Great video! I can tell you put a lot of research into it. Just a few remarks, if I may: - there's a third option beside controller/vive tracker and witmotion: a fully virtual tracker where the motion cueing software (i.e. FlyPT Mover, SimHub Motion, Departed Reality SimManager) provides data based on a virtual model of the motion simulator - when doing the Marker placement via passthrough mode, make sure to calibrate it sitting in the chair first before moving it into place. Also 'physical_enabled' has to be set to 1 in order to use the left motion controller to move the marker - (that last one's a bit nitpicky 😊) technically speaking lighthouse tracking isn't outside-in but marker based (in opposition to camera based) inside-out. It is the hmd that determines its position based on the incoming laser pulses from the basestations hitting the its ir sensors. But I know making that distinction is basically a lost cause because calling it outside-in is so much easier and what people have agreed on. So you may be forgiven that faux-pas 😂
What an honor to have the Legend Buzzteebear offer some insight, THANK YOU so much for the time you took working with me on this video and also for just making OpenXRMC in the first place!!! This community owes you a debt of gratitude and I'm so thankful you continue to improve the software all the time. Great points, although on that last one it is a lost cause because most people refer to it as outside-in... I just caved to the masses in that regard to keep confusion to a minimum. Appreciate you commenting, please stop by anytime!
@@buzzteebear7862 buzztee has enabled me to have worry free motion comp. Will continue to support its development and I remember when dcs broke an element of it - identified to buzztee and there was a hotfix within 24 hours 🫡👏👍
Hi read your comment and am a little concerned as I just ordered a Vive tracker so I could use it for motion compensation (as I have lighthouses) but do not want to connect my headset but use the Quest 3 instead. I'm concerned based on your comment I need the vive headset to make this approach work, is that correct?
@@steeltribe3967 From my understanding the Lighthouse and Quest eco-systems do not work together so no I don't think that would work because I don't think the Quest would "see" the controllers so you could use them in the software. Obviously if you try it and find out different please let me know. Instead I recommend you get some Quest Pro Controllers... just return the Trackers and use them instead. They track as well as my lighthouse solution does. Hope that helps.
@@steeltribe3967 Well, technically you can pull that off but it comes with some caveats: - You have to use SteamVR as OpenXR runtime (which generally costs a bit of performance compared to using say VDXR instead). - You also need to calibrate both tracking space with OpenVR Space Calibrator (which requires moving the tracker and a hand controller together). I'm not sure if this calibration persists when the Quest is taken off or restarted, so xou might have to do that for every session.
I have 6 DOF motion with 400mm travel and Reverb G2. So far FlyPT & OpenVR MotionCompensation (OVRMC) works perfectly with virtual tracking (no controllers or trackers needed).
Hey Mark, this is a great video explaining what we love so much. You are a real ambassador for our community. It can be very daunting for new comers never been doing these things as about nothing is plug and play. The way you explained this here is a great job. Now, I seen a video this morning on the Somnium VR1 software where they seem to have been building the motion compensation into their base software for the hmd. That looks cool, not sure yet how it works and got implemented though.
Would be interesting to see, not sure how a headset would be able to read what the motion platform is doing so I bet it is similar to what Pimax is doing by using the controller as the reference point. To do it right they need the ability to adjust the position of the controller so you can mount it as you see fit on the rig, and they need some type of vibration dampening for transducers. Hope they get it right, but honestly they have a high bar to clear to beat what BuzzteeBear has created! I'll try to look into it more but it will be interesting to see what they come up with. Thanks for the head's up, and the kind words!
Fantastic video 👍👍 I’ve been using oxrmc now for a few years with my 8kx and now Crystal using the dof reality h3 and wiit motion sensor. Literally fit, select sensor, set height then forget. Fantastic.
Yep for an H2 or H3 that is a great way to go until SRS finalizes a software solution. Do you notice the lack of Yaw Compensation? Thanks for watching.
@@GYGOtv not at all tbh. However strangely I notice the feeling if I don’t have the yaw motor on. When taxi’ing or being thrown around in yaw the centre of rotation isn’t such that it really makes a difference to me
I've only been successful with the virtual tracker for motion compensation using FlyPT. Any physical tracker with IMU picked up vibrations from the butt kicker, which I usually have on max.
Yep, same here, you can see in the video all the things we did to the mount to mitigate that issue. I'd imagine you can do the same on your setup too. Does the virtual tracker work with 6 DOF?
@@GYGOtv With 6DOF it works sufficiently well that I haven't needed to try a physical tracker again. It's not always perfect. If the basestations or motion platform are moved then the virtual axes have to be realigned. On some rare occasions the VR play area can glitch at the beginning of a session and become temporarily displaced.
@@nicolacasali8304 I assume you are using a 6DOF actuator system? I'll have to look into if it can support a Hexapod like I have, my understanding was the math was too complex but maybe somebody finally figured it out. Thanks for the tip.
@@GYGOtv It's a diy 6DOF rotary stewart platform. Basically a hexapod, almost like yours. FlyPT Mover can be adapted to many platform configurations and DOF dimensions. My 6DOF platform knows where the upper platform is at any given moment, hence how the motion can be compensated for. My platform is based on a guy known as "knaufinator" on github. And the math, google "inverse-kinematics-of-a-stewart-platform", which I was researching myself at some point as I was going to build code around it myself, until I came across FlyPT Mover, which does everything I could dream of.
Brilliant Mark and thanks - I've got mine pinned in the centre of the cockpit for banking and rolls however I sill get thrown behind the seat on take off and headbutting the dash when I break on landing what step have I missed - Im using the Wit and the Open XR on a H3.
Ok that is weird, so you only tip backwards and forwards in the rig right? No Surge motion in the H3 correct? Are you moving around the cockpit when you pitch and roll too?
@@GYGOtv Thanks for your reply Mark - yes the rig is only tipping back and forwards - there is no extra tip for say after burners (I take it that is what you mean by surge) so when I take off in my Eurofighter with afterburners on and motion compensation is on I still experience going behind the seat but if I level off the view point returns to the correct seated position, then when I bank hard either right or left the compensation is working and hold me in the correct position in my virtual cockpit. so it's like the compensation is only working on the roll axis not the pitch.
@@nortonp3983 Ok, so try making sure your Center of Rotation is under your butt. If that is ok, maybe you have a bad sensor. It should work for Pitch. Hope that helps.
Great Question. I'm not familiar with the details of a shock mount but it looks to me like it would allow the controller to move inside of it? If that is the case, as the rig moves your view would get thrown all over the place so I don't think it would work. Now if it does hold the controller solid it might be a great solution. Please let me know more details about how the shock mount holds the controller/microphone.
@@steeltribe3967 Yes, that is similar to what we had on the original mount side to side... the movement was bad when using the motion platform... that is way the mount needs to be as solid as possible but still absorb vibrations. Let me know how your testing turns out.
Great video, but you missed one. Simhub now supports motion, and I predict it will replace all the other software in the future. Simhub Motion also has motion compensation built in. It does it through mathematics so no sensors or controllers needed. Brilliant!!! Thank me later. 😉
I couldn't confirm it works with the H6, seems like 6DOF rigs have tricky math to work out. I'll keep an eye out for it if they do get it working for me. I can always do a follow-up video later. And I might as well Thank You now!!! Appreciate the info.
Awesome video as always! You peaked my interest with the quest pro controller so I picked up a set and so far so good with my testing! I only ran in to one major issue is that my controller seems to turn itself off after some time, especially if its an airliner flight and your not moving around alot it seems. Do you know of any setting to keep the controller on? Ill have to do some more testing to be sure exactly whats going on. I typically flick the thumbstick to wake it back up then I can recalibrate oxrmc and Im good to go. Might try taping the thumbstick down to see if theres any difference.
Interesting... I did the majority of my testing in the OLD OpenVRmc (Steam Version) but did do some in Oxrmc and it worked most of time without me noticing an issue. I do remember having that problem at one point when I had the Buttkicker OFF, checking on vibration filtering... My question to you is are you using a Transducer? Could the vibration from the Buttkicker be enough to keep that from happening? I know it wasn't a common problem that I ran into constantly... but again most times I had the Buttkicker running. Let me know, maybe we can sort this out. Great insight, thank you!
@@GYGOtv I do have a butt kicker. In DCS it didnt seem to be a problem but it seems anything I did that kept them fairly still theyd shut off after a minutes. I could try cranking the BK up a bit to induce some sort of vibration to keep it awake. Im going to do some more testing tonight and try taping the stick to see if thats a valid work around. As much as I love my big screen beyond I really missed that FOV and edge to edge clarity the Q3 provides. Hopefully I can sort this out. Ill keep you posted!
@@av8rchris Excellent, ya try turning up the vibration and see if that fixes it first... I bet it will. I have mine rumbling pretty good now that Buzzteebear has that software filtration system working so well. Please report back your findings, and I'm glad overall it is working for you. Talk to you soon!
@@GYGOtv Tried some rumble but still the controller seems to shut down. Ive tried moving my mount to a few different areas. It seems to work well if I use a velcro wire tire to keep the stick triggered, however that disables my mouse control in MSFS so not ideal. Wish meta would just include a timeout config option! Ill keep researching to see if I can figure this out. I feel like I'm so close lol!
@@av8rchris Well thanks for letting me know. What happens if you keep the grip buttons pressed? Maybe the stick? Next time I get my rig converted over to the Quest I'll mess with it too if you haven't found a solution. One option you might try is the OpenVRmc option... that seemed to work well for me and didn't seem to impact performance too badly over OpenXR. Anyway just a thought.
Great video and I have had some success in following your directions. Thanks:) I was wondering if you had an issue with 'losing tracking' with the Q3 cntroller? Mine seems to randomly say 'tracker lost' and that is it for motion compensation. Not sure if the controller goes into sleep mode for a moment or the tracking is just lost. It is directly infront of me so this seems odd. I was just about to order some Quest Pro controllers but this has me wondering if that would be a waste of money.
Thanks for watching, It could be the headset losing sight of the controller if you are turning your head, but it also seems the controllers are going to sleep when using Buzzteebear's OpenXRmc software. I didn't have this issue when I used OpenVRmc but we have been working on a solution. @av8rchris was the first to bring this to my attention and I plan to do a follow up video once we nail it down. You can see the whole discussion with him in the comments below. Long story short, It seems that you can wrap tinfoil around the pro controller where the capacitive sensor on the side is and then the controller thinks your thumb is resting on it which keeps it awake. Not sure the Quest ones have the capacitive sensor on them, but you could try taping the trigger down just to see if it stays awake? Hope that helps and let me know if you have any other questions after reading @av8rchris' comments below. Appreciate the feedback for sure.
@@steeltribe3967 It that works, then the Quest Pro controller should work too if you wanted to get them. All I did was wrap tinfoil around the controller and the controller stayed awake just fine drive.google.com/file/d/14JQtBBhyajGjZLLE-o8AjYOB4WEJ-l0Y/view?usp=drive_link I'm sure you could do a much better job and make it look a lot nicer but I wasn't keeping it on there so I just was testing. Hope that helps.
Brilliant video and also comes at the right time I am currently testing the Witmotion sensor. Since I have a sfx150 with Surge, I am considering working with the Quest3 and the Pro Controllers and implementing MC, I would like to get away from the SRS software and operate with SimHub Motion. Do you have a Stl file for mounting the Pro Controller on the rig? Lg Frank
Hi Frank, sorry I don't do any 3D printing, I bought a gunstock that used a controller mount and attached it to the one I had for the Vive Wand. You can probably find something that would work for you on Etsy depending on how you plan to mount it. If you want more info, just email me and I'll send you the contact I had. Thanks for watching.
I might be able to help - I customized a 3d printable controller holder that I bolted to my rig. Seems to work great so far. I kinda just wedge the controller in it and its pretty snug. I can upload it to thigverse when I get home. Should be able to edit it for what you need.
@@av8rchris Man you are awesome! Mine is just wedged in the holder as well and seems to be just fine. I'll put a link to your file whenever you get it uploaded. Thanks for helping out the community with this!
Perfect timing! I just assembled my H2. Good to hear that the Witmotion solution will work just fine for me. I'm curious though, could the Base Station(s) be mounted in front of you on the motion rig itself and track the headset relative to the position of the rig rather than the room, thus removing the need for motion compensation? I'm new to VR and rather ignorant to how these tracking systems work, so maybe there's a really obvious reason why that doesn't work.
Great question and thanks for watching! So yes the Witmotion is PERFECT for your situation. As for mounting the base stations... O HELL NO!!! they would vibrate and shake WAY TOO MUCH, if they even could survive the jarring in the first place. The mechanism in the lighthouses spins really fast so my guess is the first big jolt they would fail. Lighthouses need to be solidly mounted, they are so sensitive that when I first had them and put them on a bookshelf, my footsteps were enough to cause everything to jitter. Good idea though, seems like a good plan from the outside looking in for sure. Welcome to this amazing world of motion that you are about to enter!
Great video, the only bad news is that, for the time being, you've probably put me off buying a motion rig, lol. The current motion compensation solutions appear over complicated and lacking. I assumed from previous videos that witmotion was the solution and worked perfectly. I can deal with firing up extra software and dealing with setup etc, but then to not get the perfect solution doesn't do it for me. I'll be keeping an eye on your channel for future updates 😁👍
The Witmotion is perfectly fine if you do an H2 or H3... it is only the H6 that requires the extra effort. SRS is rumored to have a software solution coming at a later date, at least for the H2/H3 so maybe wait for that. Your other option is you can always turn the overall motion down so you don't get thrown out of the vehicle, but to me I want as much motion as I can get. I wouldn't hold off on a platform too long as I'm sure they will continue to increase in price due to everything going on in the world today, but of course that is up to you. Thanks for watching.
using Meta Quest 3 and a pro controller...couple questions. 1. will i be able to use my other controllers? i currently use them to toggle buttons and switches in DCS. 2. Does the controller need to bind to the headset? if so i guess that means you can only have one compensation controller and one controller to use with your hands.
Unfortunately you can only pair 1 left and 1 right controller so I had to unpair my originals to get the Pro Controllers to work. I used the left one for MC and the right one to use the VR Interface, I do the same thing with the Vive Wands. The way I have the left one mounted I can hit the menu button on the controller from the seat but you wouldn't be able to move it around. I don't really have a solution if you want to use both controllers in the game, sorry. Thanks for watching.
I love what you do for VR and motion. DOFReality H6 and SRS seems half baked with needing this witmotion box. Why does SRS not know what movement your H6 is doing and reverse calculate to compensate like the virtual tracker in FlyPT? Witmotion doesn't compensate in 6DOF either if I understand. The research of quest pro controller is great work. How does it handle the vibrations? I feel the video should be called how to fix motion compensation on DOFReality H6\P6.... Why has SRS not fully developed this solution especially since it's part of their Premium Subscription?
Thanks b6s, I know SRS is working on it (hence the rumor text on there, but it is unofficial). My understanding is a hexapod system is a lot more complicated math for MC and that is why it doesn't work with it. Do you know if FlyPT works with Hexapod systems for motion compensation? Quest Pro controllers seem to act like any other controller, so I think you still need to isolate it from vibrations. Sometimes it did seem to manage them a bit better (although couldn't tell if it was the controller itself or just Buzzteebear's filters that were working better. Obviously my mount already isolates vibrations so couldn't confirm the Quest Pro were specifically better at mitigating vibration or not). Sorry you think the title was wrong, I did my best to explain MC in what I thought was generic terms that would work for most people trying to understand it. But obviously my experience is with the H6 and SRS so that is what I know and what I can talk about in use. I really have no idea what SRS is doing as far as continuing to develop, not sure if they will continue to try and get 6 DOF or if they will just stick with what seems to be working now with the H2/H3. That would be a question to ask them :) Thanks for the comment and watching, and I hope it answered at least some questions you had.
@GYGOtv Mark, this is great content 👍. flypt works with both linear and rotary encoded motors. The issue is likely the control box like Thanos or Motion4Sim vs the DOF box. I don't think anyone has flypt on an H6. My linear Stewart works locked in with both ovrmc and oxrmc from buzzteebear with Q3 in 6DOF. When I watch your video, I get a heavy dof push, because you have one, vs something else. I like the content that is perhaps more neutral, but I get that interviews with DOFReality CEO and with SRS have value. I built my 6dof for less than h6\p6. Far more movement and refinement or resolution if you will, but you have to build it, not just click buy and assemble.
@@b6s4shelter Obviously I'm a fan of DOF because I love the way my simulator works. I think you are hard pressed to find a better value for the money other than DOF so yes I will admit I'm biased... but biased based on my experience vs. biased for any other reason, which I think is important. The reason I had Jeff on is because he is a fan of actuator sims so I was hoping it would balance the commentary out for everyone watching. I try to be neutral but obviously I fall back on my experience and that is why you probably feel that I push DOF too much. I can't really speak to how great actuator platforms are because I haven't used them nearly as much as my DOF Rig, but I do try to understand where people are coming from based on what Jeff tells me about actuator platforms. I guess that is just the way I am. So what simulator did you build? I'd love to see photos of it on my Discord, or emailed to me if you are willing to share?
Great video. I was disappointed that at the end when you said you were disappointed in Pimax. I have the pimax crystal and the light houses(light houses help with head tracking on the motion platform), I also have trackers. I do have the quest 3 but not the expensive controllers. I do have the wit motion box but as you said its not that great for the h6 with upgraded gear boxes. So my question is would the quest 3 with pro controllers be my best option?
Well the good news is you have the Crystal already with the lighthouse face plate so the cheaper option would be just to make a mount like I did and use a lighthouse based controller or tracker. It is an awesome experience once you get it all done. Just use BuzzteeBear or Dschadu's software instead of the Pimax and you are good to go. No reason to be disappointed, you are more than halfway there. Now if you are enjoying the Quest experience more than just go for the Pro Controllers instead. Hope that helps.
Great video. Thanks Mark! I take it there's no way to use the telemetry from your rig for motion compensation? The software for my Next Level rig does motion compensation out of the box, and it's pretty decent, but probably not as good as a well-tuned setup like yours.
So currently no, but I think that is what SRS is working on. 3DOF is much easier than my 6DOF... lots more math I guess to calculate it for that one. To be honest I'd be hard pressed to change from my controller method... it is just so rock solid! Thanks for watching!
Actually there is when using FlyPT Mover, SimHub Motion or Departed Reality Sim Manager (not officially released yet) to drive your motion simulator. Seems like SRS is late to the party on this particular feature.
@@GYGOtv tbh I'm not in the loop about which motion cueing software is compatible with a dofreality H6 so you might be right about that. Let's hope SRS does a good job with the upcoming intellicomp fully virtual tracker...
@@buzzteebear7862 Yep, I hear it is amazing on the H3... I just haven't heard if the H6 will be able to use it too... Lots of complicated "maths" I guess for the H6/P6 :)
hey Mark, great video again. I use my sfu h6 with hp reverb g2 with the inside out tracking. Can I also use the meta hand controller for motion compensation. Id rather not use light house based tracking, as my motion chair location isnt idea for placing light house sensors. Or what options do oweners of the pimax crystal light have, crystal light also uses inside out tracking. I tried the witmotion for my h6 and youre right, its useless for 6dof.
So you can either buy a Quest (I recommend the Quest 3) and use the Meta Pro Controllers with it or you will have to do the Lighthouse Option by getting a Lighthouse Faceplate for your Crystal Light (which is what I use on my Crystal). Then you will need lighthouses and at least one compatible controller like a Vive Wand or something. Honestly go get a Quest 3 (would be great if you used one of my affiliate links :) ), it is a perfect upgrade from the HP G2 and now that they dropped the price for the 512GB version it is a steal at $499! You will also want to have a fast wifi router so hopefully you already have one of those. I recommend a 6E or 7, but I got away with a 5E and it was fine as long as your wireless network isn't saturated. I don't think you will regret the purchase and then you can use the Quest Pro Controllers so you don't have to mess with lighthouses. PLUS you get the new Batman Game free with the headset so BONUS! Let me know if you have any other questions and thanks for watching.
@@antjones2281 Ya but if he doesn't want to use Lighthouses, that is really the only other option. Agree that the Crystal Light has better visuals... but you are also dealing with Pimax... Oh and it doesn't come with Batman :)
@@antjones2281 yeah but view jumping with motion is a real problem. Currently I have cameras from one side of the hp g2 obscured with tape. Which has fixed the jumping view but added a slow drift off centre over time which I need to recentre every 2 or 3 minutes.
Can I not have a combination? I like the wireless inside out tracking Quest 3, but my motion simulator will be standing in between two base stations where I also have outside in tracking for the Valve Index and HTC Vive (with the latter using the controller you’re showing in your video). Is it possible to use the Quest 3 for gameplay and the HTC Vive controller for outside in tracked motion compensation at the same time? That would be the best of both worlds!
Not that I'm aware of. There was a program that allowed you to hook lighthouse based controllers to the Quest called OpenVR Space Calibrator (ua-cam.com/video/v9lR5LbSkdk/v-deo.html) But from my testing of it in just roomscale titles, I don't think it is accurate enough for motion compensation and you might end up moving around more than you want to. You could try it and the video link explains how it works... you will need to buy some dongles to make it function but if that is something you really need it might be worth a shot. Anyway, let me know if you get it to work. I personally would just buy the Quest Pro Controllers because I think that is an easier solution and they are designed to work with the Quest but that is up to you. Thanks for the question and good luck if you tackle the OpenVR Space Calibrator!
@@GYGOtvactually, now that I think about it; I’ve watched this video again and see that in the shown software you can pick your motion compensation device separately from the HMD device. From what I understand that means I could just pick Quest 3 as HMD and the Vive controller for the motion compensation. They don’t have to be connected with each other directly as long as the software recognized both through the Pc right?
@@Kusanagi64 I don't think so... I don't think you will see the lighthouse controllers in the dropdown list at all with the Quest. Again, the above comment outlines your option from what I know. Let me know if you do find a way to make it work other than what I mention above.
@ not on the Quest 3, but the Vive controller will pop up just as it did in the video right? The Vive controller is paired with the Pc and the Pc is doing the motion compensation. From there it shouldn’t matter which HMD you use, right?
@@Kusanagi64 That's not how it works the way I understand it, the controllers have to communicate with the headset to function... that is why you need those dongles from the video above if you want to tie them directly to the PC... the dongles imitate the headset. Once they are talking to the PC you need to synchronize them with the actual physical space they are in compared to the headset and thus you need the OpenVR Space Calibrator to do that. Please watch the link above and you will see all the steps you need to do to accomplish what you are talking about. Even then I don't think it will be accurate enough (because in my testing it would still loose tracking sometimes) to be useful for Motion Compensation. I'm not sure how many more ways I can explain this to you, but what you think will work, won't from my experience. If you try it and I'm wrong please let me know but I don't think I am. Good Luck.
your x/z axis in SteamVR motion setup are reversed. The arrow should point at you from the front with the x behind and the z on the right side. I guess you have it reversed in the SRS settings though?
I just set it up following the official guide from SRS found here www.simracingstudio.com/forum/motion-profiles-1/sim-racing-studio-motion-compensation-guide Seems to work ok but I'm sure it would work your way too. Thanks for pointing that out.
Hi philcortais2273, so the HP G2 is inside out tracking, so you will need to keep the controller in front of the headset so it can see it at all times. As I mention in the video, probably be ok if you are racing, but will give you problems if you are aerial dogfighting or something similar. So are you using a 6 DOF motion rig? If not, the Witmotion option will be best for you. Unfortunately, there is no real way to make the HP G2 work with lighthouse controllers (that will be good enough for Motion Compensation) so you might need to think about changing you headset at some point, and if you do.. keep the lighthouse option in mind for whatever you pick. I hope that helps and thanks for the question.
@@GYGOtv Hello Mark, Thanks for your answer. Yes I plan to switch to crystal light. I especially plan to buy the H6 you convinced me through all your videos. :-)
@@philcourtais2273 If you are flying, make sure you get the Lighthouse Faceplate with it. Of course then you will need some lighthouses and controllers but that is the best way to get Motion Comp on an H6. If you are just racing, you might be ok with the standard Crystal setup. Also, don't forget the 5% discount code which also helps us here on the channel too. You are going to love the H6 I bet.
I have 6 DOF motion with 400mm travel and Reverb G2. So far FlyPT & OpenVR MotionCompensation (OVRMC) works perfectly with virtual tracking (no controllers or trackers needed).
Eh?? y=mc`. Mark you should have presented this wearing a white lab coat. Great thorough vid. If and when I invest in 6dof it will make far more sense, I'm sure. Thanks.
Lab Coat?... What a Great Idea!!! It was REALLY HARD to try and boil all this down into a concise presentation that covered all the bases. Turned out ok, except of course missing the Lab Coat LOL.
That hasn't been my experience at all. The ability to adjust the compression codec, choosing SteamVR or OpenXR (VDXR) from a drop down and all the little polished things make Virtual Desktop a no brainer for me and a lot of other people too. If Quest Desktop works great for you I'm glad, but I find Virtual Desktop a MUCH better and far more customizable experience to get the most out of my Quest 3. Thanks for the comment.
@@casstephens3124I You are right about that.. I for sure don't just jump on bandwagons, I like to understand all aspects and then offer my suggestions. They are not always popular... like my stance on the Quest3s... but that is a whole other video. Thanks again for the comment.
@@GYGOtvdoes this mean that someone COULD enable this motion compensation (the OpenXR version, I presume) and run their sim game through Quest Desktop? Seems like it’d save me a step of not having to convert to Virtual Desktop as the Quest Desktop works well for me and my Quest 2 as well. Thanks!
@@MidwestSteeze No sure... I could never get Quest Desktop to work well on my systems (tried on multiple computers) It never ran well and I could see terrible artifacting when using it wirelessly. Virtual Desktop is a much better interface and does a great job with the wireless compression so I prefer it for me. If Quest Desktop uses the OpenXR standard then you should be fine, if it is some proprietary version it might not. Can you get the OpenXR Toolkit to work through it? What you would be looking for is to hear that "motion compensation activated" audio cue when you fire up your sim. If you do test it, please let us know the results.. I'm sure others would be interested in it as well. Thanks for the question.
Great video! I can tell you put a lot of research into it.
Just a few remarks, if I may:
- there's a third option beside controller/vive tracker and witmotion: a fully virtual tracker where the motion cueing software (i.e. FlyPT Mover, SimHub Motion, Departed Reality SimManager) provides data based on a virtual model of the motion simulator
- when doing the Marker placement via passthrough mode, make sure to calibrate it sitting in the chair first before moving it into place. Also 'physical_enabled' has to be set to 1 in order to use the left motion controller to move the marker
- (that last one's a bit nitpicky 😊) technically speaking lighthouse tracking isn't outside-in but marker based (in opposition to camera based) inside-out. It is the hmd that determines its position based on the incoming laser pulses from the basestations hitting the its ir sensors. But I know making that distinction is basically a lost cause because calling it outside-in is so much easier and what people have agreed on. So you may be forgiven that faux-pas 😂
What an honor to have the Legend Buzzteebear offer some insight, THANK YOU so much for the time you took working with me on this video and also for just making OpenXRMC in the first place!!! This community owes you a debt of gratitude and I'm so thankful you continue to improve the software all the time. Great points, although on that last one it is a lost cause because most people refer to it as outside-in... I just caved to the masses in that regard to keep confusion to a minimum. Appreciate you commenting, please stop by anytime!
@@buzzteebear7862 buzztee has enabled me to have worry free motion comp. Will continue to support its development and I remember when dcs broke an element of it - identified to buzztee and there was a hotfix within 24 hours 🫡👏👍
Hi read your comment and am a little concerned as I just ordered a Vive tracker so I could use it for motion compensation (as I have lighthouses) but do not want to connect my headset but use the Quest 3 instead. I'm concerned based on your comment I need the vive headset to make this approach work, is that correct?
@@steeltribe3967 From my understanding the Lighthouse and Quest eco-systems do not work together so no I don't think that would work because I don't think the Quest would "see" the controllers so you could use them in the software. Obviously if you try it and find out different please let me know. Instead I recommend you get some Quest Pro Controllers... just return the Trackers and use them instead. They track as well as my lighthouse solution does. Hope that helps.
@@steeltribe3967 Well, technically you can pull that off but it comes with some caveats:
- You have to use SteamVR as OpenXR runtime (which generally costs a bit of performance compared to using say VDXR instead).
- You also need to calibrate both tracking space with OpenVR Space Calibrator (which requires moving the tracker and a hand controller together). I'm not sure if this calibration persists when the Quest is taken off or restarted, so xou might have to do that for every session.
I have 6 DOF motion with 400mm travel and Reverb G2. So far FlyPT & OpenVR MotionCompensation (OVRMC) works perfectly with virtual tracking (no controllers or trackers needed).
Hey Mark, this is a great video explaining what we love so much. You are a real ambassador for our community. It can be very daunting for new comers never been doing these things as about nothing is plug and play. The way you explained this here is a great job. Now, I seen a video this morning on the Somnium VR1 software where they seem to have been building the motion compensation into their base software for the hmd. That looks cool, not sure yet how it works and got implemented though.
Would be interesting to see, not sure how a headset would be able to read what the motion platform is doing so I bet it is similar to what Pimax is doing by using the controller as the reference point. To do it right they need the ability to adjust the position of the controller so you can mount it as you see fit on the rig, and they need some type of vibration dampening for transducers. Hope they get it right, but honestly they have a high bar to clear to beat what BuzzteeBear has created! I'll try to look into it more but it will be interesting to see what they come up with. Thanks for the head's up, and the kind words!
Fantastic video 👍👍
I’ve been using oxrmc now for a few years with my 8kx and now Crystal using the dof reality h3 and wiit motion sensor. Literally fit, select sensor, set height then forget. Fantastic.
Yep for an H2 or H3 that is a great way to go until SRS finalizes a software solution. Do you notice the lack of Yaw Compensation? Thanks for watching.
@@GYGOtv not at all tbh. However strangely I notice the feeling if I don’t have the yaw motor on.
When taxi’ing or being thrown around in yaw the centre of rotation isn’t such that it really makes a difference to me
@@kane42nd58Interesting, thanks for the insight. Appreciate it.
Thank you for the video
No Problem, did it help answer your concerns?
I've only been successful with the virtual tracker for motion compensation using FlyPT. Any physical tracker with IMU picked up vibrations from the butt kicker, which I usually have on max.
Yep, same here, you can see in the video all the things we did to the mount to mitigate that issue. I'd imagine you can do the same on your setup too. Does the virtual tracker work with 6 DOF?
@@GYGOtv With 6DOF it works sufficiently well that I haven't needed to try a physical tracker again. It's not always perfect. If the basestations or motion platform are moved then the virtual axes have to be realigned. On some rare occasions the VR play area can glitch at the beginning of a session and become temporarily displaced.
@@nicolacasali8304 I assume you are using a 6DOF actuator system? I'll have to look into if it can support a Hexapod like I have, my understanding was the math was too complex but maybe somebody finally figured it out. Thanks for the tip.
@@GYGOtv It's a diy 6DOF rotary stewart platform. Basically a hexapod, almost like yours. FlyPT Mover can be adapted to many platform configurations and DOF dimensions. My 6DOF platform knows where the upper platform is at any given moment, hence how the motion can be compensated for.
My platform is based on a guy known as "knaufinator" on github.
And the math, google "inverse-kinematics-of-a-stewart-platform", which I was researching myself at some point as I was going to build code around it myself, until I came across FlyPT Mover, which does everything I could dream of.
@@GYGOtv I've tried elaborating on the diy 6DOF I have built, but my reply inexplicably gets removed, every time.
Brilliant Mark and thanks - I've got mine pinned in the centre of the cockpit for banking and rolls however I sill get thrown behind the seat on take off and headbutting the dash when I break on landing what step have I missed - Im using the Wit and the Open XR on a H3.
Ok that is weird, so you only tip backwards and forwards in the rig right? No Surge motion in the H3 correct? Are you moving around the cockpit when you pitch and roll too?
@@GYGOtv Thanks for your reply Mark - yes the rig is only tipping back and forwards - there is no extra tip for say after burners (I take it that is what you mean by surge) so when I take off in my Eurofighter with afterburners on and motion compensation is on I still experience going behind the seat but if I level off the view point returns to the correct seated position, then when I bank hard either right or left the compensation is working and hold me in the correct position in my virtual cockpit. so it's like the compensation is only working on the roll axis not the pitch.
@@nortonp3983 Ok, so try making sure your Center of Rotation is under your butt. If that is ok, maybe you have a bad sensor. It should work for Pitch. Hope that helps.
Great video as always. I was wondering if a 'shock mount' like the ones used for microphones would isolate the vibrations?
Great Question. I'm not familiar with the details of a shock mount but it looks to me like it would allow the controller to move inside of it? If that is the case, as the rig moves your view would get thrown all over the place so I don't think it would work. Now if it does hold the controller solid it might be a great solution. Please let me know more details about how the shock mount holds the controller/microphone.
@@GYGOtv You are correct the movement will induce delay due to the elasticity of the mount. I have one so will give it a try and get back to you.
@@steeltribe3967 Yes, that is similar to what we had on the original mount side to side... the movement was bad when using the motion platform... that is way the mount needs to be as solid as possible but still absorb vibrations. Let me know how your testing turns out.
Great video, but you missed one. Simhub now supports motion, and I predict it will replace all the other software in the future. Simhub Motion also has motion compensation built in. It does it through mathematics so no sensors or controllers needed. Brilliant!!! Thank me later. 😉
I couldn't confirm it works with the H6, seems like 6DOF rigs have tricky math to work out. I'll keep an eye out for it if they do get it working for me. I can always do a follow-up video later. And I might as well Thank You now!!! Appreciate the info.
SRS now does this too. (Beta 2.34.2.0) Working great for me.
@@xEchoEaglex Awesome, do you have an H6?
@@GYGOtv H3 for the last year, H6 in the mail right now. We'll see if the option for IntelliComp stays available when I switch to H6.
@@GYGOtv H3 for the last year, H6 in the mail now. We'll see if IntelliComp stays working with the H6. I have a Witmotion coming too, just in case.
Awesome video as always! You peaked my interest with the quest pro controller so I picked up a set and so far so good with my testing! I only ran in to one major issue is that my controller seems to turn itself off after some time, especially if its an airliner flight and your not moving around alot it seems. Do you know of any setting to keep the controller on? Ill have to do some more testing to be sure exactly whats going on. I typically flick the thumbstick to wake it back up then I can recalibrate oxrmc and Im good to go. Might try taping the thumbstick down to see if theres any difference.
Interesting... I did the majority of my testing in the OLD OpenVRmc (Steam Version) but did do some in Oxrmc and it worked most of time without me noticing an issue. I do remember having that problem at one point when I had the Buttkicker OFF, checking on vibration filtering... My question to you is are you using a Transducer? Could the vibration from the Buttkicker be enough to keep that from happening? I know it wasn't a common problem that I ran into constantly... but again most times I had the Buttkicker running. Let me know, maybe we can sort this out. Great insight, thank you!
@@GYGOtv I do have a butt kicker. In DCS it didnt seem to be a problem but it seems anything I did that kept them fairly still theyd shut off after a minutes. I could try cranking the BK up a bit to induce some sort of vibration to keep it awake. Im going to do some more testing tonight and try taping the stick to see if thats a valid work around. As much as I love my big screen beyond I really missed that FOV and edge to edge clarity the Q3 provides. Hopefully I can sort this out. Ill keep you posted!
@@av8rchris Excellent, ya try turning up the vibration and see if that fixes it first... I bet it will. I have mine rumbling pretty good now that Buzzteebear has that software filtration system working so well. Please report back your findings, and I'm glad overall it is working for you. Talk to you soon!
@@GYGOtv Tried some rumble but still the controller seems to shut down. Ive tried moving my mount to a few different areas. It seems to work well if I use a velcro wire tire to keep the stick triggered, however that disables my mouse control in MSFS so not ideal. Wish meta would just include a timeout config option! Ill keep researching to see if I can figure this out. I feel like I'm so close lol!
@@av8rchris Well thanks for letting me know. What happens if you keep the grip buttons pressed? Maybe the stick? Next time I get my rig converted over to the Quest I'll mess with it too if you haven't found a solution. One option you might try is the OpenVRmc option... that seemed to work well for me and didn't seem to impact performance too badly over OpenXR. Anyway just a thought.
Great video and I have had some success in following your directions. Thanks:) I was wondering if you had an issue with 'losing tracking' with the Q3 cntroller? Mine seems to randomly say 'tracker lost' and that is it for motion compensation. Not sure if the controller goes into sleep mode for a moment or the tracking is just lost. It is directly infront of me so this seems odd. I was just about to order some Quest Pro controllers but this has me wondering if that would be a waste of money.
Thanks for watching, It could be the headset losing sight of the controller if you are turning your head, but it also seems the controllers are going to sleep when using Buzzteebear's OpenXRmc software. I didn't have this issue when I used OpenVRmc but we have been working on a solution. @av8rchris was the first to bring this to my attention and I plan to do a follow up video once we nail it down. You can see the whole discussion with him in the comments below. Long story short, It seems that you can wrap tinfoil around the pro controller where the capacitive sensor on the side is and then the controller thinks your thumb is resting on it which keeps it awake. Not sure the Quest ones have the capacitive sensor on them, but you could try taping the trigger down just to see if it stays awake? Hope that helps and let me know if you have any other questions after reading @av8rchris' comments below. Appreciate the feedback for sure.
@@GYGOtv Thanks. the trigger trick seems to work for now. Will check out the other thread and keep an eye out for your FUP. :)
@@steeltribe3967 It that works, then the Quest Pro controller should work too if you wanted to get them. All I did was wrap tinfoil around the controller and the controller stayed awake just fine drive.google.com/file/d/14JQtBBhyajGjZLLE-o8AjYOB4WEJ-l0Y/view?usp=drive_link I'm sure you could do a much better job and make it look a lot nicer but I wasn't keeping it on there so I just was testing. Hope that helps.
Brilliant video and also comes at the right time
I am currently testing the Witmotion sensor.
Since I have a sfx150 with Surge, I am considering working with the Quest3 and the Pro Controllers and implementing MC, I would like to get away from the SRS software and operate with SimHub Motion.
Do you have a Stl file for mounting the Pro Controller on the rig?
Lg Frank
Hi Frank, sorry I don't do any 3D printing, I bought a gunstock that used a controller mount and attached it to the one I had for the Vive Wand. You can probably find something that would work for you on Etsy depending on how you plan to mount it. If you want more info, just email me and I'll send you the contact I had. Thanks for watching.
I might be able to help - I customized a 3d printable controller holder that I bolted to my rig. Seems to work great so far. I kinda just wedge the controller in it and its pretty snug. I can upload it to thigverse when I get home. Should be able to edit it for what you need.
@@av8rchris Man you are awesome! Mine is just wedged in the holder as well and seems to be just fine. I'll put a link to your file whenever you get it uploaded. Thanks for helping out the community with this!
Perfect timing! I just assembled my H2. Good to hear that the Witmotion solution will work just fine for me.
I'm curious though, could the Base Station(s) be mounted in front of you on the motion rig itself and track the headset relative to the position of the rig rather than the room, thus removing the need for motion compensation? I'm new to VR and rather ignorant to how these tracking systems work, so maybe there's a really obvious reason why that doesn't work.
Great question and thanks for watching! So yes the Witmotion is PERFECT for your situation. As for mounting the base stations... O HELL NO!!! they would vibrate and shake WAY TOO MUCH, if they even could survive the jarring in the first place. The mechanism in the lighthouses spins really fast so my guess is the first big jolt they would fail. Lighthouses need to be solidly mounted, they are so sensitive that when I first had them and put them on a bookshelf, my footsteps were enough to cause everything to jitter. Good idea though, seems like a good plan from the outside looking in for sure. Welcome to this amazing world of motion that you are about to enter!
Great video, the only bad news is that, for the time being, you've probably put me off buying a motion rig, lol. The current motion compensation solutions appear over complicated and lacking. I assumed from previous videos that witmotion was the solution and worked perfectly. I can deal with firing up extra software and dealing with setup etc, but then to not get the perfect solution doesn't do it for me. I'll be keeping an eye on your channel for future updates 😁👍
The Witmotion is perfectly fine if you do an H2 or H3... it is only the H6 that requires the extra effort. SRS is rumored to have a software solution coming at a later date, at least for the H2/H3 so maybe wait for that. Your other option is you can always turn the overall motion down so you don't get thrown out of the vehicle, but to me I want as much motion as I can get. I wouldn't hold off on a platform too long as I'm sure they will continue to increase in price due to everything going on in the world today, but of course that is up to you. Thanks for watching.
using Meta Quest 3 and a pro controller...couple questions. 1. will i be able to use my other controllers? i currently use them to toggle buttons and switches in DCS. 2. Does the controller need to bind to the headset? if so i guess that means you can only have one compensation controller and one controller to use with your hands.
Unfortunately you can only pair 1 left and 1 right controller so I had to unpair my originals to get the Pro Controllers to work. I used the left one for MC and the right one to use the VR Interface, I do the same thing with the Vive Wands. The way I have the left one mounted I can hit the menu button on the controller from the seat but you wouldn't be able to move it around. I don't really have a solution if you want to use both controllers in the game, sorry. Thanks for watching.
Thanks , very interesting.
Appreciate you taking the time to watch it! Thanks for stopping by.
I love what you do for VR and motion. DOFReality H6 and SRS seems half baked with needing this witmotion box. Why does SRS not know what movement your H6 is doing and reverse calculate to compensate like the virtual tracker in FlyPT? Witmotion doesn't compensate in 6DOF either if I understand. The research of quest pro controller is great work. How does it handle the vibrations? I feel the video should be called how to fix motion compensation on DOFReality H6\P6.... Why has SRS not fully developed this solution especially since it's part of their Premium Subscription?
Thanks b6s, I know SRS is working on it (hence the rumor text on there, but it is unofficial). My understanding is a hexapod system is a lot more complicated math for MC and that is why it doesn't work with it. Do you know if FlyPT works with Hexapod systems for motion compensation? Quest Pro controllers seem to act like any other controller, so I think you still need to isolate it from vibrations. Sometimes it did seem to manage them a bit better (although couldn't tell if it was the controller itself or just Buzzteebear's filters that were working better. Obviously my mount already isolates vibrations so couldn't confirm the Quest Pro were specifically better at mitigating vibration or not). Sorry you think the title was wrong, I did my best to explain MC in what I thought was generic terms that would work for most people trying to understand it. But obviously my experience is with the H6 and SRS so that is what I know and what I can talk about in use. I really have no idea what SRS is doing as far as continuing to develop, not sure if they will continue to try and get 6 DOF or if they will just stick with what seems to be working now with the H2/H3. That would be a question to ask them :) Thanks for the comment and watching, and I hope it answered at least some questions you had.
@GYGOtv Mark, this is great content 👍. flypt works with both linear and rotary encoded motors. The issue is likely the control box like Thanos or Motion4Sim vs the DOF box. I don't think anyone has flypt on an H6. My linear Stewart works locked in with both ovrmc and oxrmc from buzzteebear with Q3 in 6DOF. When I watch your video, I get a heavy dof push, because you have one, vs something else. I like the content that is perhaps more neutral, but I get that interviews with DOFReality CEO and with SRS have value. I built my 6dof for less than h6\p6. Far more movement and refinement or resolution if you will, but you have to build it, not just click buy and assemble.
@@b6s4shelter Obviously I'm a fan of DOF because I love the way my simulator works. I think you are hard pressed to find a better value for the money other than DOF so yes I will admit I'm biased... but biased based on my experience vs. biased for any other reason, which I think is important. The reason I had Jeff on is because he is a fan of actuator sims so I was hoping it would balance the commentary out for everyone watching. I try to be neutral but obviously I fall back on my experience and that is why you probably feel that I push DOF too much. I can't really speak to how great actuator platforms are because I haven't used them nearly as much as my DOF Rig, but I do try to understand where people are coming from based on what Jeff tells me about actuator platforms. I guess that is just the way I am. So what simulator did you build? I'd love to see photos of it on my Discord, or emailed to me if you are willing to share?
@GYGOtv I have 1 video of it on my UA-cam channel.
I joined your discord and posted some pictures of my build
Great video. I was disappointed that at the end when you said you were disappointed in Pimax. I have the pimax crystal and the light houses(light houses help with head tracking on the motion platform), I also have trackers. I do have the quest 3 but not the expensive controllers. I do have the wit motion box but as you said its not that great for the h6 with upgraded gear boxes. So my question is would the quest 3 with pro controllers be my best option?
Well the good news is you have the Crystal already with the lighthouse face plate so the cheaper option would be just to make a mount like I did and use a lighthouse based controller or tracker. It is an awesome experience once you get it all done. Just use BuzzteeBear or Dschadu's software instead of the Pimax and you are good to go. No reason to be disappointed, you are more than halfway there. Now if you are enjoying the Quest experience more than just go for the Pro Controllers instead. Hope that helps.
Great video. Thanks Mark!
I take it there's no way to use the telemetry from your rig for motion compensation?
The software for my Next Level rig does motion compensation out of the box, and it's pretty decent, but probably not as good as a well-tuned setup like yours.
So currently no, but I think that is what SRS is working on. 3DOF is much easier than my 6DOF... lots more math I guess to calculate it for that one. To be honest I'd be hard pressed to change from my controller method... it is just so rock solid! Thanks for watching!
Actually there is when using FlyPT Mover, SimHub Motion or Departed Reality Sim Manager (not officially released yet) to drive your motion simulator.
Seems like SRS is late to the party on this particular feature.
@@buzzteebear7862 It was my understanding those don't work on an H6? Is there something I missed?
@@GYGOtv tbh I'm not in the loop about which motion cueing software is compatible with a dofreality H6 so you might be right about that. Let's hope SRS does a good job with the upcoming intellicomp fully virtual tracker...
@@buzzteebear7862 Yep, I hear it is amazing on the H3... I just haven't heard if the H6 will be able to use it too... Lots of complicated "maths" I guess for the H6/P6 :)
hey Mark, great video again. I use my sfu h6 with hp reverb g2 with the inside out tracking. Can I also use the meta hand controller for motion compensation. Id rather not use light house based tracking, as my motion chair location isnt idea for placing light house sensors.
Or what options do oweners of the pimax crystal light have, crystal light also uses inside out tracking.
I tried the witmotion for my h6 and youre right, its useless for 6dof.
So you can either buy a Quest (I recommend the Quest 3) and use the Meta Pro Controllers with it or you will have to do the Lighthouse Option by getting a Lighthouse Faceplate for your Crystal Light (which is what I use on my Crystal). Then you will need lighthouses and at least one compatible controller like a Vive Wand or something. Honestly go get a Quest 3 (would be great if you used one of my affiliate links :) ), it is a perfect upgrade from the HP G2 and now that they dropped the price for the 512GB version it is a steal at $499! You will also want to have a fast wifi router so hopefully you already have one of those. I recommend a 6E or 7, but I got away with a 5E and it was fine as long as your wireless network isn't saturated. I don't think you will regret the purchase and then you can use the Quest Pro Controllers so you don't have to mess with lighthouses. PLUS you get the new Batman Game free with the headset so BONUS! Let me know if you have any other questions and thanks for watching.
I'd be hard pressed to go for a quest 3 over a Crystal Light as an upgrade to the G2.
It's like double the resolution.
@@antjones2281 Ya but if he doesn't want to use Lighthouses, that is really the only other option. Agree that the Crystal Light has better visuals... but you are also dealing with Pimax... Oh and it doesn't come with Batman :)
@@antjones2281 yeah but view jumping with motion is a real problem. Currently I have cameras from one side of the hp g2 obscured with tape. Which has fixed the jumping view but added a slow drift off centre over time which I need to recentre every 2 or 3 minutes.
Can I not have a combination? I like the wireless inside out tracking Quest 3, but my motion simulator will be standing in between two base stations where I also have outside in tracking for the Valve Index and HTC Vive (with the latter using the controller you’re showing in your video).
Is it possible to use the Quest 3 for gameplay and the HTC Vive controller for outside in tracked motion compensation at the same time? That would be the best of both worlds!
Not that I'm aware of. There was a program that allowed you to hook lighthouse based controllers to the Quest called OpenVR Space Calibrator (ua-cam.com/video/v9lR5LbSkdk/v-deo.html) But from my testing of it in just roomscale titles, I don't think it is accurate enough for motion compensation and you might end up moving around more than you want to. You could try it and the video link explains how it works... you will need to buy some dongles to make it function but if that is something you really need it might be worth a shot. Anyway, let me know if you get it to work. I personally would just buy the Quest Pro Controllers because I think that is an easier solution and they are designed to work with the Quest but that is up to you. Thanks for the question and good luck if you tackle the OpenVR Space Calibrator!
@@GYGOtvactually, now that I think about it; I’ve watched this video again and see that in the shown software you can pick your motion compensation device separately from the HMD device.
From what I understand that means I could just pick Quest 3 as HMD and the Vive controller for the motion compensation.
They don’t have to be connected with each other directly as long as the software recognized both through the Pc right?
@@Kusanagi64 I don't think so... I don't think you will see the lighthouse controllers in the dropdown list at all with the Quest. Again, the above comment outlines your option from what I know. Let me know if you do find a way to make it work other than what I mention above.
@ not on the Quest 3, but the Vive controller will pop up just as it did in the video right? The Vive controller is paired with the Pc and the Pc is doing the motion compensation. From there it shouldn’t matter which HMD you use, right?
@@Kusanagi64 That's not how it works the way I understand it, the controllers have to communicate with the headset to function... that is why you need those dongles from the video above if you want to tie them directly to the PC... the dongles imitate the headset. Once they are talking to the PC you need to synchronize them with the actual physical space they are in compared to the headset and thus you need the OpenVR Space Calibrator to do that. Please watch the link above and you will see all the steps you need to do to accomplish what you are talking about. Even then I don't think it will be accurate enough (because in my testing it would still loose tracking sometimes) to be useful for Motion Compensation. I'm not sure how many more ways I can explain this to you, but what you think will work, won't from my experience. If you try it and I'm wrong please let me know but I don't think I am. Good Luck.
your x/z axis in SteamVR motion setup are reversed. The arrow should point at you from the front with the x behind and the z on the right side.
I guess you have it reversed in the SRS settings though?
I just set it up following the official guide from SRS found here www.simracingstudio.com/forum/motion-profiles-1/sim-racing-studio-motion-compensation-guide Seems to work ok but I'm sure it would work your way too. Thanks for pointing that out.
Hello Mark,
Does it work with any controller. I have an HP reverb G2 ? :-)
Hi philcortais2273, so the HP G2 is inside out tracking, so you will need to keep the controller in front of the headset so it can see it at all times. As I mention in the video, probably be ok if you are racing, but will give you problems if you are aerial dogfighting or something similar. So are you using a 6 DOF motion rig? If not, the Witmotion option will be best for you. Unfortunately, there is no real way to make the HP G2 work with lighthouse controllers (that will be good enough for Motion Compensation) so you might need to think about changing you headset at some point, and if you do.. keep the lighthouse option in mind for whatever you pick. I hope that helps and thanks for the question.
@@GYGOtv Hello Mark,
Thanks for your answer. Yes I plan to switch to crystal light. I especially plan to buy the H6 you convinced me through all your videos. :-)
@@philcourtais2273 If you are flying, make sure you get the Lighthouse Faceplate with it. Of course then you will need some lighthouses and controllers but that is the best way to get Motion Comp on an H6. If you are just racing, you might be ok with the standard Crystal setup. Also, don't forget the 5% discount code which also helps us here on the channel too. You are going to love the H6 I bet.
@@GYGOtv merci
I have 6 DOF motion with 400mm travel and Reverb G2. So far FlyPT & OpenVR MotionCompensation (OVRMC) works perfectly with virtual tracking (no controllers or trackers needed).
Eh?? y=mc`. Mark you should have presented this wearing a white lab coat. Great thorough vid. If and when I invest in 6dof it will make far more sense, I'm sure. Thanks.
Lab Coat?... What a Great Idea!!! It was REALLY HARD to try and boil all this down into a concise presentation that covered all the bases. Turned out ok, except of course missing the Lab Coat LOL.
I still don't know why everyone pushes virtual desktop when my quest 3 works fantastic with the quest desktop.
That hasn't been my experience at all. The ability to adjust the compression codec, choosing SteamVR or OpenXR (VDXR) from a drop down and all the little polished things make Virtual Desktop a no brainer for me and a lot of other people too. If Quest Desktop works great for you I'm glad, but I find Virtual Desktop a MUCH better and far more customizable experience to get the most out of my Quest 3. Thanks for the comment.
@@GYGOtv you're the first to explain why. All the others just say do it. Lol
@@casstephens3124I You are right about that.. I for sure don't just jump on bandwagons, I like to understand all aspects and then offer my suggestions. They are not always popular... like my stance on the Quest3s... but that is a whole other video. Thanks again for the comment.
@@GYGOtvdoes this mean that someone COULD enable this motion compensation (the OpenXR version, I presume) and run their sim game through Quest Desktop? Seems like it’d save me a step of not having to convert to Virtual Desktop as the Quest Desktop works well for me and my Quest 2 as well. Thanks!
@@MidwestSteeze No sure... I could never get Quest Desktop to work well on my systems (tried on multiple computers) It never ran well and I could see terrible artifacting when using it wirelessly. Virtual Desktop is a much better interface and does a great job with the wireless compression so I prefer it for me. If Quest Desktop uses the OpenXR standard then you should be fine, if it is some proprietary version it might not. Can you get the OpenXR Toolkit to work through it? What you would be looking for is to hear that "motion compensation activated" audio cue when you fire up your sim. If you do test it, please let us know the results.. I'm sure others would be interested in it as well. Thanks for the question.