VR Motion compensation for SFX100 motion platform using a Vive tracker

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  • เผยแพร่เมื่อ 21 ธ.ค. 2024

ความคิดเห็น • 9

  • @dirty_mike
    @dirty_mike 2 ปีที่แล้ว +1

    You did not have the issue with the world being replicated by the vive tracker and being way out of orientation?

    • @paulovenz8037
      @paulovenz8037 ปีที่แล้ว

      I'm having this exact issue, Its so frustrating

  • @04GEEDOGG
    @04GEEDOGG 3 ปีที่แล้ว

    what role do you assign to your tracker in the steam VR settings

  • @jandersen6802
    @jandersen6802 3 ปีที่แล้ว

    Does this software eliminate motion sickness?

  • @ZenMotionSim
    @ZenMotionSim 4 ปีที่แล้ว

    Does it need satellites on the wall to work properly or does it only use like accelerometer data? I'm thinking about using it with oculus quest and openvr...

    • @nicolacasali8304
      @nicolacasali8304 4 ปีที่แล้ว

      Vive trackers require base stations/lighthouses to function.

  • @reptilexcq2
    @reptilexcq2 3 ปีที่แล้ว

    Why does it need motion compensation? When the hmd is moving at any direction by the rig, shouldn't the display move accordingly?

    • @yxamyxam
      @yxamyxam 3 ปีที่แล้ว

      It doesn't seem very intuitive but compensation is needed to counter position drift of the VR camera on the motion rig. Without compensation, if you make a steep bank in VR the camera will tend to go through the roof of the cockpit and get worse and worse until you are outside the aircraft. This was particularly evident with fixed Vive IR trackers and the Pimax. So with a separate tracker mounted on the rig, a software algorithm provides a fixed reference for the VR camera in the cockpit. I haven't had the chance to try it with my WMR HP G2 yet. You will need to Google the reason for the need of the tracker for more technical explanation.

    • @reptilexcq2
      @reptilexcq2 3 ปีที่แล้ว

      @@yxamyxam Well, I have two Lighthouses 2.0 but I haven't test out the rig yet. I was just wondering why it need motion compensation. I guess it is preferable to have the headset movement based on the rig and not the game itself...and I guess that's why people attach controller to their rig.