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Question iRacing Oculus Rift Tracking Motion Settings? (virtual cockpit shifts around)

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

  1. WimmerRacing

    WimmerRacing New Member

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    I have been increasing my motion settings and I notice this annoying (and motion sickening) shift of the virtual cockpit. It is most pronounced during sharp movements like traction loss snap-back as the car regains grip. I attribute the cockpit shift to my head moving left & right quickly within the rig.

    As I get more aggressive with the setting's and my driving, my virtual helmet will shift from the outside the driver window to the passenger seat and then return.

    I have turned off the head wobble feature in app.ini.

    The rift sensor is mounted to the rig just in front of me behind the steering wheel.

    The head tracking seems accurate, but a little too good...any suggestions?
  2. SilentChill

    SilentChill Problem Maker

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    Does the Camera move with the rig ?
  3. WimmerRacing

    WimmerRacing New Member

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  4. WimmerRacing

    WimmerRacing New Member

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    UPDATE: I adjusted the SWAY AXIS in ENGINE up to 100 from 60, and lowered the SWAY in TUNER from 15 / -15 to 11 / -11. I made similar adjustments to the EXTRA1 (traction loss) and the aggressive snaping went away. The rig is much more in tune now and my head doesn't shift left and right as much. It is derivable now.

    :)
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  5. Zed

    Zed VR Simming w/Reverb Gold Contributor

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    I bet the inertial sensors, which really do most of the tracking, were picking up the motion as you turned it up in your sim to where it got noticeable. The camera on the Rift, and the Lighthouse scanners for Vive, just correct the inertial sensors back to known positions.

    Oliver Kreylos has an analysis (http://doc-ok.org/?p=1478#more-1478) where at least for Lighthouse, there are approximately three position updates by inertial sensors for every optical fix. I don't know if he has been able to dissect the Rift position update rates but would bet it's similar with more position information derived from inertial sensors than optical updates from the camera. That is the sticking point of mounting the camera on the rig since it provides a reference for the optical location but can't correct for inertia.

    The Vive has at least on the surface a worse situation since the Lighthouses shouldn't be mounted on the platform due to the moving parts. The guy making the Feel Three (hope I got that right) mounted a new Lighthouse tracker module on it and said a simple difference got his head movements properly referenced to the platform but Valve/Steam doesn't support that yet in their driver and no idea of their roadmap for if or when that capability might come available.

    So either way, unfortunately for now we are stuck with position and/or inertial errors.
    • Informative Informative x 1
  6. RiftFlyer

    RiftFlyer Active Member Gold Contributor

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    The rift camera only updates tracking errors at 60hz so any large fast movement will result in tracking issues.
    • Informative Informative x 1
  7. WimmerRacing

    WimmerRacing New Member

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    Thanks for the info.
    The sad part about this is that I can't accurately tune... I'm stuck with soft motions that don't match how my race car feels in real life. The MX5 has a ton of grip with low power & weight which creates a fun & responsive driving experience in real life...but the sim cannot do this because I feel my head is moving too much causing the cockpit to shift
  8. RiftFlyer

    RiftFlyer Active Member Gold Contributor

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    This is a problem with VR which I struggled with very early on when I considered building a motion rig. I abandoned my plans for a 6dof as a result. It was the reason why I decided to build a g-seat and not a moving platform.
  9. SilentChill

    SilentChill Problem Maker

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    Until the 1.12 Oculus update mine worked perfectly with the Sensor on the rig just natural movement. Being strapped in nice and tight also helps with less body movement.

    I take it you have pointed any other sensors away from your HMD or put a cover over them so they cant see it ?
    • Like Like x 1
  10. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    What is your rig design and is mounting the camera off the rig an option, or are the axis movements too big?
  11. Spit40

    Spit40 VR Flyer

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    I've got the same camera shift flying Aerofly FS2 in Rift - spotted SilentChill's entry in Oculus Forum. Is mounting the sensor off-rig at all sensible - surely the Rift will perceive small movements of the platform as head movements?
  12. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    Having the camera off the rig is not particularly noticeable for fast rigs with precise movement over a relatively small axis axis range, such as typically used for seat shakers designs. It will be noticeable on something like a 6DOF rig with large axis movements
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  13. SilentChill

    SilentChill Problem Maker

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    Yeah it terrible with the sensor off the rig, I use to have big movement a long time ago when I didn't know any better but it spoils it so much now. The least movement you get the better and the only way is to mount the camera on the rig but that's gone down the shit pipe for me at the moment :( booohoooo. If I mount it off the rig I end up out the side windows and get my head sticking out the roof nearly
  14. Spit40

    Spit40 VR Flyer

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    Well i've had my head completely through the roof with flight sim. VR is all about immersion and once you've had that you crave more, which should drive a lot more people to motion platforms than in the past. Hopefully they'll sort this soon.

    I'm very new to motion platforms. I suspected they'd be a bit bleeding edge but hadn't realised how much.
  15. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    The issue is not about motion being bleeding edge, but rather that VR is for anything other than its intended use.

    The lack of a generic way to do motion cancellation, subtracting the rig movement from the HMD view, is not new, it has been discussed endlessly since people started experimenting with motion and VR.

    Palmer ruled out motion cancellation for the Oculus SDK very early in the game, which is a real shame. VectionVR created and released a modified Oculus runtime to allow for motion cancellation, but it never took off as it required devs to compile support for the mod.

    There are still efforts being made to create a way to do generic motion cancellation: https://github.com/matzman666/OpenVR-InputEmulator/issues/4#issuecomment-297819958

    The more VR grows for simulation the greater the need to develop a generic approach to motion cancellation.
    • Agree Agree x 1
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  16. Zed

    Zed VR Simming w/Reverb Gold Contributor

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    Since Vive has the separate trackers available, we could have an easy way to correct for both artificial inertia and position contributions to head position if Valve would just write it into SteamVR. Even just strapping on a Vive wand and designating it as a motion reference. All they need to do is give a way to designate a tracker as a motion reference and then subtract it's motion from any motion reported by other devices.

    The Feel Three guy did it himself in I think Unreal Engine and said it worked perfectly. Devs could do it themselves the same way but each app would need to be modified for cancellation. The best way is for people to add their voices over at the Steam Community forums in the VR feature request board.

    If Valve adds the feature in the driver then no apps have to be modified. They would just work. But I'll settle for devs doing it but am afraid we are a small community. The Live For Speed guys are extremely responsive to user requests and they just might do it and it may even start a trend if we need to go the route of individual apps.

    I don't know if this would be able to work for Rift users but if they use SteamVR I don't see why a Touch controller couldn't be designated as a motion reference the same way. Also, since Palmer is no longer at Oculus, maybe asking them directly again would help.

    I have posted a couple of requests on the Steam community boards now but I think only the one I just did was truly in the proper place for a feature request. Thing is that as long as neither supports it, there isn't as much pressure on the other one to add it. I think we should request of both companies to do this as it should only speed up the process regardless of who breaks through first.

    http://steamcommunity.com/app/250820/discussions/4/1326718197209837066/
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  17. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    The instant tracking and even implementation at a game source level for motion cancellation is relatively easy Zed, the challenging part is how to make it generic without source integration. And as you and I have pointed out a SDK hack is the logical way to go, hence my encouragement of it here: https://github.com/matzman666/OpenVR-InputEmulator/issues/4#issuecomment-297819958
    My hope is that if there is a proof of concept then there is always the possibility of that being integrated with SteamVR, which caters to the Vive, Rift and other HMDs. SteamVR plays a far more prominent role than Oculus in commercial VR arcades, so there is the possibility of greater pressure to include motion cancellation.
    • Agree Agree x 2
    Last edited: May 5, 2017
  18. Zed

    Zed VR Simming w/Reverb Gold Contributor

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    You have an excellent point in that post, Noorbeast. (Or I believe you are making the point - didn't read the whole thread yet.) One I hadn't considered. The relative location of the tracker matters and it's more than just a straight subtraction. I think locating it near the headrest (as near the head as possible) would help minimize errors from the different motion axis locations. In a 2dof, the pivot point is low and beneath the seat so locating the tracker low wouldn't see the same motion as if it was mounted higher. For traction loss, mounting it too far back would accentuate that movement. For 6dof rigs, there really are no pivot axes and they are all virtual.

    But for now at least, with no good way of cancelling motion, I think mounting a tracker as close as possible to head position but rigidly mounted to the frame would give a good approximation of the sim movement that the head experiences.

    It would be cool if that dev can do this. It sounded like he is still working on it. I need to read the full thread but that's the impression I get.

    I also sent an email to Scawen and the Live for Speed devs asking them about cancellation too. I completely agree that a proof of concept, no matter where it comes from, may be the spark that gets this moving.

    It sure sounds like at least for now, without cancellation we are stuck with very limited platform movement.
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  19. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    LFS was one of two who actually supported the VectionVR hack for motion cancellation. Trouble is you can't rely on most devs to implement and trust a modified LibOVR to have motion cancellation compiled with game source.

    That said if there is a more viable approach to generic motion cancellation it is likely LFS may spearhead the way to showcase it, as they have in so many other areas of VR for driving simulation.
    • Agree Agree x 2
  20. RufusDufus

    RufusDufus Well-Known Member

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    Not sure if this has already been discussed but seems as though NxtLevel have come up with some sort of solution for their product?

    http://www.nextlevelracing.com/motion-for-vr-introducing-vr-headway/

    I would guess it is using the known dimensions of the rig and motion commands to know (calculate) how much the head position moves and uses that to compensate values for the game.

    I wonder if you could use something like the FreeTrack protocol and an EDTracker to feed adjustment values to the game to compensate for the motion tracking. ie in essence reverse all the EDTracker values. I would assume doing this the camera would be better mounted off the rig? The EDTracker mounted somewhere near the head.
    • Informative Informative x 1