TripRodriguez Posted July 15, 2017 Posted July 15, 2017 Hey guys. I'm looking at trying out the Pimax 4K for DCS, and I found that some months ago someone was able to use TrackIR for head tracking in the Pimax rather than the onboard gyros (which are only 3DOF). Unfortunately I don't have a TrackIR anymore to test this with so I'd have to buy or build one just to find out if this still works. I actually don't want to use the on-board gyros because of the motion simulator. I need my head tracking to be relative to the cockpit (which moves and tilts around) and not relative to the real world. Some people find this confusing so if this doesn't make sense to you I can explain. So anyway Pimax users, tell me what head tracking solutions you have tried in DCS and how well it works. I know there are a number of solutions to add positional tracking out there, though it is not terribly likely that anyone here has already been trying to perfect using the Pimax with a full motion simulator. Just FYI there is a third party solution already for SteamVR called "motion compensation", but I'm not sure about making it work with the Pimax. Also the current version has issues with vibration which means I can't use my bass shakers and even so still get bugged motion tracking occasionally. Thanks for any input, Trip [sIGPIC][/sIGPIC] Demo of my 6DOF Motion VR Sim:
wormeaten Posted July 15, 2017 Posted July 15, 2017 So anyway Pimax users, tell me what head tracking solutions you have tried in DCS and how well it works. It is simple and cheep solution. You need to made DIY LED light source and pit it in pingpong ball. This simulating PSmove. You need as well minimum one better is two PS3Eye camera and it is work perfectly. There is also for 8.5$ app which make it easy to install called Driver4VR. There is also support for Kineckt 360. It is relative new so there is no much feedback yet but from first impresions they say is better than pingpong PSmove thing. Yes you will use your Gyro for Directional tracking any way PSmove simulation is for Positional tracking. Together they create even better 6DoF than it is with trackIR especially because need for 1:1 move tracking which is practically impossible with trackIR and create some motion sickness because contradiction what you see and what you doo with your head. So TrackIR work but it is not good solution for VR.
TripRodriguez Posted July 16, 2017 Author Posted July 16, 2017 But I cannot use gyros for rotational tracking due to the motion sim. That is, unless I can use motion compensation which I have mostly working on Vive via this plugin: https://github.com/matzman666/OpenVR-InputEmulator/issues/4#issuecomment-299575175 The thing is so far I cannot use my bass shakers with that solution and not sure I will be able to make it work with Pimax 4K. [sIGPIC][/sIGPIC] Demo of my 6DOF Motion VR Sim:
wormeaten Posted July 16, 2017 Posted July 16, 2017 But I cannot use gyros for rotational tracking due to the motion sim. That is, unless I can use motion compensation which I have mostly working on Vive via this plugin: https://github.com/matzman666/OpenVR-InputEmulator/issues/4#issuecomment-299575175 The thing is so far I cannot use my bass shakers with that solution and not sure I will be able to make it work with Pimax 4K. Than you should use Aruco print and Opentrack or this new body tracking with Kineckt. First reviews says it is even better especially it is tracking your body shape and translate it to movemant in similar way as face tracking in FacetrackniIR. I will send you one example with Aruco. Video iz in Brazilian but you will figure out how it is work. No much of investment just one PS3Eye camera and printed Aruco simbol taped in the face and sides of the HMD. You can easily test it is it working like this With any webcam. PS3Eye is the best for tracking because it is work on 75Hz 640x480 or even 150Hz on 320x240 resolution so PS3Eye is best choice for tracking use. Other webcam works on 30Hz but for prove concept are good. Kineckt is relatively new to me and don't know much in details but good point for start researching. Driver4VR just implement support for Kinect 360 and Kinect One is WIP. So check the principles how its work.
wormeaten Posted July 16, 2017 Posted July 16, 2017 But I think even this Gyro should work true Freepie bridge as additional joystick. SorryI don't know your motion platform works but maybe this freepie bridge could work too. Again to play with it it is free you just need Opentrack and try Pimax Gyro true opentrack with freepie.
Brewnix Posted July 16, 2017 Posted July 16, 2017 Hey guys. I'm looking at trying out the Pimax 4K for DCS, and I found that some months ago someone was able to use TrackIR for head tracking in the Pimax rather than the onboard gyros (which are only 3DOF). Unfortunately I don't have a TrackIR anymore to test this with so I'd have to buy or build one just to find out if this still works. I actually don't want to use the on-board gyros because of the motion simulator. I need my head tracking to be relative to the cockpit (which moves and tilts around) and not relative to the real world. Some people find this confusing so if this doesn't make sense to you I can explain. So anyway Pimax users, tell me what head tracking solutions you have tried in DCS and how well it works. I know there are a number of solutions to add positional tracking out there, though it is not terribly likely that anyone here has already been trying to perfect using the Pimax with a full motion simulator. Just FYI there is a third party solution already for SteamVR called "motion compensation", but I'm not sure about making it work with the Pimax. Also the current version has issues with vibration which means I can't use my bass shakers and even so still get bugged motion tracking occasionally. Thanks for any input, Trip Hey TripRodriguez, wondering what was the problem with CV1 in motion that you are trying the different headsets? [sIGPIC][/sIGPIC]
TripRodriguez Posted July 17, 2017 Author Posted July 17, 2017 (edited) Ok I will try to explain it in brief. To keep it simple I will use car racing as the example, but the same thing applies: When you start off in your motion sim you are sitting level like this: When you slam on the brakes the simulator pitches down to simulate the g-force of deceleration like this: So now if you didn't tilt your head up you would be looking down at the floor of the car. So without even realizing it you compensate by tilting your head up to look out the windshield. At this point is where it gets kinda funny, because you are looking straight ahead out the windshield but your body knows where your feet are, which is now way below the floor of the car! Even worse if you are slamming on the brakes when going up a steep hill! When banking left or right in an aircraft, the sim banks and so does the cockpit. This would be fine, but the VR headset using gyros interprets this as you tilted your head to the side as well, so now your visible cockpit in VR is at the incorrect angle. This is all tolerable, but a major annoyance and after getting a taste of VR without these tracking errors thanks to the beta "motion compensation" plugin for SteamVR I linked it made an even bigger difference than I thought it would. It is an even bigger deal for racing sims, as in racing mostly it is g-forces from accelerations you are trying to simulate via tilting the platform around. In aircraft much of the tilting is for attitude so it is less obtrusive. Now I'm going to try switching to Pimax, and want to find an error free tracking solution for that. Does anyone know if there is a way to get lighthouses to work a third party HMD with one of the new tracking pucks or something? Edited July 17, 2017 by TripRodriguez [sIGPIC][/sIGPIC] Demo of my 6DOF Motion VR Sim:
wormeaten Posted July 17, 2017 Posted July 17, 2017 Trip as I understand this is more practical issue then technical? As I understand you need something what will compensate real motion to match simulated effect?! So this problem is similar as moving head with TrackIR to match cam FOV and wanted head move inside the game. Solution could be for you Opentrack to compensate real movement and reach wanted movement in game. Play little bit with curves and I believe you will find satisfied results which could be even different for each game true Opentrack game profile. It is more software than hardware issue. You need software whish will allow you to do that and that is Opentrack. BTW nice toy you got. ;-)
TripRodriguez Posted July 19, 2017 Author Posted July 19, 2017 Thanks Wormeaten. To accomplish what I need, the movement of the simulator needs to be measured, and subtracted from the movement of the HMD. IMU's/Gyros record movement of the head relative to the ground. Head tracking movement has to be relative to the moving floor. [sIGPIC][/sIGPIC] Demo of my 6DOF Motion VR Sim:
wormeaten Posted July 19, 2017 Posted July 19, 2017 (edited) Thanks Wormeaten. To accomplish what I need, the movement of the simulator needs to be measured, and subtracted from the movement of the HMD. IMU's/Gyros record movement of the head relative to the ground. Head tracking movement has to be relative to the moving floor. If your cam/kinect is fixed to platform it self and moveing with it you just need minor adjustment which is duable if you using your tracking true Opentrack to do minor adjustment to every single curve. It give you even possibility to do it in + or - half separately. Edit: It is partially posible to reduce your problem but it is also depend on your platform which detailes I don't know but about it depend how good this could work. Edited July 19, 2017 by wormeaten
wormeaten Posted July 19, 2017 Posted July 19, 2017 Think I got it now. There is no perfect solution for you and it is depend on your moving platform. You actualy need algoritam which will comensate your platform movemant in same way as the headtracking software calculating your neck position with IR led position and making compensations to calculate real head movement. Maybe you should try to find answers on some motion platform DIY forums. Here I'm afraid you will not find answer unfortunately.
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