Disable magnetic sensors for tracking / drift compensation?
I work in a research lab that has been investigating spatial orientation, visual-vestibular integration, self motion perception, and motion sickness for a couple of decades. Virtual reality presented through an HMD has been a key element to that research. I am looking into introducing the Oculus Rift DK2 for use in some (all) of our current research; as the device has significant benefits over the other HMDs that we have available.
Unfortunately the Rift is not usable in combination with some of our other research equipment. We are placing people in a chair mounted on a multi-axis rotating system that is driven by fairly powerful electromotors (see here https://www.youtube.com/watch?v=VjVLt2IDbHo). People will be wearing a HMD that presents them with virtual environments created in Unity. However, the motors appear to be generating magnetic fields that completely mess up the Rift tracking, making the Rift useless in this setup.
I've looked into recompiling LibOVR to disable the magnetic sensors and the associated drift compensation (during our experiments we can correct for drift by resetting the Rift tracker every couple of seconds). However, since we're using Unity to create virtual environments, we may also need to create a custom OculusPlugin.dll (assuming that it is statically linked to LibOVR)
I have the following questions:
Thanks for reading this :-)
Unfortunately the Rift is not usable in combination with some of our other research equipment. We are placing people in a chair mounted on a multi-axis rotating system that is driven by fairly powerful electromotors (see here https://www.youtube.com/watch?v=VjVLt2IDbHo). People will be wearing a HMD that presents them with virtual environments created in Unity. However, the motors appear to be generating magnetic fields that completely mess up the Rift tracking, making the Rift useless in this setup.
I've looked into recompiling LibOVR to disable the magnetic sensors and the associated drift compensation (during our experiments we can correct for drift by resetting the Rift tracker every couple of seconds). However, since we're using Unity to create virtual environments, we may also need to create a custom OculusPlugin.dll (assuming that it is statically linked to LibOVR)
I have the following questions:
- Can anyone from confirm whether it is actually possible to recompile LibOVR to disable the magnetic sensor? Or at least, prevent the magnetic sensor data from affecting any pose tracking/drift correction ?
- Can anyone confirm whether the source to OculusPlugin.dll be released any time soon? Is there a community created alternative available? (I'm aware of https://oculuswrap.codeplex.com/ but I'm not sure if that is a 'drop in' replacement of OculusPlugin.dll)
Thanks for reading this :-)
