Hardware/Non-Software Based Solutions for Motion Compensation (4.8.2)

Modified on Fri, 18 Oct at 11:21 AM

4.8.2. Hardware/Non-Software Based Solutions for Motion Compensation


  1. For VR headsets with inside-out tracking, consider covering one of the cameras with tape. It will prevent the headset movements from being tracked in the environment and provide some VR motion compensation without significant side effects and the need to use motion compensation software: iRacing Dirt Sprint 410 Knoxville Raceway DOF Reality


  1. For the Oculus Rift, attach the sensor to the platform using the DOF Oculus mount and cover the cameras on the VRheadset. This disables the 3D tracking, which prevents the camera from jumping around in the game. However, this method also disables the rotation tracking, so if the motion platform turns on its yaw axis,you will have to turn your head to look forward in game. It’s suggested to limit the Yaw movement in your motion platform software in order to make the  rotation just enough for you to feel but you will not have to turn your head to look forward in the game. This of course is not ideal,but doesn’t require motion compensation software.


For original Oculus Rift (CV1) users, the Oculus Rift sensor could be mounted directly to your DOF Reality Platform to provide simulated motion compensation without the need to use motion compensation software; however, due to the recent Oculus update this solution may or may not work.

Was this article helpful?

That’s Great!

Thank you for your feedback

Sorry! We couldn't be helpful

Thank you for your feedback

Let us know how can we improve this article!

Select at least one of the reasons

Feedback sent

We appreciate your effort and will try to fix the article