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New Participant
August 4, 2015

Oculus compensation for accuator based seat mover

I just setup my DK2 and started using it with my accuator based motion system for racing simulators. The immersion is great but is broken by the visual jarring as the seat mover jolts. The positional tracking however is excellent and does not lag at all. Has anyone ever considered a feature to eliminate the visual jolting associated with these motion simulators? One approach I was considering was that the positional tracker could calculate the acceleration of movement made by the dk2 and if determined to be too fast for a person to generate (ie motion from rapid accuator jolts, etc.) then delay updating the positional tracking for some extra milliseconds until the acceleration drops back below such a threshold value.

    6 replies

    Up and Coming
    August 4, 2015
    Theoretically, in a real car when accelerating fast you are pushed back into your seat or thrown to the side when you go into a sharp corner; now I'm not certain in which context these jolts are but it should add to the immersions since thats what happens when you race a real car because of the g forces and acceleration?
    DK2- Works and Developing DK1 no longer works :(
    sbernsAuthor
    New Participant
    August 4, 2015
    That is exactly what I thought until I tried it. You are correct in that the movements are for yaw,pitch, and roll and attempt to mimick forces you feel in a vehicle. However, the movements while short are exteemely fast and abrupt and cause rapid vibrations of the dk2 while on my face - even with the strap extremely tight. That's why I thought about measuring the acceleration of movement as there is no way a person could move their head that fast on their own.
    Participant
    August 4, 2015
    Wouldn't the jolts/jarring happen in real life too?

    As long as the positional tracker is on point and accounts for the head movement during the jolt, I don't see how it would change things.
    sbernsAuthor
    New Participant
    August 5, 2015
    That was my impression until I tried it. Perhaps it's a fit related issue. Any tips to get the dk2 to attach to my head such that it does not have any micro-oscillations during these aggressive bursts of movement?
    Up and Coming
    August 5, 2015
    Add other sensors to the chair to cancel out the unwanted ones in the DK2. Like: https://forums.oculus.com/viewtopic.php?f=29&t=7933

    Or have the optical track all 6 dof.
    Up and Coming
    August 5, 2015
    I could be wrong, but I believe this is caused by the the remaining latency on the DK2. Try direct mode if you can. I believe this would be even more prevalent on the HTC Vive as there's no timewarp. Sounds like micromovement issues and imu/positional tracking/predictions aren't quite at that level, but if there were no latency at all I don't think it would happen. The lowest latency I've experienced is Unity 5 in direct mode on the 0.6.0.1 runtime. Can't wait to see how CV1 performs.