1. For downloading SimTools plugins you need a Download Package. Get it with virtual coins that you receive for forum activity or Buy Download Package - We have a zero Spam tolerance so read our forum rules first.

    Buy Now a Download Plan!
  2. Do not try to cheat our system and do not post an unnecessary amount of useless posts only to earn credits here. We have a zero spam tolerance policy and this will cause a ban of your user account. Otherwise we wish you a pleasant stay here! Read the forum rules
  3. We have a few rules which you need to read and accept before posting anything here! Following these rules will keep the forum clean and your stay pleasant. Do not follow these rules can lead to permanent exclusion from this website: Read the forum rules.
    Are you a company? Read our company rules

VR Motion Cancellation - Time to test!

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

  1. Bastiuscha

    Bastiuscha Active Member

    Joined:
    Apr 1, 2017
    Messages:
    202
    Location:
    Germany
    Balance:
    150Coins
    Ratings:
    +123 / 1 / -0
    My Motion Simulator:
    2DOF, DC motor, Arduino
    The only alternative would still be a Vive wand controller. For Sims, more than enough.
  2. Chipless

    Chipless Member Gold Contributor

    Joined:
    Nov 28, 2019
    Messages:
    50
    Balance:
    349Coins
    Ratings:
    +22 / 0 / -0
    Thanks everyone. Can't seem to find a Vive Tracker for a reasonable price, I will look into the wand controller as well. If anyone has a suggestion where to get either one for a decent price, please share! Thanks again :)

    Found a wand on eBay for $89 including tax and shipping. Thanks again for the feedback!
    Last edited: Jun 23, 2020
  3. Jasiek

    Jasiek New Member Gold Contributor

    Joined:
    Mar 29, 2019
    Messages:
    11
    Balance:
    - 6Coins
    Ratings:
    +5 / 0 / -0
    My Motion Simulator:
    6DOF
    So after four days i finally make my pimax 5k plus and vive tracker work good with motion canceletion.
    I have a problem with a tracker, i tought the problem was placement of tracker, placement of the lighthouse, etc. too far from googles, no it was not the case...
    Then not on purpose i find out in steamvr - (in mesh - calibration mode where u see all the lines and center)
    u should be able to see your lighthouse and your tracker in googles.
    For me the problem was when i chose "motion compensation" in pimax, tracker gets wrong position it goes like 180* inverted when i chose "none" tracker position was back to perfectly fine.

    Solution:
    Uninstall pitool piservice steamvr
    Unplug headset -also power, tracker and lighthouse
    Install pitool, connect headset
    Connect tracker with usb cable (i use original one and 2.0 usb extension cable straight to pc) - put tracker where u want to use it and in right orientation (cable goes up)
    Connect lighthouse
    Calibrate room with pitools
    Instal steamvr - calibrate room
    Now switch in pitool for motion cancelation and pray that tracker stays in the same (correct) possition.
    (check that with the same method steam vr mesh and look in the googles)

    Viola now it works like a champ!
    No drifting no shaking, no wrong axis motion.
    (I use gopro sticker at the back of the seat with rubber in the mounting to reduce vibration)
    [​IMG]
    Hope it helps to anyone cheers.
    • Like Like x 2
  4. Chipless

    Chipless Member Gold Contributor

    Joined:
    Nov 28, 2019
    Messages:
    50
    Balance:
    349Coins
    Ratings:
    +22 / 0 / -0
    Given what we know so far about the HP Reverb G2 (releasing this fall), will the Vive wand work with that for motion cancellation as well? I decided to sell my Index and hold out for the new HP, but wondering if I should sell the wand as well or just keep it. I think I read somewhere that it uses inside out tracking, so I think I can safely return my base station, but had no clue if I should keep the wand or not.
  5. hannibal

    hannibal Active Member

    Joined:
    Sep 29, 2018
    Messages:
    553
    Balance:
    3,720Coins
    Ratings:
    +232 / 2 / -0
    My Motion Simulator:
    3DOF, 6DOF
    my experience at this time is that motion cancellation only works with headsets with external tracking (i.e Rift CV1, Htc vive, vive pro, and valve index, pimax.)

    unless Reverb G2 has tracking with light house (which i doubt).. you can forget about motion compensation

    i use Reverb G1, and i get by without motion compensation..
    Last edited: Jun 30, 2020
  6. Chipless

    Chipless Member Gold Contributor

    Joined:
    Nov 28, 2019
    Messages:
    50
    Balance:
    349Coins
    Ratings:
    +22 / 0 / -0
    Ok, good to know. Thank you for the response. I've heard elsewhere as well that motion compensation isn't really needed on small travel setups, like my SFX-100 platform. It would be nice to have, but hopefully I won't notice much movement within the headset as a result of the platform.
  7. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

    Joined:
    Jul 13, 2014
    Messages:
    15,366
    Occupation:
    Innovative tech specialist for NGOs
    Location:
    St Helens, Tasmania, Australia
    Balance:
    112,967Coins
    Ratings:
    +9,089 / 46 / -2
    My Motion Simulator:
    3DOF, DC motor, JRK
    There was some early speculation that the Reverb G2 would support Lighthouse tracking but it has since been confirmed that it does not.
    • Informative Informative x 1
    Last edited: Jun 30, 2020
  8. Chipless

    Chipless Member Gold Contributor

    Joined:
    Nov 28, 2019
    Messages:
    50
    Balance:
    349Coins
    Ratings:
    +22 / 0 / -0
    Ah good to know. That's OK, I actually prefer it that way so I don't have to worry about EMI issues as much.
    Last edited by a moderator: Jun 30, 2020
  9. Trip Rodriguez

    Trip Rodriguez VR Pilot

    Joined:
    May 8, 2016
    Messages:
    710
    Location:
    Lake Ariel, Pennsylvania
    Balance:
    4,829Coins
    Ratings:
    +330 / 5 / -0
    My Motion Simulator:
    6DOF
    Greetings all. We have been saved by Dschadu! This even works without lighthouse! Confirmed working on Reverb with it's own included WMR controller mounted in front of you.

    Motion Compensation: https://tinyurl.com/motion-compensation

    I am also taking it upon myself to provide to you all a link to our modest friend's PayPal donation link for those who wish to thank him for his awesome work in this way:

    Donate: https://tinyurl.com/OVR-motion-compensation-donate
    • Like Like x 4
  10. J-1775

    J-1775 Aviator

    Joined:
    Jan 28, 2014
    Messages:
    87
    Location:
    Switzerland
    Balance:
    567Coins
    Ratings:
    +28 / 0 / -0
    My Motion Simulator:
    6DOF
    • Friendly Friendly x 1
  11. Bastiuscha

    Bastiuscha Active Member

    Joined:
    Apr 1, 2017
    Messages:
    202
    Location:
    Germany
    Balance:
    150Coins
    Ratings:
    +123 / 1 / -0
    My Motion Simulator:
    2DOF, DC motor, Arduino
    Donation is a very good idea! I was planning to doing that anyway. :)
    And from now on, every night I will pray that we get a virutal tracker for xsim. :D
    • Like Like x 2
  12. Michael Jeffries

    Michael Jeffries Member Gold Contributor

    Joined:
    Jul 22, 2019
    Messages:
    100
    Balance:
    431Coins
    Ratings:
    +15 / 0 / -0
    My Motion Simulator:
    Motion platform, 4DOF
    Hopefully that virtual tracker works with SimTools.
  13. Trip Rodriguez

    Trip Rodriguez VR Pilot

    Joined:
    May 8, 2016
    Messages:
    710
    Location:
    Lake Ariel, Pennsylvania
    Balance:
    4,829Coins
    Ratings:
    +330 / 5 / -0
    My Motion Simulator:
    6DOF
    From what I understand the virtual tracker requires FlyPT Mover. You can use a physical VR controller with Simtools, but not virtual.

    It would be up to the simtools devs to add an OpenVR virtual tracker feature. Same for any other motion control software.
  14. Michael Jeffries

    Michael Jeffries Member Gold Contributor

    Joined:
    Jul 22, 2019
    Messages:
    100
    Balance:
    431Coins
    Ratings:
    +15 / 0 / -0
    My Motion Simulator:
    Motion platform, 4DOF
    Thats correct... (@yobuddy - please think about it for SimTools V3 maybe?)
  15. Graham J

    Graham J moving while sitting

    Joined:
    May 28, 2020
    Messages:
    17
    Occupation:
    Developer
    Location:
    Ottawa, Canada
    Balance:
    152Coins
    Ratings:
    +6 / 0 / -0
    My Motion Simulator:
    2DOF, Motion platform
    Happy to hear it works with Reverb since I preordered a G2 last week!
  16. benmax

    benmax Active Member Gold Contributor

    Joined:
    Oct 15, 2013
    Messages:
    178
    Balance:
    1,439Coins
    Ratings:
    +53 / 0 / -0
    My Motion Simulator:
    2DOF
    Hi everybody ,

    I need some help about activating motion cancelation software with steam vr for some games.
    I've got a 6DOF rig , with oculus and I play only racing car games .
    My setup is my left touch fixed on my seat and I use the right touch to configure and activate motion compensation into steam vr .
    Just for information the button to open the steam vr menu to activate the overlay application is on the left touch. The right touch button go the occulus menu
    I used successfully motion cancelation software since a while and obviously also with the new software from Dschadu ( both work great ) .
    It works with assetto corsa and assetto corsa competizione .It works that means I proceed as follow .
    - start steam
    -start steam vr
    -left touch menu button to access to the menu for applying motion cancelation feature, then close
    -go to the steam vr library
    - launch the racing car game with always the second choice ( launching game in vr mode )

    During this process I 've got my oculus and I'm in steam vr environment ( the landscape with mountain around and my 2 trackers ) . I watch into my oculus a small window indicating that game is launching .

    To have the motion compensation working during launching game I stay always into steam vr and then access into the game .

    It works for assetto corsa competition and pcars1 like this .

    For the games which the motion compensation is not activated ( even thought I applied it) , during the launching process I 've got the small windows into my oculus into steam vr like the other games but during the process I go through oculus application ( it's like I pressed the menu button on my right touch) , and then access into the game .
    in this case the motion cancelation software ( overlay application ) is no more activated .

    I read a lot of things with launching options (like -othervr etc ... ) , but until now nothing works !!

    The only thing I noticed is that motion cancelation is not activated with pcars 2 , Automobilsta2 ( which uses some of software common to pcars ) and pcars 1 works.

    Pcars 1 has for the second choice launching in vr mode with htc vive
    And the two others the second choice is the normal launching in vr mode via steam vr . look at the pics attached .
    It's very frustating because those games aren't usable with my sim rig and I recently bought automobilista 2 and I can't use it !!

    If someone could help me thanks !!

    Attached Files:

  17. Trip Rodriguez

    Trip Rodriguez VR Pilot

    Joined:
    May 8, 2016
    Messages:
    710
    Location:
    Lake Ariel, Pennsylvania
    Balance:
    4,829Coins
    Ratings:
    +330 / 5 / -0
    My Motion Simulator:
    6DOF
    @benmax I'm going to confess I pretty much stopped reading your post as soon as you said "Oculus" so please forgive me if I missed something important, but to the best of my knowledge Oculus is basically incompatible with motion compensation. We have Facebook's extreme closed-source policy to thank for this IMO.

    My understanding (which may be incorrect) is that in some edge cases (mostly extremely short throw sims that only just barely need compensation) you can make it work to some extent, but basically you need to switch to Lighthouse or WMR if you really need motion compensation.
    • Agree Agree x 1
  18. Trip Rodriguez

    Trip Rodriguez VR Pilot

    Joined:
    May 8, 2016
    Messages:
    710
    Location:
    Lake Ariel, Pennsylvania
    Balance:
    4,829Coins
    Ratings:
    +330 / 5 / -0
    My Motion Simulator:
    6DOF
    Hey guys. I think we really need to put together a FAQ on Oculus motion compensation compatibility.

    As far as I know Oculus basically just straight up isn't compatible.

    The rotational (Pitch/roll/yaw) motion compensation does not work, only positional heave/sway/surge to an extent that some motion sims with very short throws might possibly be able to make use of it.

    If the game launches via Oculus ONLY and not SteamVR motion compensation simply doesn't work at all. If it does launch through SteamVR then motion compensation "tries" to work but thanks to the mandatory Oculus compositor the viewport detaches from the HMD. From what I've seen I think reports that it is mostly working on Oculus come from those with sims that just don't move far enough for this to become apparent.

    Is that correct?


    PS- For anyone interested: As near as I can figure from memory of when I tried it with OVRIE and CV1, the problem is that with Oculus the image "viewport" into the VR world basically detaches from the headset, and you see a blank black world with a window into the game world that doesn't follow the "corrected" HMD position.

    I'm certain this was the case for roll, pretty certain it was the case for all rotations, but not sure about the linear DOFs.

    If someone with Oculus and a fairly large motion rig wants to check this out and let us know, run your sim with only heave, sway, and surge active. See if you still see black edges as the sim moves around. If it's the same problem as back then, when your sim heaves up you should see a black bar at the top, sways left see a black bar at the left, surges backward see a black edge all the way around.


    Last edited: Aug 23, 2020
  19. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

    Joined:
    Jul 13, 2014
    Messages:
    15,366
    Occupation:
    Innovative tech specialist for NGOs
    Location:
    St Helens, Tasmania, Australia
    Balance:
    112,967Coins
    Ratings:
    +9,089 / 46 / -2
    My Motion Simulator:
    3DOF, DC motor, JRK
    Just to clarify, if you launch the likes of pcars 2 and Automobilsta2 from Steam, then select SteamVR as the launch option, are you saying OpenVR motion cancellation does not work? I suspect launching from Oculus is the issue, as SteamVR is required for motion cancellation, direct Oculus SDK will not work.
  20. benmax

    benmax Active Member Gold Contributor

    Joined:
    Oct 15, 2013
    Messages:
    178
    Balance:
    1,439Coins
    Ratings:
    +53 / 0 / -0
    My Motion Simulator:
    2DOF
    Hi ,
    Thanks Trip and Noorbeast for your answers.
    @Trip Rodriguez :
    - my 6dof motion rig has little movements , my crank arms are 110 mm !
    Motion compensation works great with oculus except yaw movements .
    For all other sim rig movements surge sway roll pitch heave never noticed black edges up or down ( just left / right in extrem yaw ).
    With small yaw movements no black edges.
    I start using motion compensation with revive feature because oculus wasn’t compatible and with this process i could use all games successfully ! I forgot to mention that at the beginning pcars2 was working with motion compensation, but since 2 years not ! I suppose something in steamvr releases or lainching option on VR into steam . It’s the reason why i mentioned that pcars1 which is launched with htc vr mode into steam is always working. There is problably something to deal with the launching process into steam which is different . I’ve got no skills to go forward and investigate ( the reason of my post )
    I can just give information and analyzes about what happens.
    But always same notices :
    - why some games are working well and other not with oculus motion compensation and othe not ?
    - why with the new motion compensation overlay made by Dschadu I have exactly the same problem with games compatible as the old motion compensation feature with revive !
    - why pcars1 still working and remember launched with htc vive option into steam ?
    Like Noorbeast said some games enventhough you launched them trough steam with steam vr activated and motion compensation , during the launching process you go trough oculus software ( i saw this clearly in my headrest ) and after no compensation activated but the VR is fully functional and works perfectly !
    When I stop the game i notice this because i have to push on my right touch the oculus menu button .
    Remember pushing this button on right touch allows you to go to the oculus software .
    @noorbeast : I replied to you above

    Thanks guy’s for helping me