https://www.simracingstudio.com/forum/motion-profiles
https://www.simracingstudio.com/post/motion-too-weak
https://www.simracingstudio.com/post/motion-how-power-and-smoothing-affects-my-ride
https://www.simracingstudio.com/post/test-works-game-doesn-t
You can also find additional help in our FAQ. https://www.simracingstudio.com/copy-of-download-faq-1
4.8 VR (Virtual Reality)
The DOF motion platform can be used with any VR headset. There are some subtleties to be considered when
combining VR technology with Motion Technology. The motion platform will move the player’s head, which will
move the VR headset, which will automatically affect their field of view. Most of the time, the degree of motion
is not enough to matter, and can be ignored: https://youtu.be/oi8yvWzZXVw . If it is a problem, however, our
system can provide Motion Compensation Cancellation. In order to do this, you will need an external camera
mounted on the front of the platform.
The two most popular VR systems are Oculus and Vive. We include mounts for Oculus in your DOF hardware
shipment. Vive is easy to mount on the top of the seat and does not
require additional hardware.
For all WMR VR with inbuilt tracking (Reverb, Rift S, PiMax, Odyssey,
Vive), consider covering the sensors with tape. It works very will,
without significant side effects:
https://www.youtube.com/watch?v=ksy7AxjbcD0
Oculus VR Motion Cancellation https://dofreality.com/OpenVR.pdf
HTC Vive - Vive Pro VR Motion Cancellation Setup Guide https://dofreality.com/HTCMotionCancellation.pdf
Another Vive option: https://www.youtube.com/watch?v=BPmo5kmk5CY .
VR Motion Cancellation on motion platforms details:
https://www.xsimulator.net/community/threads/vr-motion-cancellation-time-to-test.10241/page-22#post-160590
https://www.xsimulator.net/community/attachments/htc-vive-vive-pro-vr-motion-cancellation-setup-guide-pdf.53774/
https://www.xsimulator.net/community/faq/htc-vive-vive-pro-vr-motion-cancellation-setup-guide.311/
Depending on where your camera is placed (On or off rig) you may encounter the image inside the HMD (Head
Mounted Display) "Jumping around". This is because the camera and the headset are working against each
other; the camera and headset are not designed for use in conjunction with motion platforms. There are a few
ways to improve the problem, however none are ideal.
Method 1: Attach the camera on the rig and blind the camera (cover it the lens). This disables the 3D tracking,
which prevents the camera from jumping around in the game. This method also disables the rotation tracking; if
the simulator turns 90 degrees IRL, you will have to turn your head 90 degrees to look forward in game. We
suggest limiting the Yaw/Extra1 to 5 - 10% in order to make the rotation just enough for you to feel but you will
not notice having to turn your head to look forward in the game.