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Question Samsung Oddysey for 2dof??

Discussion in 'VR Headsets and Sim Gaming - Virtual Reality' started by dualin, Sep 9, 2018.

  1. dualin

    dualin New Member

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    Hi. I have a 2dof and I use Oculus Rift with the cameras out of the rig. Works fine with small axis movement, but I don´t need greats movements. Anyone knows if the Samsung Odyssey or other WMR like lenovo or so works fine with a 2 dof motion rig??

    Thanks in advance
  2. noorbeast

    noorbeast VR - The Next Generation Staff Member Moderator SimTools 2.0 Beta Tester

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    The Samsung Odyssey uses inside out tracking, so does not have external devices that can track a controller strapped to a rig, independent of the HMD, hence I expect motion cancellation would be challenging.
  3. dualin

    dualin New Member

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    Thanks for your fast answer. I don't use motion cancelation. I like yo know if the Samsung or other WMR works fine with a 2dof if I use small axis movement as i use now with my oculus cv1

    Best regards
  4. Kranky Pantz

    Kranky Pantz Active Member

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    I can confirm that the Samsung Odyssey works well with a 2dof motion platform.

    Much like you, I prefer the less is more approach for motion simulation, and do not require the use of any cancellation software when using the Odyssey, same for the Rift & Vive.

    For racing sims, I use the "lock view to the horizon" when available, which I think is the key for things to feel natural when using VR + a motion platform.
  5. dualin

    dualin New Member

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    Ok, thank you very much for your answer.
  6. Javo5

    Javo5 Active Member

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    Seat mover or full frame?
  7. Kranky Pantz

    Kranky Pantz Active Member

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    Seat mover.

    The Odyssey uses inside-out tracking, so it's all self contained and does not require any sensor setup.
    The Rift & Vive also work well, and I have those sensors wall mounted.

    Remember, we're talking 2dof here, and I find the movement while in VR totally natural without having to use any cancellation software.
    Any higher dof's may be a different story though, even the addition of traction loss could be an issue if it were a wide L&R swing.
  8. Javo5

    Javo5 Active Member

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    I have 2dof seat mover and Oculus with sensors in the wall, no cancell soft, works fine. Good to know insideout tracking works fine too.
  9. Kranky Pantz

    Kranky Pantz Active Member

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    I think that once someone adds another dof, things can start to become an issue in VR.

    Especially for anyone moving entire rigs on multiple axis, such as flight/space/roller-coaster sims.

    I've played a lot of Rally & Rallycross in VR, and feel that motion cancellation would actually hurt the experience, as I'd like to see & feel what a drive would be in those situations.
    • Like Like x 1
  10. hannibal

    hannibal Member

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  11. noorbeast

    noorbeast VR - The Next Generation Staff Member Moderator SimTools 2.0 Beta Tester

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  12. hannibal

    hannibal Member

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    thanks for reply... when i was reading the 28 page thread on motion cancellation, i thought there was one post that mention odyssey with cancellation but no details.. thanks for clarify..
  13. dododge

    dododge Member Gold Contributor

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    I tried using a Vive tracker to do motion cancellation with an Odyssey a few months ago, but was unable to get them aligned so that the tracker was at the correct location and orientation in the Odyssey's virtual space. The result is that the compensation would move the in-game camera the wrong way; for example when the seat tilted back to simulate surge, the compensation would move the car upward around me and block my view.

    I keep meaning to go back to it but haven't had a chance yet. There's a tool that can supposedly help with the alignment. I suspect that if you can get the Vive and WMR devices aligned it would probably work fine.
  14. hannibal

    hannibal Member

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    thats hilarious... i dont think they will align unless you put a tracker on the odyssey HMD...
  15. dododge

    dododge Member Gold Contributor

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    The tracker can't be attached to the headset, because then it would cancel out all of your head movements and just result in the world being locked to your face. It has to be on the rig (ideally near your head) so that you can still look/lean around in the rig. I have mine mounted to the headrest portion of the seat.

    The fundamental problem is that the tracker is using the Vive base stations as its reference point, and the WMR headset is just doing relative tracking from its own arbitrary reference point. When I tried it, the WMR reference point ended up effectively about 8 feet above and 90 degrees rotated from the Vive one, and I could see the Vive tracker and base stations represented in the SteamVR void as if they were far below me. The motion cancellation software has the ability to add position/rotation offsets to bring the two virtual spaces into alignment, but it's a tedious and manual process made worse because it also affects the WMR controllers and results in them going out of alignment. Trying to operate the cancellation GUI when the controller is represented several feet and degrees offset from where it is physically in your hand doesn't work well.

    Probably the right way to do it is to use Vive wands instead of the WMR controllers. Once you get the wands aligned to the WMR headset (and there is a process and now some software to help with that) all of the other Vive devices such as the tracker should automatically come into alignment as well.

    If I keep procrastinating long enough my Pimax headset will show up and I hope make this moot since it uses the Vive tracking system :)