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Trackerless Motion Cancellation

Discussion in 'VR Headsets and Sim Gaming - Virtual Reality' started by nikwilliamson, Jan 22, 2019.

  1. nikwilliamson

    nikwilliamson New Member

    Joined:
    Nov 12, 2018
    Messages:
    11
    Occupation:
    UX Designer
    Location:
    Orlando, FL
    Balance:
    112Coins
    Ratings:
    +3 / 0 / -0
    My Motion Simulator:
    3DOF
    Hey there Sim Friends!

    I'm looking into what it would take to rework OpenInput-VR to use motion/game data to calculate motion offset. Has anyone dipped their toes into giving it a shot? With my transducers, it's made tracker-based cancellation near impossible.

    I'm talking to a bunch of devs I work with to see what my options are. Would love to hear any insight you guys might have. As of right now, it seems that reworking OpenInput-VR would be the path of lease resistance.
    • Like Like x 1
  2. SilentChill

    SilentChill Problem Maker

    Joined:
    Jul 19, 2014
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    Occupation:
    Railway Maintenance
    Location:
    Morecambe, Lancashire, England
    Balance:
    20,396Coins
    Ratings:
    +3,480 / 34 / -0
    My Motion Simulator:
    DC motor, Arduino, Motion platform, 6DOF
    Are you using Vive or Oculus ?
  3. nikwilliamson

    nikwilliamson New Member

    Joined:
    Nov 12, 2018
    Messages:
    11
    Occupation:
    UX Designer
    Location:
    Orlando, FL
    Balance:
    112Coins
    Ratings:
    +3 / 0 / -0
    My Motion Simulator:
    3DOF
    Personally, I'm using a Vive. But the goal is that it would work with any VR that is using SteamVR (Vive, Pimax, etc.).