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.