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dcbishop avatar dithi avatar dschadu avatar hakanai avatar hipstersloth avatar joemarshall avatar lavovski avatar matzman666 avatar nlp80 avatar pottedmeat7 avatar rosskevin avatar sharkyh20 avatar wagnard avatar

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openvr-motioncompensation's Issues

General idea. Want to help develop? Want to be paid to help develop?

Summary

I have no idea what I'm doing in this realm but I am an experienced software developer and entrepreneur with plenty of experience in open source (check my profile).

I'm looking to put together, in any way possible, something stable for the community to use for all of us using SteamVR with motion compensation. Whether it is to try and organize several people to contribute, or to try and raise funds to pay someone, let's get this done.

Problem

The original OpenVR-InputEmulator project has been abandoned, and while the old compiled code is currently still working with the runtime, it is compiled against IVRControllerComponent which has been removed (in https://github.com/ValveSoftware/openvr/releases/tag/v1.0.12). At any time the SteamVR runtime can drop support because this api has been deprecated for quite some time, and everyone with motion simulators could no longer use their VR headsets with openvr/steamvr.

Concept

Reduce the surface area of the original code, limit it to motion compensation only and support this limited use case.

More than you might want to know

I am actively seeking to shrink the scope and get a minimal motion cancellation project maintained with up-to-date dependencies. If you are interested in:

  • developing for pay
  • developing for free
  • contributing funds for a developer

to support this work, please comment or contact me via email to discuss. I am not looking to get paid, but I am looking to get the right people motivated to work on the project.

I'm an experienced developer but not with c++ for quite some time, and not with the ms tools or openvr libraries. It may be best for me to try and organize the project or pay to get the right people working on the project. @matzman666 is certainly welcome to contact me - I would love to collect support funds and pay him - but it seems like he is no longer active. Regardless, it is important functionality that many of us with motion simulators need.

Want to discuss?

Comment here or

Save the setting "Set Velocity and Acceleration to zero"

You always have to check the checkbox after starting everything. Why is this option not saved too?
Is it possible to add this option to the settingsfile too?

I tried it myself, but I was not able to compile everything :) and I dont know what libs are actually missing to build the projekt and where to get them.

Subtracting a tiny bit of motion compensation for immersion

Not an issue. Just a request to make a tiny bit of headroom for motion. Say 80% motion compensation instead of 100%, leaving a little bit of visual cues inside the car that gives us the feeling of acceleration and braking. That would probably also leave a little headroom for "head bobbing" without being glued 100% to the car seat.

Black screen when enabled/applied

Tried with both the 0.3.1 and the 0.3.2 hotfix, valve index and controllers.

driver_motioncompensation.log

To reproduce

  • start openvr
  • go to ovrmc settings (one controller on)
  • turn on second controller
  • choose second controller
  • click enable checkbox
  • click apply

Result

The result is always a black screen. While openvr is still running, and you can see light, there is no output and I cannot navigate anywhere.

Restarting openvr shows that ovrmc is not enabled and works fine without it.

The log is attached, nothing seems abnormal.

Reduce amount of smoothing for tracker position

As the title says, is it possible to reduce the amount of smoothing (and thus delay) that is applied to the tracker position, more like the original OpenVR-InputEmulator? Even if it means more jaggy movement since I guess this involves removing a filter that was intentionally implemented.

Compensating for CoR

Hi there,

OVRMC is amazing! Thanks so much for your work on it.

As I understand (still a newbie, sorry), with non-lighthouse tracking systems you have to mount the controller in front of you (so the HMD can see it) not directly behind your head. This is not ideal because the Centre of Rotation (CoR) of the controller is now different from the CoR of the motion simulator.

Is it possible (or necessary?) to add a feature to OVRMC where you can 'teach' it what this offset is? So that the CoR of the controller matches the CoR of the motion simulator?

Need option to Remember Settings

Doing some testing with Varjo VR-2 HMD and running into the issue when starting the Varjo software it seems to reset SteamVR and settings are lost after configuring reference tracker. With Varjo software running it is very difficult to get back into SteamVR menu without reboot and I am not sure this is a solution but it may help in some way.

[FR] Calculate offsets automatically for virtual tracker

Thank you for this nice software !

I am having much trouble setting up the virtual tracker correctly.
Documentation is very limited at the moment.

A big difficulty for me is how to set the offsets correctly.
My approach so far was to fiddle with the offsets, try in game, get sick, go back to offsets, and repeat forever. I could never get the offsets just right, and the resulting motion made things worse...

An idea would be an automatic calibration process by putting a couple of tracker outside of the rig, and request some predefined movements on the rig.
That should allow to compute the correct offsets automatically I believe.
The person should sit on the rig, wearing the headset.

We could even have a per-person offset calculation, since the relative center of rotation is going to differ based on the height of the person.

Thoughts?

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