Motion Canceling fo...
 

Motion Canceling for Oculus Rift!  

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Steffen
(@slaze_xe)
CEO Admin
Joined: 2 years ago
Posts: 149
31/08/2018 2:35 pm  

Hi all,

I am glad to announce motion canceling for the Oculus Rift is now also working. We will have a guide out within a week and it is fairly easy to use. You will need two cameras and a set of touch controllers.

The guide will be posted in the support section.

Steffen Hansen | CEO | FaseTech


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mav137
(@mav137)
Eminent Member Customer
Joined: 2 years ago
Posts: 24
12/09/2018 12:30 pm  

Hi,

I'm also interested in the motion cancelling method for the Oculus. Is the guide already done? I can not seem to find it in the support section.


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Sudaf
(@sudaf)
Eminent Member Customer
Joined: 2 years ago
Posts: 22
25/09/2018 10:00 am  

Have not seen any updates to this thread.

Also very interested to see what the fuss is about motion cancelling on Occulus. I have mine setup as normal and have no issues. Spent 5-6 hours last weekend racing and only had to re-center my view every time i got in/out of the SIM. But that is normal as far as i am concerned.

👍


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Andrew (ZA)
(@atb69)
Active Member
Joined: 1 year ago
Posts: 14
03/10/2018 1:14 pm  

Hi Steffen, has this guide been posted yet? Also cant seem to find it ? Thanks


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Steffen
(@slaze_xe)
CEO Admin
Joined: 2 years ago
Posts: 149
04/10/2018 12:10 am  

Hi Guys,

I'm very sorry about the delay on the guide. I will make sure to have it done ASAP but i ran into some issues that we need solved. Currently i can only make it work with SteamVR, meaning only game running in Steam can benefit from it, i am still trying to solve that problem. In the meantime, the guide is essential the same as the one JMB-3D posted in the GUIDES section, just use a controller as the motion controller. I am also looking into making the installation simpler and with fewer steps as Oculus is a bit more simple.

Steffen Hansen | CEO | FaseTech


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Wildan
(@wildan)
New Member
Joined: 1 year ago
Posts: 1
03/11/2018 9:39 pm  

I wonder why is this an issue in the first place. Wouldn't mounting the sensor onto the moving rig resolve it by default? Or is motion canceling something meant for people who mount their sensor on the wall?


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Steffen
(@slaze_xe)
CEO Admin
Joined: 2 years ago
Posts: 149
17/01/2019 9:46 pm  

Motion Compensation, as it is called is needed as the HMD developers does not support motion platforms. The sensors will get confused if mounting it on the rig. I will have a video coming out on the topic soon.

Steffen Hansen | CEO | FaseTech


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AussieStig
(@aussie)
New Member
Joined: 10 months ago
Posts: 1
18/01/2019 8:43 pm  

Hey mate, I am very interested in your Oculus Rift motion cancellation guide. Do you know when that may be available to read? Looking forward to your reply. Cheers, AussieStig


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mariachi
(@michael-mariachera1-net)
Active Member
Joined: 1 year ago
Posts: 14
26/01/2019 5:46 pm  

After some frustrating  moments, motion cancellation  is now more or less working.

I went straight through Steffens guide.

I was able to start OpenVR-InputEmulator, SteamVR was up and running,  but whenever trying set my left (or right) touch controller to motion cancellation, a error message popped up: "Could not set device mode: Device not tracking".

Finally I could fix it with starting the OpenVR-InputEmulator out of virtual desktop.

Cancellation works now in Assetto Corsa for motion, created by axis 1 to 3. With axis 4 (yaw) I'm still struggling, it simple does not work so far with my settings.

Does anyone out there has an idea, how to solve this.

regards

Michael


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mariachi
(@michael-mariachera1-net)
Active Member
Joined: 1 year ago
Posts: 14
01/03/2019 6:43 pm  

Sadly to say, motion compensation does not work anymore with my configuration. 😝

Touch controller is dedected from software, enabling motion compensation works, but no effect within assetto corsa, it feels so strange without.

And racing without feeling the forces is not as funny as it was before I have had the racingcube experience. 🙄 

From my point of view the best approach would be, having the compensation implemented in the game itself. Working reversed as in climb or ISS experiance.

As much as I love my Rift, I hate how the former great company is reacting since bought by facebook. 👎 


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Steffen
(@slaze_xe)
CEO Admin
Joined: 2 years ago
Posts: 149
02/03/2019 7:24 pm  

Yeah, it's a really sad direction they have gone in and noone seems to worry about motion platforms even when the teghnology get bigger every year. It seems like it's up to third party developers to support it. I will do everything i can to see if there is a solution or we can built it into the software we use.

Steffen Hansen | CEO | FaseTech


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mariachi
(@michael-mariachera1-net)
Active Member
Joined: 1 year ago
Posts: 14
11/03/2019 8:38 pm  

I really don't know what to do.

Many years ago I started with a single monitor, racing Indy 500, Formula One Grand Prix, keyboard controlled only.

Later one, Grand Prix Legends and the famos GTR games came out and I made my first rig, incl. wheel with shift buttons and 3 pedals, driven via 2 gameports.

Unbenannt
Pedals 1

Updating the selfcrafted wheel to USB was a hughe step forward.

Still with one monitor, a desk was built to get the rig closer to the screen, to have a more immerse racing. Plus my first purchased wheel, welcome to force feedback...

PICT0249

GTR2 has been for year my favorite racing game. But Indycar, Nascar where great too.

Next step, with early access to Assetto Corsa, was the upgrade to 3 24" monitors. How much immerse this was, way better.

Oculs Rift CV1 entered my life, wow. No longer just an external spectator, from now on almost inside. What a great feeling, imerse racing and some forces from steering too.

I was close in (my) racers heaven, as I saw the first videos from motioni simulators. It was clear, such device I have to have in my gamers dungeon.

So I got in contact with Steffen, the only blocking point was the issue with Rifts motion compensation functionality. After this seemed to be solved, I immediately ordered my RacingCube.

One day this jannuary, my new toy arrived.

It was sowhat of impressive, I never thought it would be that great. I was in gamers heaven..

But then, Oculus made an update, and it destroyed everything. Why?

After experiancing VR including the applied force from the Racingcube, racing without one ot these is senseless.

It is no fun anymore racing in static VR and it is no more fun too, racing on a motionrig an staring onto a monitor.

But what do to?

Waiting to get motion compensation for Rift working again, and if, how long it will work the next time?

Heading for a ultrawidescreen to be mounted onto the rig? Or a 3 screen setup? But never as immerive as VR.

Switching to HTC Vive or Vive Pro? But who will guarantee not running into the same issue as with the Rift?

Quit virtual racing at all and sell everything?

Please help... I'm sowhat of frustrated.. 😖 

Michael

 

 


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Steffen
(@slaze_xe)
CEO Admin
Joined: 2 years ago
Posts: 149
12/03/2019 8:37 pm  

I completely understand your situation and frustration about the Oculus Rift, it have been a real headache for us too but i would like to explain to you how the two headsets function to give you an understanding on why i don't thing motion compensation will break for the Vive. 

Oculus Rift is like Apple; It's easy to use but it is a completely closed system where you depend on reverse engineering to make anything third party work. With an update they can break it as you were not meant to code for it in the first place. 

The Vive however works with SteamVR where you can code addons (or use OpenVR, an open source alternative) with the API given for the SteamVR developers have the chance to code for it and even make support for updates. Steam is the PC version of the VR headset industry and therefore i don't see it breaking before everyone looses interest in the matter which is definitely not happening currently. 

With the above i'm not telling you to go buy a Vive headset, but to let you know what's happening with the Oculus. No one saw it coming and in the era of the Oculus DK2 (before release) it worked without motion compensation. Really, it just worked. I think Oculus is going the wrong direction here, but in honesty they just want the average Fruit Ninja user. 

Steffen Hansen | CEO | FaseTech


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mariachi
(@michael-mariachera1-net)
Active Member
Joined: 1 year ago
Posts: 14
14/03/2019 5:51 pm  

Steffen, thanks for your shoulder... 😉 

I went now through all options, mentioned in the post above.

Vive Pro is on order, the Rift on sale.

Looking forward for a really immersive racing, sitting inside vehicles and feeling the force. 👍 🤩 

And another proove to my decission, not beeing on facebook. Let's put the blame in them. 👎 


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Steffen
(@slaze_xe)
CEO Admin
Joined: 2 years ago
Posts: 149
17/03/2019 2:05 pm  

Glad to hear you are not giving up! The whole motion platform for home use is still really new and i'm sure we will get some love in the future 😉 

Wow, the Vive Pro is a really big step up from the Oculus. i really LOVE it but it's too expensive and i will not be buying it as i need to to support and help you guys. Buying that would take all my time haha!

Yeah, Facebook took a wrong turn imo 👎

Steffen Hansen | CEO | FaseTech


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