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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. mark_44

    mark_44 New Member

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    My Motion Simulator:
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    I've tried setting one up with my G2/PT3DoF/SRS - not really had any luck so far. MC is definitely working, but tracking is just not right. It's mainly under braking when the rig dips forward, the MC pulls diagonally and not the right amount.

    I've fiddled about with the OVRMC a bit, but got bored without a instant improvement. I didn't really know how to improve it and was going around in circles adjusting offsets. Any tips for troubleshooting would help. I should probably go back and read the last 53 pages of this thread, but like is too short :)
    • Like Like x 1
  2. sberns

    sberns Member Gold Contributor

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    Thanks for clarifying. Only using SRS for MC. Can’t wait for Simtools to potentially offer that functionality too!
  3. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    • Like Like x 1
  4. sberns

    sberns Member Gold Contributor

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    Hope I’m not hijacking this thread too much Re: the conflict between Simtools and SRS which I’m using for motion compensation. I reached out to SRS and they access AMS2 telemetry via shared memory (READ). They said in the past “crewchief” wouldn’t work with SRS and AMS2 because it accessed shared memory via READ/WRITE instead of READ. Could this be what the Simtools plugin is doing and that’s causing the conflict?
  5. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    Shared Memory is how the game telemetry is exposed in PC, PC2, AMS2: https://www.projectcarsgame.com/two/project-cars-2-api/

    There is an older and newer in-memory file used and that may cause issues if say an app is written for the earlier format and another app is written for the newer format.

    UDP data is the means buy which data is sent and you can get a port conflict with different apps trying to access that at the same time: https://en.wikipedia.org/wiki/User_Datagram_Protocol
  6. Scotchy49

    Scotchy49 New Member

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    Yeah I have the same issue, finding the correct offset is so cumbersome... A wrong offset makes things worse for me. It also is not clear what the relationship is for the rig COR of FlyPTMover and the offset in OVRMC. Should they be used together ?

    It would be nice if we could put a tracker somewhere outside of the rig, run some pre-defined motion of the rig, and the software should be able to calculate automatically the offset.
  7. hexpod

    hexpod http://heXpod.xyz

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    I don’t think the problem is the same. In mover the directions are correct. Tuning virtual tracker is always a painful process. Sure, an auto-tune would be a dream.
  8. J-1775

    J-1775 Aviator

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    If by that you mean some kind of 'calibration run' I might have uttered the idea before. Still think that would offer the most widely applicable solution.
  9. D.C. Moore

    D.C. Moore New Member

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    Im not sure if this is the right place to ask this question and I apologize if its not; I currently use a valve Index to fly DCS and use OpenVR for motion compensation on my RacingCube RC4 using one of the controllers attached to the seat. Lately I've been getting a message that SteamVR isn't set as the default OpenXR runtime. I have been dismissing it because I'm afraid of messing up OpenVR. I want to try MFS but it appears that I have to set SteamVR as the default OpenXR runtime in order for MFS to even see that I have a VR headset. Can I safely set SteamVR as the default OpenXR runtime without messing up my current setup? MFS is not the steam version, I have it through Xbox game pass for PC.
  10. Tags..(VR)

    Tags..(VR) Member

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    where is the latest of this software for download?
  11. GWiz

    GWiz Active Member

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    You can download from here:
    https://dschadu.de/binary/
  12. prime97

    prime97 New Member

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    Do I need motion compensation anymore???

    I have recently moved to a new PC (Win11, WMR, HP Reverb G2) and have been installing the various gaming components: Steam, SteamVR, rFactor 2, Assetto Corsa. I checked these two games were set up correctly and played OK in VR.

    Then I added the motion platform software. I wanted to check that this worked in VR before I installed OVRMC. I expected that I would have the usual problems I originally had two years ago when starting on this journey with rFactor 2 (with open-wheeler, in VR): on heavy braking, the car's nose would rise up and I wouldn't be able to see the road ahead; on heavy cornering, I would find myself moved sideways outside the cockpit.

    I tried Assetto Corsa first and it worked perfectly with the motion platform making big movements (verified by an external observer) but without any of the above effects!!!! Then I tried rFactor 2 and it was almost as good - on acceleration and braking and cornering, I would move a small amount in the cockpit but nothing like the effects in the previous paragraph.

    So, what is happening here? No motion compensation software installed (even checked whether there were any add-ons in SteamVR - no) and my reference hand controller was switched off.

    The only thing I noticed was in Assetto Corsa: to enable VR in the Display tab, I had to select "OpenXR (early support)". Is OpenXR doing something?
  13. J-1775

    J-1775 Aviator

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    This is funny. I had switched from FS2020 on OVR with motion compensation to Aero native OXR (for performance reasons). However, the lack of motion compensation was far less of an issue than I had expected. I thought maybe because I fly more stable and more 'civilian' than before. But somehow I always had doubts, that this was the only reason that I could do so well without motion compensation.
    So I'm glad you brought this up.
  14. Ronan Design

    Ronan Design Roman Design - Custom MSFS Scenery

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    Just in case you don't know, there's OXRMC layer that works perfectly fine with OpenXR. I use it with Reverb G2 and my motion rig running FlyPT Mover. All it needs is the OVRMC compatible virtual output, supported by FlyPT... Motion compensation is not required for MSFS, but it's nice to have. I definitely like it more than without it.