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OPEN VR CODER NEEDED !! PLEASE HELP !!

Discussion in 'VR Headsets and Sim Gaming - Virtual Reality' started by SilentChill, Mar 24, 2019.

  1. Wagnard

    Wagnard Active Member Gold Contributor

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    Try the version I posted for the oculus fix in the pinned vr thread. I won't be surprised if it help
  2. SilentChill

    SilentChill Problem Maker

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    I'll give it a go at some point I have qualifying tonight so I will use your last one dont want to mess around too much now :)

    I wonder what it would be like if you disabled Pitch Roll and Yaw and just left Sway Surge and Heave enabled
  3. Wagnard

    Wagnard Active Member Gold Contributor

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    The oculus *fix is a little like you said. The rotations compensation are disabled.
  4. Wagnard

    Wagnard Active Member Gold Contributor

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    Let me know the result of the Oculus fix, I think it should'nt be that bad.
  5. SilentChill

    SilentChill Problem Maker

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    I will do matey, totally forgot about it hopefully try after as I'm away until Sunday. I'll let ya know
  6. SilentChill

    SilentChill Problem Maker

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    @Wagnard okay I've tried it and I think its slightly better than the last one you posted its a bit jittery ion the menus but once i set off its good no screen shake however the car still shakes quite a bit.

    I thinking do we even need to cancel out the Yaw Pitch and Roll ? Surely when your head rotates/moves with the car/ship/plane it will be the same as it is on screen its just the sway heave and surge that needs cancelling out because you are literally moving from side to side and up and down and forward and backward ?
    • Optimistic Optimistic x 1
  7. Wagnard

    Wagnard Active Member Gold Contributor

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    The oculus one is completely disabling the yaw/pitch/roll cancellation.

    The other files that contained various versions, was all motion compensation activated with a dead zone on Sway, Surge and Heave.

    I wonder if I should try the dead one + oculus fix together.
  8. SilentChill

    SilentChill Problem Maker

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    Ahh it did feel really good to be honest I think if I make the LED ring on the controller more solid it would help a lot too.

    I k now what to do but it will be next week now but I think it should be sorted I think
  9. Trip Rodriguez

    Trip Rodriguez VR Pilot

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    I'll offer my input as well:

    Definitely need to compensate for all 6DOF. (If the sim has good travel on all 6DOF)

    No translational compensation and you will be moving around inside the car (or even moving outside it!). No rotational compensation and I feel my legs moving way up into the dashboard and way down into the road under the car on hard acceleration and braking respectively.

    What you need to do is measure the movement of the motion sim (all 6DOF) as near as possible to the riders head, and subtract that motion from the motion of the HMD (and hand controllers if applicable).

    This way the tracking is only the movement of the riders head relative to their cockpit rather that the movement relative to the real world.

    If it's fast and accurate enough, driving it directly from the data on platform movement would work. Definitely worth a try. There could definitely be issues though with latency, or with the platform's real positions at any given point in time during motions being different from the target since generally we aren't feeding "actual" position data back to the computer from the sim.

    The Kyosho Zeal gel seems to mostly if not entirely solve the vibration problem, not sure about sudden motion sim movements yet though. I will be beginning to test that in the next few days and will report back. Just FYI I'm using a Vive Tracker. Soon I could use a Vive wand instead if there is any advantage. If there is no difference in tracking between the two I think the lower mass of the Tracker will mean it shouldn't be as likely to bounce around on harsh movements.
    • Agree Agree x 1
    Last edited: Jun 12, 2019
  10. IntrudR

    IntrudR New Member

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    Hi guys

    I got motion compensation in General working with WMR (Samsung Odyssey). However, this works just for some minutes as the WMR Controller goes to stand by mode (LEDs off) after just a Little time and then I Need to move that Controller so that LEDs go back on and the compensation works again… do you have any idea what I could do?

    Thanks in Advance.
  11. Trip Rodriguez

    Trip Rodriguez VR Pilot

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    But.... if you are using it for motion compensation isn't it being moved around by the simulator? I don't have any WMR equipment, but I'd think the motion of the simulator would keep the controller from going to sleep.
    • Agree Agree x 2
  12. J-1775

    J-1775 Aviator Gold Contributor

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    I have motion compensation thru OVRIE working fine on a 6-DoF platform with Vive Pro, lighthouses 1.0 and a Vive tracker v 2.0. Last week I got my Reverb and I love its image so much more than the Vive's that I've tried everything to make compensation work for it. But no success so far! However, I get motion compensation, but not in the desired way.

    Now I think there is an inherent problem we have with the upcoming inside-out-tracking HMDs. In my Vive setup I attach the tracker just BEHIND my headreast. It can be seen there by the lighthouses (or at least one of them). It works fine without any offsets.
    For design reasons I can't put a WMR controller BEHIND the headrest. It MUST be somewhere in front of the headset.

    On most platforms you sit above the centre or ─ to have the load balanced ─ a little bit behind the centre. But hardly ever in front of the centre. Agreed?
    Now when I attach the Reverb's controller in front of me, e.g. to my middle console, it is on the other side of the platform's centre.
    What happens when I pitch forward by braking hard? My head moves UP and the controller moves... DOWN. Or when I yaw to the left? My head moves to the right side and forward, whereas the tracker/controller moves toward the left side and back.
    However it's okay with the Roll axis and the three transational axis' surge, sway and heave.
    Maybe I am completely wrong about this (and please correct me then), but I think a motion compensation for WMR headsets with inside-out-tracking must be able to reverse the pitch and the yaw axis?

    Here my question to you experienced guys: can OVRIE do that? I vaguely remember I had once seen an option to reverse axis (maybe in the "input remapping"), but I can't find it anymore. Any help?
    IntrudR, how did you manage to make it work with the Odyssey?

    EDIT: Thinking it over I now assume that the rotational values of Pitch and Yaw are the same on both sides of the platform's centre. Thus it's rather Heave and Sway that must receive correction values. Seems like there is definitively some Mathematics behind...
    Last edited: Aug 23, 2019 at 09:08
  13. Trip Rodriguez

    Trip Rodriguez VR Pilot

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    I don't think that would work. It might kinda work, but I think reversing an axis would cause more error than correction so it would be a net loss. I 'll have to think on it a little more to be sure. Edit: after re-reading this I think that reversing pitch and/or yaw would do no good at all, but on a 2DOF or 3DOF sim inverting heave might be all you need. On a sim with heave movement though, that would be a no-go.

    I'm glad you brought this up. I've been wondering about how well the WMR HMD tracking adapts to motion compensation and it didn't occur to me that putting the controller in front of you means it's on the opposite side of the CoR where behind you it's just a little farther to the same side.

    Last edited: Aug 23, 2019 at 05:06
  14. J-1775

    J-1775 Aviator Gold Contributor

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    You're completely right about the axis, I edited my post. It's probably not a straight forward mathematical reversal, but not too complicated, either.
    However, without knowing too much about OVRIE, I assume it calculates with all six axis and corrects them internally, thus a WMR-adjusted "OVRIE" should work on any platform, no matter how many axis are supported?