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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. Dmal99

    Dmal99 New Member Gold Contributor

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    Hi guys quick question. I have a dofreality h3 coming and I have vive pro. I also have a tracker. I want to set up motion cancellation but I don’t want to preclude using the headset for other stuff.

    My question is do I have to put the one lighthouse straight down on the tracker or can it be more of a 45* angle from a room corner that’s like 5 feet away? That way I can put the other lighthouse in the opposite corner and use the headset for other stuff as well.

    Thanks in advance for the help.
  2. rsbell

    rsbell Member

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    Angled is fine.
    • Agree Agree x 1
  3. Dmal99

    Dmal99 New Member Gold Contributor

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    Awesome. Thanks. I’ll probably
    Move it then.
  4. Psionic001

    Psionic001 Active Member Gold Contributor

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    Good News, the OpenVR Input emulator developer is still working on his app, and he will put in a facility for a real time data feed from third party applications. This means that if we can get HexPod outputting the position data fast enough (he prefers 1000hz) then this problem is close to being solved.
    • Like Like x 3
    • Informative Informative x 1
  5. Dmal99

    Dmal99 New Member Gold Contributor

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    Sorry just to clarify, the hex is plugin for Simtools is for 6dof motion cancellation?
  6. noorbeast

    noorbeast VR - The Next Generation Staff Member Moderator

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  7. Psionic001

    Psionic001 Active Member Gold Contributor

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    The HEXPOD plugin I was actually referring to is "http://hexpod.xyz/" I think it's made by a different developer to the HEXAPOD that noorbeast referred to. This is for servo and linear actuator stewart platforms.

    The motion cancellation is done by "OpenVR Input Emulator", and we're trying to theorise a way to make it work reliably across multiple headset brands by extracting some physical transformation data from HEXPOD (http://hexpod.xyz/)

  8. noorbeast

    noorbeast VR - The Next Generation Staff Member Moderator

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    My apologies for the mix up.
  9. Flymen

    Flymen Flymen Gold Contributor

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    Thanks ! I will do that ! ( I will cover two others camera)
    I have one of my camera set on a motion platform and two others set for others games on my walls !
  10. Trip Rodriguez

    Trip Rodriguez VR Pilot

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    I just ordered it, you have me very excited so I hope it works as well as you say! I already isolated the sensor so it get's much less vibration than it did but I still have to run the shakers much lower than I would like.
    • Informative Informative x 1
  11. Trip Rodriguez

    Trip Rodriguez VR Pilot

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    That is great news too! It will be interesting to see how this works out. In theory this should be an ideal solution for compensation! In reality? Who knows! I'll report back my results when I get that Kyosho gel installed. It should be by the end of this week.
    • Agree Agree x 1
  12. Wagnard

    Wagnard Active Member Gold Contributor

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    Has anyway one else with latest SteamVR lost the ability to open the compensation option menu from within VR or it's only me?
    The button is there but does nothing when I click on it. Use to work a few days/week ago
    I can only seem to do it via the desktop shortcut now.
  13. Trip Rodriguez

    Trip Rodriguez VR Pilot

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    Haven't tested yet, I will let you know once I do, probably not till Friday night (US) though.
  14. Newgun

    Newgun New Member Gold Contributor

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    I pre-ordered the Valve Index on day 1 so I should be getting it during the first batch release at the end of June. I'm looking forward to testing if OpenVR will work and will gladly post results and opinions when I can.

    I have an OG Vive and an Odyssey but I haven't used OpenVR for cancellation. I found using the Odyssey's IMU/gyro to be very usable since it allows me to move my head in 3dof while not being affected by my motion rig. To get the Odyssey to do this, I just put some tape to cover the 2 cameras in front thus, eliminating the Odyssey to have 6dof spatial tracking. This is the main reason why I'm favor WMR headsets for sim racing, and why I'm hoping HP will finally release the Reverb for sale.
  15. SilentChill

    SilentChill Problem Maker

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    Have you not tried putting the Odyssey controller on the rig and using the motion cancellation ?
  16. Trip Rodriguez

    Trip Rodriguez VR Pilot

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    I too have a first batch Index order upgrade coming for my OG Vive and will report results. =)

    I agree with @SilentChill you should try the motion cancellation. For my sim using the method you describe was sorely inadequate because when I stepped hard on the throttle I felt like my feet were up in the dashboard, and step hard on the brakes my feet felt like they were down through the floor under my seat!

  17. Newgun

    Newgun New Member Gold Contributor

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    Hey SilentChill, I haven't tried that at all, but will definitely give it a go. I have a somewhat violent rig and I'm concerned with the vibrations and detailed movements causing issues - which is why I'm curious how the results will be with the Index. I suppose I can try motion cancellation with my old Vive as well as the Odyssey to test in the interim. Thanks for suggestion!

    You won't get this type of disconnected feeling if you're using a WMR in 3dof mode. I can imagine this issue with a Vive or Oculus without motion cancellation, of course. I tried it on my Vive and it felt terrible, especially during traction loss when my head and body felt like it was smashed against or outside the window at times.
  18. Trip Rodriguez

    Trip Rodriguez VR Pilot

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    compensation explanation.png 62756 62755
    My own experiments that I believe would have been the same as your WMR method was using Oculus CV1 with the cameras covered up.

    The problem I described resulted from HMD on board gyro keeping the pitch angle of my viewpoint relative to the ground instead of relative to the car. Whether or not this is noticed depends on how much pitch angle your simulator creates.

    @Newgun Notice that using your method your head is always in the correct place in the car, what moves around improperly is all the other parts of your body. This way you can always see through the windshield as you should, but your legs (most noticeable thing) are moving up and down in real life while your legs stay in the same place in the game. 62754
    Last edited: May 30, 2019
  19. Newgun

    Newgun New Member Gold Contributor

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    Hey Trip, great illustration! I totally understand the problem with the pitch angle which is problematic for hexpod/6dof rigs. My rig doesn't have any extreme pitch angles, which might be why a 3dof HMD without motion compensation is usable, but it's violent enough to make a 6dof without motion cancellation very disorienting.

    I do believe that the best way is with motion cancellation, of course, which I hope will be functional with the Valve Index.
  20. Trip Rodriguez

    Trip Rodriguez VR Pilot

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    Thanks Newgun. I had been meaning to make one of my infamous kindergarten ms paint illustrations of this for years because people frequently don't understand what I mean when I describe the rotational IMU tracking issue. Most everyone understands the translational error problem but not everyone gets the part I drew here.

    Funny thing was that using IMU only tracking like that what really bothered me was that my brain kept saying my feet were up in the dashboard or down under the car during accel or decel! It was a strange effect!