Unlock True Immersion | The Essential SimRacing VR Trick for Motion Simulator Mastery!

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Think you've mastered simracing in VR with a motion simulator? Think again! In this video, I show you a simple trick that will revolutionize your VR & motion experience.

If this video helped you with your simracing setup, don't forget to like, share, and subscribe.

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So this is one way of "solving" this problem. The two issues you have remaining are: 1) you still get rotational movement when you roll back so your horizon will still be perceived as dipping and rolling which can be still disorienting and 2) you lose your ability to move your head in the cockpit to look into an apex around the A pillar of a GT3 car. Both of these are show stoppers for me.

The real solution is to use motion compensation where your VR viewport is dynamically adjusted due to movements of the motion platform and offset in the opposite direction.

What software are you using for the motion platform? You should look into OpenXR Motion Compensation, a free solution to this very problem that works great.

greg_takacs
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I’ve tried this before on my SFX100 and it does everything you claim it does; however I didn’t like how static it made your head position. I find that it helps to move your head around a little or lean forward so you can peak around the A pillar to spot the apex on a tight corner. It also looks like you have a lot more pitch and roll angle in your motion, so perhaps it’s more useful in your case. For my rig, it’s far less, so I think I can live with it or get the work around for true motion compensation through sim racing studio. My only problem with that version of motion compensation is I’m not a fan of steam VR and prefer open XR…

gregdoucet
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Disabling motion tracking decreases the experience a lot. There is a new very simple software to do motion compensation called Infuse VR. I tried it with quest 3, it works like magic and literally takes 5 minutes to set up.

Hallederiz
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Useful, for when i add motion to my vr rig!

nkodoko
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Well articulated and a very clever solution... 👍

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Your rig is soo smooth and quite compared to others
I'm going to sub and I'm hoping you have vids on building your rig

matsibley
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Very good explanation my friend! I had been asked the same question about motion comp today.. I sent him a link to this video.. Thanks for posting ! DMAX OH.. BTW.. I built 3DOF and use Rift CV1 (1 cam)

DMAX_DIY
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I guess encapsulating the whole thing so cameras won't see outside the rig might be a solution so you can keep 6dof inside the car but it might get so clunky

Devloup
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Ha, unfortunately don’t have the pleasure but I never thought of this! Brilliant

tdhitchins
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This would be great if I could disable head tracking for PSVR2. I have to turn down a lot of the motion for GT7.

Getting my motion tracker to work in windows for other games is a lot of faffing about too

tjones
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I wonder if this will work with the psvr 2 on gt7.

antjones
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Nice!

What sim are you using, and is there any chance of getting your motion test track for Assetto Corsa?

calansvc
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Hello. You changed the mounting points of the actuators from your first prototype. I Kinda liked the first version. What is the motive?

renehoude
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So how big is the difference compared to normal static cockpit without motion with buttkickers ? I am currently close to pulling the trigger buying one, but as I never experienced it, I cant say how big the difference is.

karner
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normally im totally on the side of the simple fix that keeps you in game and out of menus, but after all the sim rig stuff and effort, why not go the whole nine yards??

dc-vwqm
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Sir, i must write you a ticket for not using your seatbelt

FynnFTW
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ah right. 'cuz the tracking of the headset is relative to the room, not the moving rig.

(commenting as i'm watching here) - oh man, no. Why would you disable head tracking though? part of the VR-ness of VR is being able to move your view in 3D space, moving about the cockpit - without it it's just.. a 2D movie all around you.... it neuters the purpose of VR, I think. That's half of it. Even if you think you don't need tracking when you're sitting on a seat, you do! Your eyes are not located at the place your neck rotates from. Your eyes, and your view moves to the left and to the right as you turn your head. You get parallax as you turn your head. Disabling tracking will def cause VR sickness.

What would need to happen is placing the camera trackers ON the moving rig, so it moves with you. Of course this would only work with headsets that don't use inside-out tracking. Like the Vive, or BigScreen.

So in the case of using a headset with inside-out tracking, the solution is to disable the moving rig, not the head tracking. Or figure out a way for the headset to be configured relative only to the cockpit. But getting a headset with external camera trackers is the most obvious solution.

ElMariachi
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At that point though what is the difference between the VR headset and a triple screen setup in a dark room? I like that I can move around in the cockpit not just swivel my head so I do see the benefit of this over a software that compensates for rig movement. Maybe someone could explain it. Yes this works but in my mind it removes some of the point of using VR in the first place

TheGameboy
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