Motion Simulator using the Oculus Rift

Running simulator build projects.
Please use the image gallery for your pictures, a short tutorial can be found here.
The first image in the first post will be shown in the project gallery.

Re: Motion Simulator using the Oculus Rift

Postby zerax » Wed 23. Apr 2014, 03:26

jhordies wrote:Hi zerax,

Sorry I didn't understand your question about the expected mechanical latency.


I mean the mechanical motion latency from movement to movement on the platform relative to what you see inside the rift. You don't want the image inside the VR world move ahead in prior to the movement of the the motion platform.

Let's say you take a left turn in iracing and the platform response into position a "few seconds" after. It will then feel as you and the platform is being dragged after the motion inside the VR world.
zerax
 
Posts: 4
Joined: Thu 20. Dec 2012, 13:33
Has thanked: 0 time
Been thanked: 1 time

Re: Motion Simulator using the Oculus Rift

Postby tronicgr » Wed 23. Apr 2014, 19:25

zerax wrote:
jhordies wrote:Hi zerax,

Sorry I didn't understand your question about the expected mechanical latency.


I mean the mechanical motion latency from movement to movement on the platform relative to what you see inside the rift. You don't want the image inside the VR world move ahead in prior to the movement of the the motion platform.

Let's say you take a left turn in iracing and the platform response into position a "few seconds" after. It will then feel as you and the platform is being dragged after the motion inside the VR world.



You can see the latency here:

https://www.youtube.com/watch?v=TCc9LFaRIh8



Its not seconds behind, maybe 1ms - 4ms.

Thanos
User avatar
tronicgr
 
Posts: 624
Images: 11
Joined: Tue 20. Mar 2012, 22:10
Location: San Diego, CA
Has thanked: 130 times
Been thanked: 50 times

Re: Motion Simulator using the Oculus Rift

Postby tzuvela » Fri 25. Apr 2014, 00:33

Hi jhordies,

I've been looking at your platform design download/file.php?id=3153&mode=view/motionDrift.png
And I hope you've made sure that your feet won't be able to slide of the platform.
With Oculus you are practically blind so it's better to make sure you can't hurt yourself accidentally.
tzuvela
X-Sim Supporter
 
Posts: 15
Images: 0
Joined: Sun 23. Mar 2014, 04:06
Has thanked: 4 times
Been thanked: 2 times

Re: Motion Simulator using the Oculus Rift

Postby madmarty » Fri 25. Apr 2014, 20:54

I really like what you have made.
I was always thinking about that the movement of a motion sim is a problem together with the rift.
I plan to use my sim excusively with the rift and with no screens attached.
madmarty
 
Posts: 3
Images: 2
Joined: Sat 29. Dec 2012, 07:27
Has thanked: 0 time
Been thanked: 1 time

Re: Motion Simulator using the Oculus Rift

Postby jhordies » Wed 30. Apr 2014, 21:44

Thanks Thanos, madmarty and tzuvela ;)

Tzuvela, you are absolutely right.
What you've seen is not the latest version of the design.
I now have integrated the exact model of the seat we will be using. (But I now have to ask authorisations to publish the picture.)
But still the legs moves might be a problem.

I already planned a big panic button easily accessible but being blind wont help in case of emergency.
I thought about covering the base with a flexible sheet of plastic to avoid coming in contact with the mechanism.
Ultimately I think I will secure the cockpit with a robe to hook before using the sim.

Thanks again
jhordies
 
Posts: 16
Joined: Tue 22. Oct 2013, 20:47
Has thanked: 8 times
Been thanked: 7 times

Re: Motion Simulator using the Oculus Rift

Postby tsaG » Thu 8. May 2014, 00:20

Hi,

Im planning to build the same kind of 6DOF Platform, for the ORDK2. The thing I struggle with is the choice of motors. How much torque should they provide? Is 70Nm enough?
tsaG
 
Posts: 3
Joined: Wed 7. May 2014, 20:47
Has thanked: 0 time
Been thanked: 0 time

Re: Motion Simulator using the Oculus Rift

Postby jhordies » Thu 8. May 2014, 23:05

Hello Tsag,

It all depends on your design, the payload and the acceleration you expect.
It is hard to say without seing your design but I can tell you what motors I ordered for a payload of 175kg, 6 motors of 205Nm with 12 rpm.
I know Thanos used bigger motors.
I would advice you to look at other designs and motor choices.
A good place to start is the Thanos' blog : http://motionsim.blogspot.be/

Good luck with your project.
jhordies
 
Posts: 16
Joined: Tue 22. Oct 2013, 20:47
Has thanked: 8 times
Been thanked: 7 times

Re: Motion Simulator using the Oculus Rift

Postby jhordies » Thu 11. Sep 2014, 00:22

We made a custom version of LibOvr 0.4.1 and 0.4.2 to add the possibility to dynamically offset the rift orientation to the player seat instead of the ground.
Combined with a sensor and a motion simulator, it reduces simulator sickness, improves the sense of presence and feeling of motion (Vection).

It's a simple patch file to apply to the Oculus SDK, it doesn't affect the performances
If your game/application could benefit from a motion simulator, please apply the patch to your SDK version before compiling your game/application.

Please visit http://www.vectionvr.com
jhordies
 
Posts: 16
Joined: Tue 22. Oct 2013, 20:47
Has thanked: 8 times
Been thanked: 7 times

Re: Motion Simulator using the Oculus Rift

Postby Mertensbart20 » Mon 27. Oct 2014, 09:52

Hello Jerome,

Nice to see you are also keeping the X-simforum up to date. I think you will find a lot of enthousiasts for your system here. And also for your oculus-offsetsystem. Do you already have it working with the DK2?

Keep up the good work,
Bart
Mertensbart20
X-Sim Supporter
 
Posts: 115
Joined: Sun 29. Apr 2012, 11:52
Location: Belgium
Has thanked: 0 time
Been thanked: 4 times

Re: Motion Simulator using the Oculus Rift

Postby jhordies » Thu 6. Nov 2014, 01:12

Hi Mertensbart,

yes the stabilizer also works on DK2

Check our first video of the simulator (no tuning yet):

jhordies
 
Posts: 16
Joined: Tue 22. Oct 2013, 20:47
Has thanked: 8 times
Been thanked: 7 times

Previous

Return to Motion simulator Projects in progress

Who is online

Users browsing this forum: No registered users and 2 guests