Hello, I recently finished putting together a motion platform for MSFS and I am looking into motion compensation for my reverb G2. As performance is much better with windows mixed reality than with steam vr at the moment, I’d like to stick with wmr. Is anybody aware of a motion compensation solution for the reverb G2 using WMR (not steamvr) ? Thank you
I have recently build a motion sim too. I was worried about the same issue. In my experience, with the range of motion of a typical compact 2-3DOF seat design you don’t really need motion compensation. I can honestly say that’s the last of my worries. Whatever motion you can see in the cabin seems consistent with your head bobbing around under the G-forces inside the real plane. You would really need motion compensation if you have a 360 degree yaw for example, but you don’t need one with VR.
If you drive your rig with FlyPT Mover as I do, it can interface with OpenVR motion compensation layer, and drive motion compensation directly with your rig data - no need for any trackers etc. However to the best of my knowledge, there is no solution for WMR OpenXR. As I said, I was worried about that, but the gurus at XSimulator forums told me that :
- With VR less is more: you need relatively small and precise motion cues, not large movements.
- With small movements you don’t really need motion compensation, and even when it works it can be more trouble than it’s worth.
And I confirmed it when testing my rig - I don’t really miss the lack of MC at all.
Thank you for your feedback. I guess I’ll have to do without motion compensation then. The other option would be to use steamvr but when I tried, I was surprised by the gap with wmr ; it felt like using a first gen headset and not the G2…And that’s with a 3080ti
This looks like another thing than could be done via API layers. However I certainly don’t have time to work on it myself. But if you find a C++ developer motivated to do it, I am happy to guide them through the OpenXR integration!
Yes, that’s right. It’s done already for OpenVR but not with OpenXR. This is obviously a must have for full-motion rigs with 360 degree yaw, or any rig with large motions. But I’ve read a lot of discussions and it has its own set of problems: most solutions use a Vive tracker, or a VR controller fixed to the rig, to map motion. And mounting a VR controller on a pole (so it’s within range of the HMD cameras, but doesn’t interfere with hand motion) on a moving platform is prone to vibration errors, apparently it’s very difficult to make rigid enough to not produce a lot of noise. The elegant solution is with FlyPT Mover (free software) that can actually feed its calculations of the rig movement as a source into the API layer, so it can be used for motion compensation. That could be done for OpenXR as you say. But honestly, I think with my rig there’s no need. When I discussed it on XSimulator forums, people with similar setups but other sims that can support MC, have confirmed that the difference when they turned it off was minimal.
However, it’s important to understand that I’m talking about budget 2DOF/3DOF (yaw) compact rigs. If you build one with 4 or 6 actuators, it adds heave (vertical motion), and I would imagine that may change the picture completely and require motion compensation to feel natural. Such build wasn’t practical for me, because as my cockpit pivots on a U-joint, and my weight is mostly carried by the U-joint, motors don’t have to be very powerful (they cost $120 each, total build cost was under $400). But if you add heave on a 4-actuator or heave+surge+sway on a 6-actuator platform, the motors/actuators have to carry all the weight and become exponentially more expensive. The build would cost $3000 to $5000 in materials, (and take much more space) and that’s more than I’m willing to spend on a hobby. But many people do build such rigs, so for them motion compensation may become a show-stopper. However it’s a very niche audience. And many of them are DCS fans, so they already have a working motion compensation solution.
That said, if somebody creates such a layer, I would happily use it. It may be marginally better than no MC, but it will be a bitt better maybe, so why not? We probably need a developer that built himself a motion rig but can’t use MC to have enough motivation to write it
Well, I have a 6 dof with quite a bit of movement (30 degrees in pitch) and I can tell you that motion compensation is a must have with such a platform. Without it I am thrown out of the cockpit when making steep turn or pitching up.
However after tuning a bit more my nvidia panel and in game settings, and using the great NIS tool, I came to a reasonable performance for MSFS with steamvr (still not as good as WMR though). And I can use motion compensation with a virtual tracker to avoid mounting or vibration issues
Sure, with 6DOF, you need it.
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