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VR Motion Cancellation - Time to test!

Discussion in 'VR Headsets and Sim Gaming - Virtual Reality' started by noorbeast, May 6, 2017.

  1. Zed

    Zed VR Simming w/Vive

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    There is a guy named Oliver Kreylos at UC Davis who has done a lot of really interesting research into the nuts and bolts of VR headsets and has an absolutely excellent blog post on how Valve's Lighthouse works (http://doc-ok.org/?p=1478). Thing is that reading the IMUs in both Rift and Vive can happen way faster than the optical tracking and tracking fidelity would really suffer without them. You would see even more motion lag were the IMUs not used and laggy and glitchy tracking has been shown to induce nausea.

    The real solution is to subtract the motion of a platform reference from the motion of the headset with both having their position information updated at standard rates and as accurate as possible. Apparently Steam VR allows "better" access to the tracking data to where the add-on can do that subtraction properly but something is going on with the Rift tracking. It used to work properly for the Rift but Oculus did an update that broke it somehow. It would seem all Rift users need is the option to turn off whatever that change was for those doing motion cancellation, but just as with Steam VR, we are a very niche group and don’t get much attention.
    • Agree Agree x 2
  2. Croccy

    Croccy New Member Gold Contributor

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    Hi,

    Can someone give me some simple instructions on exactly what I need to do to get this working?

    I have installed it but for starters, when I launch it from the steam VR menu and use the identify button to identify the controller, nothing happens? Also if I choose apply to any settings I get an error message saying "Could not set device mode: Device not found".

    If I can get past this part what do I then do to set it up? Can I mount the controller near the base of my seat? It isn't going to be easy to mount it near my head. If I mount it on the base what type of compensation do I use from the list?

    The Documentation on the site seems to tell you what each option does but not what you need to do to set it up. Am I missing some documentation somewhere? Thinks like the device offset, do we have to change those?

    Thanks, Matt.
  3. Croccy

    Croccy New Member Gold Contributor

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    Ok,

    So I got the input emulator working, I re-installed it and also opted out of the Steam Beta. Not sure which one fixed it but it is now working.

    I currently set the motion compensation to "Set Zero" is that the best one for my setup?

    Here is a photo of my Vive controller mount, If anyone wants it then let me know and I'll stick it on Thingiverse or attach it here.

    25086978_10155611297113197_102908691_o.jpg



    Matt.
  4. Zed

    Zed VR Simming w/Vive

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    Hey Matt, I haven’t used it myself yet since my platform motions are relatively small and I haven’t even tried large motions. But my understanding is that the motion cancellation is a straight subtraction. If that’s true, you probably want the wand mounted near your head since it’s to remove the platform movements that are displacing your head.
  5. Croccy

    Croccy New Member Gold Contributor

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    From what I have read it depends on what mode you choose. If you select the Use Reference Tracker then you need it mounted close to your head, but apparently with the other modes this is not needed?

    It seems to be working pretty well now where it is but I don't know the difference between the rest of the modes.
  6. Zed

    Zed VR Simming w/Vive

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    I don’t either since I haven’t used it so maybe it is OK. What it does is subtract the motion platform motions that get added to your head motions in game on a motion platform though you want the head motions you get from the influence of the motion platform - the equivalent of camera shake and such.

    A sensor mounted on the floor will see much smaller movements than one near your head. You would at least need gain to be able to scale that response, plus mounted off axis will tend to introduce a heave component as the platform rolls.

    But not having used it yet, I just don’t know. Maybe someone else does and can chime in. If it’s working or you can pick a mode that works properly, it sounds like you have it. I mounted a tracker on my seat back but with small movements just haven’t felt the need to connect it up yet. Still making changes/optimization’s on other stuff.

    A21361C0-3D35-4AD3-8777-C9E6C2FA180F.jpeg
  7. Limongi

    Limongi Member

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    From the github thread:
    Matzman666"The placement of the controller should not matter at all, it should work nonetheless."

    https://github.com/matzman666/OpenVR-InputEmulator/issues/4

    From reading through that thread my takeaway is that since the sensors know the spacial relationship between controller and headset Matzman's algorithm figures that automatically. I have my left controller mounted on the front of my rig as far from my shakers and it work perfect in the the two games that support OpenVr.
  8. Croccy

    Croccy New Member Gold Contributor

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    I have actually moved my controllers higher now. It was working most of the time connected to the base, but every now and again it was losing tracking as it was completely hidden from one base station and quite a distance from the other one. I have managed to mount it near my head so it gets better visibility and can also use it as the reference controller.
  9. gSeat

    gSeat Member

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    Have not read into this at all for compatibility, but I still have the acer windows headset and am targeting sim completion by end of December, and would like to know if this software would possibly work, I'd be happy to help provide some feeback with this inside out tracking HMD if the software is also designed to provide motion cancellation for inside out...kind of doubt it, figured I'd ask here before going to read through the docs of it
  10. Zed

    Zed VR Simming w/Vive

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    I think I saw somewhere that motion cancellation doesn’t work with the WMR headsets. I don’t remember where I saw that and may be remembering incorrectly.
  11. gSeat

    gSeat Member

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    Yeh, by default I believe there would need to be a vive puck in play somewhere.
    LOL@Zed, I had my mouse on "Post Reply," and now will link to your thread ;)
    Motion Cancellation with the Vive and Vive Tracker - a Tracker Mount
  12. Trip Rodriguez

    Trip Rodriguez VR Pilot

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    So I just read updated reviews (updated two months ago, vs. the 6+ month old stuff I looked at previously) and I'm really hoping that Pimax 8K will be the solution. I didn't back the kickstarter because all the reviews I had read on Pimax 8K were sketchy and I bought a Pimax 4K only to find I couldn't use it (due to IPD I think), found it uncomfortable, and thought the non-fresnel lenses were lousy.

    Now I find that updated Pimax 8K reviews from a couple months ago are looking pretty promising and Pimax claims to have an ASW equivalent in the works. Also what I read sounded like the 8K will work natively in SteamVR without any third party software, is that right? Eye tracking add-on also in the works which should make much higher frame rates attainable without sacrificing graphic settings.

    So right now I'm hoping a Pimax 8K is in my not-too-distant future. After my Pimax 4K experience I'm hoping I can find an 8K kickstarter backer that's within a couple hours drive. I'll trade a demo of your Pimax 8K for a demo of my 6DOF motion sim. =D
  13. Mpmo

    Mpmo Member

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    am i the only one who gets UNBEARABLE reprojection whenever i turn on motion cancellation from openvr input emulator? if i move just by a BIT, it stutters like crazy, makes me sick. And the controller attached to my seat doesn't even move at all. It's fixed very tight to my chair. Am i the only having this issue? im on a vive btw
  14. stevemontuno

    stevemontuno Active Member

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    I've just bought a CV1 ,,, will i still need to do this even though i'm using a 2dof seat mover ?

    I can't use it yet anyways as the tree is in the way of my rig but thought i better find out whats what first ..
  15. noorbeast

    noorbeast VR - The Next Generation Staff Member Moderator

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    Motion cancellation is not as critical for small axis movement rigs, but is for large axis rigs.
    • Agree Agree x 1
    • Informative Informative x 1
  16. gSeat

    gSeat Member

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    Sorry, working on building rig, hopefully someone can help, but either way it's always a good idea to pass issues on to developers, especially those teams with small staff. You can report issues and more via:https://github.com/ValveSoftware/openvr
    Best of luck, and please report back with any fix info you have ! :)
  17. paulopsx2

    paulopsx2 Active Member

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    it works back on my cockpit. vive controller, or vive tracker. same results
  18. Mpmo

    Mpmo Member

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    Thanks I’ll contact them!
  19. benmax

    benmax Member Gold Contributor

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    Hi guy's ,

    Maybe it was the right day to test one more time the motion cancelation software and I got these results :
    -working fine with pcars 1 and pcars 2
    -not working with assetto corsa ( which is my favourite racing game )
    I'm happy but it would be perfect if assetto corsa would work also !!
    My configuration :
    -6dof sim sim rig
    -oculus rift
    The right touch is mounted just over my head on the seat and the two tracking sensors in front of me not moving with the plateform .
    I 'm up to date withe the last steam vr soft , the input vr emulator, and revive.
    At the first time when I launched the pcars game it won't work .I had some trouble to assign my right touch as motion compensation device.
    I had the message could not assign or could not find the touch , but I did it one more time to select the right touch .The test to identify wasn't work ( I couldn't hear the touch shaking) , I thought that it won't work .

    But suprising when I launched the game and recenter the view ( because my rig went up to reach the starting position ) , the motion cancelation was working well .
    I would say fast as good as the last oculus release working ( 1.12 or 1.13 ) when the tracking sensor was mounted direct on the sim rig in front of my head.
    For assetto corsa eventhough I patched the game with revive soft , when I launch the game into steam the steam vr soft not starts !
    And if I launch steam vr before and after i launch assetto corsa it doesn't work for motion cancelation.
    Assetto corsa is the only game which is not indicated as vr game in steam menu .The vr view just begins when into the game already launched i push the start buton to start the race ( i don't know if this has an importance or not ?).
    For other game I launched the game from steam and I it launched steam vr before ( game patched via revive).
    When I tested pcars 2 steam vr was already launched and it worked , so I will test one more time .
    If someone has assetto corsa working for motion cancelation let me know !
    Greetings
  20. Mpmo

    Mpmo Member

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    How much did you get you’re 6dof for and from where mayo ask..?