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cahitburak's avatar
cahitburak
Honored Guest
7 years ago

Placing and Using Oculus Rift and Sensors inside 2DOF Full Motion Simulator

Hello Community.

We have 2DOF full 360 flight simulator and we are developing an application with VR using Unreal Engine. We have to place PC, Oculus Rift and it's sensor inside this simulator. We did an example project using this setup but we are encountering some serious problems.

When simulator go upside down on pitch and/or roll axes Oculus confuses positional and rotational tracking which might be related about gimball lock issue. Is there any option to say the Oculus to do not track position and track only relative rotation(do not use World rotation of the HMD) within a limited pitch and roll axes.

We tried to use builting function inside Unreal Engine called Reset Orientation and Position. It solved positional problems but not Orientational problems. Oculus keeps tracking of the HMD's world orientation but it must just track the orientation relative to sensor only. If there is an option like that it will solve our problems I think. 

Thanks in advance.