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Resolved Motion Compensation sickness

Discussion in 'DIY Motion Simulator Building Q&A / FAQ' started by Nicki9knuckles, May 25, 2023.

  1. Nicki9knuckles

    Nicki9knuckles Active Member

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    My Motion Simulator:
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    Hey all,
    I have decided to give up on trying to dial in motion compensation and am currently opting for much smaller movement from my platform when in VR.
    I am not sure what I am doing wrong. I am using this software https://ovrmc.dschadu.de/ paired with my valve index. I have created a stable attachment for one of my controllers to my rig for the software to use as it's reference point and added weights to disapate the vibrations, but everytime I turn on compensation i feel sick within a few minutes. The same kind of sick you feel when a game is running at a low framerate.
    Not sure what to try, but at this point it's easier to just turn it off all together and turn down the motion. It's still not as realistic though because as the platform moves my view in the car is sliding around inside as if I am not attached to the car.
    Just wondering if most people use motion compensation:
    If so, what are you using for it? What are your settings?
    If not, what are you doing to stop your view from bouncing around?
  2. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    My Motion Simulator:
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    I built my rig specifically for VR use, back in the DK1 and DK2 days when VR motion cancellation did not exist as an option: https://www.xsimulator.net/communit...lus-rift-will-support-motion-simulators.6352/

    Hence I have always suggested less is more when it comes to VR and motion, with speed and precision of motion being way more important than large axis movement, as our brain can pick up on any small discrepancy in latency and in fact anticipates how the world should be and is disturbed if actual experience counters that. I believe that holds true even when using motion compensation, and feeling off is a good indication that latency and/or difference in perceived and expected experience are at play.

    Individuals vary in how sensitive they are, but if you ever feel a bit off using motion and VR stop straight away, if you continue the unpleasant affects can last for hours and your brain tends to associated that unpleasant experience in later use. So small time use often is a good idea to start with. A small percentage of people are just naturally sensitive and never seem to acclimatize to VR use with motion.
    • Informative Informative x 1
  3. Nicki9knuckles

    Nicki9knuckles Active Member

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    My Motion Simulator:
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    thanks @noorbeast,
    I don't tend to be overly sensitive with VR for the most part. Its good advice about less is more and I have been setting up 2 seperate profiles for games, like Dirt Rally 2.0 for example. I will have a vr profile that uses 8 - 15% of each access. And then a triple screen profile, that uses 20-30% for each axis (totaling around 100)
    Maybe I need to go with even smaller numbers for the VR profile though because I can still notice I move off my seat esspically when my traction loss moves me from side to side.
  4. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    My Motion Simulator:
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    Axis allocation is part of it, but so too are Tuning Center settings, the smaller TC value the faster the response. Game Manager can be used to create modified profiles from a generic base profile.
  5. Gadget999

    Gadget999 Well-Known Member

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    My Motion Simulator:
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    what type of motion sim do you have how many dof ?
  6. Nicki9knuckles

    Nicki9knuckles Active Member

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    @noorbeast I feel like Im offically converted haha. I have been messing with my settings and really reducing how much axis I am using and using the tuning center to really boost the sensivity and I honestly think I prefer it. Less movement, but much quicker response. It makes me feel so much more in sync with the car in the game.
    For example, Kart Kraft (a gocartting game) I have reduced my axis down to about 50% of the total availble axis, and made everything very sensitive in the tuning center and I can feel every road detail, and engine vibration though my rig. And its so on point with the feedback I get though the direct drive wheel its amazing.
    I prefer this for VR but also for triple screens. Good advice!
    • Winner Winner x 1
  7. Nicki9knuckles

    Nicki9knuckles Active Member

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    My Motion Simulator:
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    I have 2 DOF plus a traction loss motor
  8. Gadget999

    Gadget999 Well-Known Member

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    My Motion Simulator:
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    ok - a 2dof will not be able to simulate all of the forces - so it may confuse your senses

    does the sim tip back when you accelerate and forward when you brake ?

    I suggest you strip back the motion to one axis at a time and get that right before you move to the next one