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IS there a single DOF working properly with VR ?

Discussion in 'VR Headsets and Sim Gaming - Virtual Reality' started by nigaudloto, Feb 15, 2018.

  1. nigaudloto

    nigaudloto New Member

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    Hey everyone !
    I Have been reading this forum for months now and everything I keep noticing are ;
    - problems
    - trouble
    - lost tracking
    - how does motion cancelation work ?
    - lastest firmware or software update made the whole thing useless and so on...

    Seriously, ! is there a single point buyng DOF platforms unless wasting thousands of $ in order to have a very heavy platform that is practily good for...nothing ?

    The point is : I need for arcade business buying dof platforms and all I can see and hear about is : NO it doesn't work anymore ! ( or maybe never works at all !)
  2. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    I think you may be referring to the Rift. The Vive is a better proposition for commercial use, including commercial licensing, and the Vive Pro is being pitched at that market.
    • Agree Agree x 1
  3. Zed

    Zed VR Simming w/Reverb Gold Contributor

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    @nigaudloto - while some have problems, many more enjoy their rigs and have great success with them. I’ve been putting hours into flying and driving my rig for some time now. Many of the problems seem to come from maybe not understanding the significance/consequence of some of their design choices at first since most of these setups are total DIY.

    But I agree with @noorbeast - you seem to be talking about VR being problematic. I run with the Vive and my system works great in VR. It sounds like you don’t appreciate the differences between Rift and Vive and the different kinds of motion platforms.

    The 6 dof platforms tend to have the biggest need for motion cancellation due to the range of motion. Mine is a 2 dof and I can see some displacement at the extremes but even though I have a Vive Tracker attached to the top back of my seat, I still haven’t plugged it in for motion cancellation. It hasn’t been a priority with my rig being low displacement, 2 dof. I’m sure I’ll hook it up and do motion cancellation at some point but it’s not as big of a deal for low displacements for either headset.

    But for large displacement sims it can be very important and people see their POV move above roofs, or outside of doors, etc. Motion cancellation used to work properly on the Rift and there are some good videos that show just how well, but these headsets rely mostly on motion sensors for tracking and the optical part just pins the headset location at time intervals that minimize drift in the motion sensors. Oculus changed how much it relies on motion vs. optical and that broke motion cancellation for the Rift by mounting the camera on the platform. That was really the simplest way to do motion cancellation.

    There is software that works with SteamVR and the Vive that does a great job of subtracting out platform motion. It is an independent project and seems to also work with the Rift if people use ReVive to add a software layer that the cancellation software can access, but again, I don’t know the full status but it is more complicated and apparently doesn’t work with all sims. But the plugin works great with the Vive last I heard. Not being an official feature does make it vulnerable to software updates breaking it, but Valve has stated they have motion cancellation support in their roadmap for SteamVR. At some point we should get native motion cancellation but I’m sure it’s low priority since we are kind of a niche group.

    If you need motion cancellation, you might consider putting in a feature request with Valve and asking for it. The more of us that do, the higher priority we’ll get for making it an integral part of SteamVR. That may even help the Rift guys who run their sims through Steam but I don’t know enough to say for certain.

    Motion cancellation did work for the Rift and may still under certain circumstances, but I can’t address that. It does work for Vive but in both cases is only slightly noticeable if you don’t have it on low displacement platforms. Valve said it is to be added to SteamVR but we don’t know when.
    • Agree Agree x 1
  4. nigaudloto

    nigaudloto New Member

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    And how about windows mixed reality headset ? with a odyssey ( better resolution and no external sensors that should normally do the trick should'nt it ?)
  5. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    The inside out tracking is likely problematic when it comes to implementing motion cancellation.
    • Agree Agree x 1
  6. Zed

    Zed VR Simming w/Reverb Gold Contributor

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    I think if all its inside out tracking sees is the inside of an enclosed motion sim (or the functional equivalent) and if all they used were the tracking cameras for tracking, it would be the same as when Oculus relied more on its tracking camera and people mounted the camera on their platform. But the WMR headsets also have the inertial motion sensors and gyros like the Vive and Rift. You’d just have to try it and see how well it works.