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Motion and VR - Were doing it all wrong!

Discussion in 'VR Headsets and Sim Gaming - Virtual Reality' started by SeatTime, Jun 30, 2017.

  1. SeatTime

    SeatTime Well-Known Member

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    My Motion Simulator:
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    Note the first video - These guys have got VR and motion all sorted out - were obviously doing it all wrong:).

    • Funny Funny x 4
  2. Blame73

    Blame73 Well-Known Member

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    My Motion Simulator:
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    Too much pitch!
    They should send us their profile settings
    • Agree Agree x 1
    • Funny Funny x 1
  3. Archie

    Archie Eternal tinkerer

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    My Motion Simulator:
    2DOF, DC motor, JRK
    I sometimes wonder if I'd get more out of VR if I didnt understand the technology behind it. :)

    (Like those people running out of a cinema at the first "oncoming" video of a steam train)
    • Agree Agree x 2
  4. Ashraf

    Ashraf Member

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    My Motion Simulator:
    3DOF, Arduino, Motion platform, 6DOF
  5. FoxONe42

    FoxONe42 6DOF newbie

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    It is so funny to watch people experience VR for the first time. That simply shows how immersive it is. It is also true that we don't even realise it while in VR. I was flying a chopper in DCS in VR some time ago, when I put my oculus rift off, my mum asked me my neck wasn't painfull. Apparentely I was making many head moves while flying :)
  6. RoCk3T

    RoCk3T New Member

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    My Motion Simulator:
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    how to set the parameters to make the user feel less dizzy in VR?
  7. FoxONe42

    FoxONe42 6DOF newbie

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    My Motion Simulator:
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    I don't believe there is an easy answer for that question. Dizziness comes from a difference between your internal ear, and what you see in the VR headset. You brain believes it is moving, but you body isn't. The goal of a motion platform is to reproduce as much as possible all moves you could feel IRL. The more DOF, the better I think. I personnaly started a 6DOF of freedom project for that purpose. Then, it is all a matter of settings indeed to make your seat move you way you would move IRL. You can get close to real moves with a 6DOF motion platform. But keep in mind that it is very hard to "simulate" acceleration (don't expect to get 9G for instance :)
    But then again, to answer you question, the parameters depends on a lot of variable (including your own motion platform hardware) so there is no simple answer.
    Oh and by the way, there is something essential to feel less dizzy: Make sure your simulator / game always run with decent FPS in order to have a smooth feeling.
  8. PaulMac000

    PaulMac000 Member

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    My Motion Simulator:
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    I've found as long as you keep the velocity constant and acceleration 0 you have a bit of flexibility to how you can move the user.
    I talked to the founder of Big Robot (who is focused on VR locomotion) and his insights were spot on.