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Question Motion Cancellation Oculus Rift CV1 - or new headset?

Discussion in 'DIY Motion Simulator Building Q&A / FAQ' started by zylle, Feb 6, 2021.

  1. zylle

    zylle New Member

    Oct 15, 2016
    +11 / 1 / -0
    My Motion Simulator:
    2DOF, DC motor, Arduino
    Hey guys!

    A bit long since i've posted here, but I am currently in the midst of planning a new motion sim build with VR.

    I remember when i left my old sim that there where problems with mounting the oculus sensor directly on the rig - and that motion cancellation was preffered for this.

    My question is: is there any solutions with motion cancellation for the Oculus CV1 as it stands now - or are there better headsets currently which is suggested?

    Thanks a lot in advance - and i will deffo share my progress when i get longer than the napkin drawings i have atm ;)
    • Optimistic Optimistic x 1
  2. Ads Master

    Ads Master

    +0 / 0 / -0
  3. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

    Jul 13, 2014
    Innovative tech specialist for NGOs
    St Helens, Tasmania, Australia
    +9,684 / 47 / -2
    My Motion Simulator:
    3DOF, DC motor, JRK
  4. Sim Freak

    Sim Freak Sim Freak Gold Contributor

    Jun 7, 2020
    +8 / 0 / -0
    Actually my experience it the opposite!

    Even though the CV1 visual quality is pretty out of date now, I've kept using it purely because the sensors can be mounted directly onto the rig for motion compensation. I had no problem mounting the sensor (just 1 is enough) to my aluminum profile rig. It worked really well with my full 3DOF+TL+Surge and 4 transducers. The screw thread on the sensor is not the standard pitch (1mm I think). You just need to get the screw and you can pretty much mount it on anything.

    Recently I bit the bullet and switched to PIMAX 8KX, with 2 lighthouses mounted on the wall and a controller on the rig. But it was impossible to get PiTools MC or OVRMC to work due to the excessive vibration. It's a very challenging to mount the controller sturdily due to it's shape. I will have to look at other mounting option, but for now, I really have to tune down motion otherwise there's just too much offset between my body and the visual in VR.