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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. Thanatosx

    Thanatosx New Member

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    I want to build a motion simulator to use with oculus rift when it is released, but I have heard no news about it supporting motion simulators. Do you think it will be possible, even if not officially supported?
  2. Ads Master

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  3. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    According to Palmer Oculus is not interested in a generic SDK exposed solution for motion cancellation stabilisation. It is possible to add motion cancellation stabilisation with VectionVR, however that has to be implemented on a game by game basis by individual game developers, which is highly unlikely.

    The Rift and motion simulation is a natural fit. Hopefully a generic solution can be found. @John Hien Nguyen had some ideas but did not pursue them.
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  4. eaorobbie

    eaorobbie Well-Known Member Staff Member SimTools Developer Gold Contributor

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    Well as long as we support the game with a motion plugin and the game dev's have supported the rift then you will have motion in the game.

    Im presently using Elite Dangerous and have a mate in the UK on 3DOF rig also play it with the rift, we go hunting and mining , with skype for communication too. All good fun.
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  5. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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  6. eaorobbie

    eaorobbie Well-Known Member Staff Member SimTools Developer Gold Contributor

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    mmm Interesting I wonder what they are actually doing ? Be good to find a bit more info.
  7. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    Atomic's claim is that via their game interface SIMPHYNITY: VR Headset / HMD Support* allows a VR headset to be paired with any of AMS's motion simulators to negate out the movement of the motion base from that of the users head. For the very first time a VR headset such as the Oculus Rift can be used in conjunction with a motion simulator to provide the ultimate in immersive experiences!
  8. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    The position of a motion simulator can be determined, the real question is how do you efficiently inject the offset for the Rift.
  9. eaorobbie

    eaorobbie Well-Known Member Staff Member SimTools Developer Gold Contributor

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    Well the SDK would tell us something about access to that, Man I need to find a cheap one on EBAY or GUMTREE.
  10. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    Hmmm, it seems VectionVR has pulled its code from Github and no longer has a download link on their site.
  11. BlazinH

    BlazinH Well-Known Member

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    Yes, I think it will be possible at some point in time, but probably never officially supported.

    If I were financially involved in the rift and had a say in its development I would be asking, “If we officially support motion simulation with the rift and someone gets injured or dies while using this combination, will we have any liability?” By supporting motion on a device that covers your eyes and doesn’t normally allow you to see your surroundings while using it seems like a prime candidate for a lawsuit if someone is injured. Especially in the USA where we don’t have a loser pays all system. So if someone gets injured (or even if they don’t) they could file a lawsuit claiming they got hurt because, “ they didn’t see it coming”. Even if the company wins, they still loose because they still have to pay their own cost defending themselves. There is probably little financial gain (relatively speaking) in supporting motion in the first place so why open yourself up to possible legation. At least, that is my thinking.

    There are a lot of clever people out there though so even if it’s never officially supported I expect there will be solutions eventually.
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  12. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    Looking at Palmer's comments it seems more like a developer mindset, that support is expected to be by developers on a case by case basis. But I do agree, 3rd parties are going after solutions because the Rift and motion simulation is such a natural fit. And while motion simulation is niche at the moment I don't think it will remain that way when VR goes mainstream.
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  13. Kirk

    Kirk Member

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    My Motion Simulator:
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    I had a bit of a problem using pots to cancel motion. I believe it's still possible by using a lookup table (due to the non-linear nature of frame angle ratio to pot position). But, I got a bit frustrated.

    I ended up getting a pair of high resolution encoders (2400 pulse per rotation). They were cheaper than the darn pots, go figure.

    Anyway, my goal is to affix them to a pair of pillow block bearings mounted to the frame (borrowing from an idea in this simulator: posted by cyberxu here http://www.xsimulator.net/community/threads/new-update-for-my-2dof-simseat.6100/#post-66840). If it works the way I believe it should, it will provide the exact angles to cancel out from the Rift's IMU, at the correct time (even a rigid frame has some lag, but as positioned, it should experience the angle at the same moment as the player). Despite the cheap price, these encoders appear to be insanely durable, and no A/D noise issues. I'm really tempted to see how well they could replace the pots, if only I had a better way to do the power-up calibrations.

    Anyway, there are a ton on e-bay from china. The ones I got all came bundled with free flexible shaft couplers, how cool is that?
  14. SeatTime

    SeatTime Well-Known Member

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    My Motion Simulator:
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    I have been running my motion sim with a DK2 since it was released, while not perfect (camera off sim) since upgrading my computer - i7, SSD, 980 etc it rarely losses track. Basically works fine for me, just would like more pixels.
  15. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    My Motion Simulator:
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    Since I have moved my sim room around and successfully extended the Rift cables my tracking camera is now mounted off the sim, back over 2 meters and is even off to the side. It is working pretty well but I would still like to see motion cancellation.

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    Last edited: Apr 8, 2015
  16. SeatTime

    SeatTime Well-Known Member

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    Here's hoping:) Yes, motion cancellation with the camera remote from the sim - long day....
    Last edited: Feb 14, 2015
  17. Boomslangnz

    Boomslangnz Active Member SimAxe Beta Tester Gold Contributor

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    What is motion cancellation?
  18. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    The Rift takes position as relative to the ground. So if you have big movements, say pitch being used for surge acceleration and braking, then the Rift reads that as though you are nodding your head up and down, so your view bobs around relative to the horizon.

    Motion cancellation measures the movement of the motion rig and subtracts that from the view, so you have a stable view even though the rig is moving.

    Unfortunately Oculus is not going to implement a generic solution for motion cancellation and instead expects that it is up to developers to implement game by game...and that is never going to happen. Even though a motion cancellation solution is available, VectionVR, so far only one game developer has used it, LFS, with another game still being in testing.

    I hope Valve will be more open to a generic motion cancellation solution with Lighthouse, their new VR tracking system.
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    Last edited: Mar 13, 2015
  19. bsft

    bsft

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    VR headsets are eventually aimed at consoles, so motion will not be needed. The percentage of people whom use motion on rides is incredibly small , and even motion arcades may have to write a side program of some sort to get it to work right, or restrict the games list.
    As @BlazinH says, liability from country to country will vary, so each country will have to deal with it separately.
  20. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    While Sony's Morpheus is aimed at the Playstation and the GearVR is aimed at the mobile market I expect traditional limited console and mobile platform tech specs will mean that the majority of high end VR development and use will be PC based. Most of the VR technical hurdles like 4k displays, high refresh rates and low latency graphics pipelines will not only ensure that the best VR is PC based, it will also need the support of specialists like AMD and Nvidia.

    I would not rule out one or more VR editions of 'Steam Machines', particularly with the development of the consumer Vive, the likelihood of other manufacturers being able to also develop Head Mounted Displays for Valve, and Lighthouse at this early stage likely being a gaming industry standard for VR tracking that is also open to peripheral developers. Add Steam's global dominance of PC gaming and the most probable scenario is that the PC will rule in high end VR for some years yet.
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    Last edited: Mar 15, 2015
  21. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    Here is an interesting experiment, a webcam is used to capture and then project the user's real hands, dash and steering wheel into the Rift while running a racing game:

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