DOF Reality M2 Инструкции по настройке - Страница 3
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VR
You can use any VR headset. We have different ways to provide motion Compensation cancellation. In some
articles you may find two terms - motion Compensation and motion Cancellation used to describe the same
goal. However, motion Compensation is the proper term to define the actions to compensate the head
movements caused by motion simulator so it doesn't affect the players view. You can use any VR set with or
without the external reference tracking camera like (Rift or Vive). We have many users reporting better results
when camera(s) mounted in front of the platform making sure it is always visible from any helmet location.
We include mounts for Oculus as Vive is easy to mount on the top of the seat
Oculus VR Motion Cancellation
HTC Vive - Vive Pro VR Motion Cancellation Setup Guide
Another Vive option:
https://www.youtube.com/watch?v=BPmo5kmk5CY
VR Motion Cancellation on motion platforms details:
https://www.xsimulator.net/community/threads/vr-motion-cancellation-time-to-test.10241/page-22#post-160590
https://www.xsimulator.net/community/attachments/htc-vive-vive-pro-vr-motion-cancellation-setup-guide-pdf.53774/
https://www.xsimulator.net/community/faq/htc-vive-vive-pro-vr-motion-cancellation-setup-guide.311/
Depending on where your camera is placed (On or off rig) you may encounter the image inside the HMD (Head
Mounted Display) "Jumping around". This is due to the camera and the headset working against each other as
the hardware is not designed for use in motion platforms. There are a few ways to resolve the problem,
however none are ideal nor official.
Method 1.
Attach the camera on the rig and blinding the camera (cover it with something). This disables the 3D
tracking preventing the camera at jumping around in game. This method also disables the rotation
tracking meaning, if the simulator turns 90degrees IRL, you will have to turn your head 90degrees to
look forward in game. That is why we suggest limit Yaw/Extra1 to 5 - 10% making the rotation just
enough for you to feel but you will not notice having to turn your head to look forward in game.
Method 2.
Placing the camera off rig. this will yeld the same results as above, however you are able to get off the
rig and move around (also in game). You might move slightly around ingame depending on the settings
of the simulator.
Method 3.
Placing the camera on rig. If you wish to place the camera on rig and you do not wish to blind it to get
the full experience, you might need to turn down movement on the simulator to a rather low setting.
This will minimize the "hopping" and will give you a smooth experience with the HMD.
Some customers prefer it on the platform, some off. You need to try and choose the one that suits you best.
3
Setup Instructions DOF Reality M2
https://dofreality.com/OpenVR.pdf
https://dofreality.com/HTCMotionCancellation.pdf
.