :grin so I can only presume there are none on our list that uses unity
  9. SeatTime

    SeatTime Well-Known Member

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    So have all the supported games incorporated the Motion Systems SDK to make this happen?
  10. SeatTime

    SeatTime Well-Known Member

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    Maybe we are looking at this in the wrong way.. If software like 'RiviveInjector' can be produced, then creating a similar 'compatibility/conversion layer' should be possible to offset the required data from the BMI055 6-axis Inertial Sensor - with another sensor mounted to the Simulation rig. Not saying it is possible, but maybe worth a look:think. Must investigate further when I have some time.
    • Optimistic Optimistic x 1
  11. Zed

    Zed VR Simming w/Reverb Gold Contributor

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    Hi all. New guy here and came here just for this. I want to build a motion rig and have the Vive but subtracting the motion platform movement/position is key to making it work.

    I don't know if that BMI055 inertial sensor would work since it would have the same drift issues over time and that would need to be corrected the same way the headsets use optical tracking to correct their inertial sensors - I think.

    But the Vive Tracker is available now and that's a 1/4-20 bolt-on and provides optically-corrected position the same way the headset and controllers do.

    The advantage of the Rift is that the camera can be mounted on the rig to mostly null out platform movement though inertial may still be there between optical updates? Anyway, with the Vive Tracker it would seem all that we would need is a simple subtract between headset and tracker done in the SteamVR driver before the headset position is passed to whatever app people are running to completely null out platform motion. If Valve gave us the ability to designate a Tracker as a position to be subtracted from all headset positions, and possibly even other controllers depending on if those were to be used in the cockpit too, it would seem like that is all we would really need and all VR apps would automatically be motion platform compatible.

    Am I missing something? I'm just getting into motion and haven't got the experience you guys do. Been thinking about it a lot, though, and it seems all we need is SteamVR letting us subtract out a tracker to null the motion of whatever it's attached to.

    Does that sound right? Does anyone know or has anyone contacted Valve to see if they would be willing to add that capability? I would think if that is the way to go, that it should be them that does it so it persists through all revisions, etc, and would just be an additional menu item in the devices menu?

    What do you guys think?
  12. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    Doing motion Vive or Rift cancellation in a game engine such as Unity with SteamVR, on a per game basis where you control everything would not be difficult, this is one suggestion: transform.localPosition = pose.pos;and transform.localRotation = pose.rot

    The problem is to make motion cancellation generic.

    In a crude sense recentering the camera view per frame is likely possible, as recentering is a current function, as is getting the frame rate. But Valve has previously ruled out elegant injection as not currently being possible: https://steamcommunity.com/app/358720/discussions/0/355043117515323761/#c355043117515498850
  13. Zed

    Zed VR Simming w/Reverb Gold Contributor

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    Hey Noorbeast, I looked at that thread and am not sure if they were talking about this situation with a tracker affixed to a platform. I may have misunderstood but it seemed like they were talking about a more general thing? But just that traveltrousers can do it in Unity really bodes well that Valve could formalize it in SteamVR.

    I think if they let us designate a tracker as a reference that has its position always subtracted from the headset and any other controllers that are set to be normalized, it should work? I'm going to ask them anyway. Worst they can say is no. :)

    As is now, though, I think not being able to null out seat motion really puts the Vive at a disadvantage for motion rig use. But if it can be done, everything that would otherwise work with SteamVR and a stationary seat would also work with a motion platform if there is provision/a plugin for driving motion.

    Who knows?
  14. Spacebar

    Spacebar New Member

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    Last edited: Feb 28, 2018
  15. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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  16. Spacebar

    Spacebar New Member

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    Ahh! fantastic! Thankyou for the link @noorbeast .. I'm noob....putting together my own system to develop with Unity
  17. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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