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AC VR motion compensation with Oculus is it possible?

Discussion in 'VR Headsets and Sim Gaming - Virtual Reality' started by TheCalVRsimer, Jan 22, 2019.

  1. TheCalVRsimer

    TheCalVRsimer New Member

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    My Motion Simulator:
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    Hello,
    Very new at this, so forgive me for my ignorance.
    I just got a 3DOF platform and everything works fine. What I am trying to setup at the moment is the motion compensation in Assetto Corsa with Oculus using OpenVR Input Emulator v1.3.
    So far I can setup OpenVR without any issues, it seems, but once I open AC, it is very obvious the motion compensation doesn't work.
    Everything is setup correctly:
    - Two Oculus cameras (OK)
    - Oculus Touch Controller attached to my seat by my head (OK)
    - OpenVR Input Emulator v1.3 setup:
    - Device identified
    - Device Mode: Motion Compensation
    - Motion Compensation Settings: Set Zero
    - Press Apply = OK​
    Do I have to keep OpenVR open after setup is done?
    Is it because AC does not use Steam VR to work with Oculus?
    I saw in AC there is an OpenVR render mode, should I use that instead of Oculus?
    Thanks for any help concerning this issue,
    TheCalVRsimer
  2. SilentChill

    SilentChill Problem Maker

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    Yes you need to edit a line in the ini I found it randomly whilst trying to get Oculus Runtime v1.7 working , wouldn't need motion cancellation if I could get it working . Hopefully below screen grab makes sense :)

    upload_2019-1-22_21-54-37.png
  3. SilentChill

    SilentChill Problem Maker

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  4. SilentChill

    SilentChill Problem Maker

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    Just realised you are talking about the old AC ?? if so you need to select openvr in the display option in game :D
  5. TheCalVRsimer

    TheCalVRsimer New Member

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    I'll try that, great if it's that simple.
    Thanks for your help : )
  6. TheCalVRsimer

    TheCalVRsimer New Member

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    Hi again,
    As of today I am still unable to get the motion cancellation to work with AC or RF2 with openVR Input Emulator v1.3.
    I have been following the DOF Reality's instructions, looking online for other tutorials, nothing is really helping.
    Could you describe the exact steps required to make it work with both sim?
    Hope you can help,
    Thank you very much for your time spend on this issue. Sorry for not being better at this.
  7. TheCalVRsimer

    TheCalVRsimer New Member

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    Finally got it to work : )
    • Like Like x 2
  8. occhiso

    occhiso New Member

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    Hello,

    I'm a n00b and just came across this thread.
    Congrats on getting it to work with the rift!

    I only just realised motion cancellation was something I need to worry about, any resources/threads you could provide as a starting point for setting this up?
    Does it depend on the game or can it be setup for anything?
    (I'm not quite ready for it, I don't have a rig... yet, but I'm keen to learn more)

    Thanks
  9. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    My Motion Simulator:
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    The current solution is SteamVR based and motion cancellation is a bit hit and miss with the Rift, which has no native solution: https://www.xsimulator.net/community/threads/vr-motion-cancellation-time-to-test.10241/
    • Like Like x 1
  10. TheCalVRsimer

    TheCalVRsimer New Member

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    My Motion Simulator:
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    The motion compensation is actually completely independent of any games and can be setup for anything that will work with SteamVR. It works every time for me now without fail.
    I'll detail the steps tomorrow as it is a little late for me right now. It is actually quite simple, I was only missing one little detail to make it work.
    To be continued...
    • Like Like x 2
  11. 9xclubchamp

    9xclubchamp New Member Gold Contributor

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    Hi CalVRsimer, I'm new here and saw your post, did you ever post your step-by-step solution somewhere?
  12. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    Unfortunately CalVRsimer has not been active since Mar 24, 2019, so I doubt you will get a response.

    As I mentioned this is the current state of play:

    But toward the end of that thread is notification about members seeking to make a more robust generic motion cancellation fork: https://www.xsimulator.net/communit...lation-time-to-test.10241/page-48#post-193130
    • Winner Winner x 1