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Add standard Motion Compensation support for Oculus users with motion rigs

VD 1.17 worked seamlessly and perfectly for motion compensation for Quest 2 users with YawVR motion Rig, when used with OVRMC (preferred) or OVRIE.

From VD1.18, it stopped working. @3NIGMA kindly have forwarded the issue to devs but i (on behalf of many other YawVR owners aswell) request this to be added as a standard feature of VD.

V1.17 allowed perfect and unlimited degree of yaw motion to YawVR, which no other commercial or otherwise solutions could allow till date for oculus. Many users are holding up to their Index just for that reason and compromising with a tethered solution for motion compensation.

Jonnydebb , 28.11.2020, 05:17
Response from the site administrator
guygodin, 17.12.2020
You can enable this by launching the Streamer with /DisableRenderPose
Idea status: under consideration

Comments

Koto, 28.11.2020, 05:42
Motion compensation is an essential part of motion simulation devices. The ability to use one wirelessly allows for the existance of extreme range of motion devices like the YawVR, which not only has the greatest freedom of movement of any consumer device to date, but is also one of the most affordable and designed with VR in mind.

The audience for this is still quite niche but they are deeply passionate and usually invest quite heavily in this hobby. From the simulator itself, to high quality hotases, and simulation steering wheels, enthusiasts in this area are quite willing to provide for the development costs of items that enhance the experience. A workable fully wireless solution for a headset would help drive this new age of VR immersion devices ahead and there would probably be a significant amount of enthusiastic adopters willing to purchase something like Motion Simulation edition of Virtual Desktop at the premium needed support this market.
Richard Kennard, 28.11.2020, 20:31
Yes please!
GuruGuys, 29.11.2020, 04:47
Virtual Desktop and Quest 2 seems like a no brainier for motion simulators, especially ones that have extreme range of movement where motion cancellation is absolutely necessary.
If we could get this option either integrated into VD before it hands the telemetry off to Steam/Oculus, or at least get the feature working again through other middleware like it was on older version of VD, it would make a world of difference!
Richard Kennard, 08.12.2020, 12:47
The 'Games' tab within Virtual Desktop is amazing. Being able to start games without needing to first open the Oculus Desktop app, and Steam VR, is so seamless.

A further integration of something like OVRMC would be beautiful. I agree motion simulation enthusiasts would be happy to pay a premium for it.

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