I only dream about having one of these, but I have heard this tip which sounds great to me: anchor the harness to the stationary part of the rig using bungee cords. That will cause the seatbelt to feel tighter/looser as you brake/accelerate, as in real life.
What an amazing rig! From what I see, there seems to be a small delay between the action in the sim and the motion of the rig, specially perceptible when the back end slips. Is there really a delay or is it just the video editing? Does it feel realistic when the back of the car gets loose or does a small delay make it more difficult?
shgdf the motion is instant and could be mean and severe - that's why i strapped:) engines are powerful to deliver this. and when the rear slips.. in vr this is a fantastic feeling
yeah, fast wear in and comfy enough while has reasonable price
4 года назад
Hi, I have a question to reliability of DOF. I see the video have almost 3 years so how is it holding up? Did you need to replace some parts? The movement seems amazing for the money and im really thinking about purchasing H3. Also additional question maybe more related to wheel - do you see this connection or motion platform + DD wheel as ideal or because you already feel so much motion maybe more standard wheel as fanatec 2.5 would make also good job
I own a P3 since June 2018. Overall experience is great. It is not without issues. However, all are easily dealt with. They have a great support team. You can join dofreality builders group on Facebook and you will find lots and lots of unbiased opinions about it. In addition to that, you’ll find lots of mods and ideas to improve the overall performance and reliability of your rig.
Yeah I went ahead and built my own rig. Same software and probably a few $$ less. At least if something is acting weird I know what it is and can fix without waiting on some company overseas to send me something. Nothing has broke in my Rig despite the hours and additions. Good deal for me. Fanatec V3, CSL, VR, Th8a Lots of racing videos posted. DMAX
they need to make a new addon that lifts u up and down so when u get air u feel it jump and fall, they say the P3 can be upgraded to the P6 but no mentions of it on they're site, wonder if its somthing there working on, im saving up for one of these so hoping they do add jump & fall motors to intensify the immersion
I e-mailed them about the P6 and they replied on the 4th October. (yes , final design is not finished, but we will keep upper frame part that is moving now in H3/P3 as it is and provide new lower frame to mount 6 motors to move the frame in all directions. we need about 4 weeks) Looking to get myself a P6 if the price is not to High. 😁
.Thanks.And congrats for the video.Really nice setup.Ill use it as reference for mine. Do u recomend 3dof over 2dof even if only for No-Rally games? Arent buttkickers/bodyshakers better at each side of the seat?
3dof over 2dof? absolutely. it would be nice for any sim and not strictly for rally. it gives more information about your car therefore you got more precise control - and easy slide catches
Did you / do you have any issues with your Oculus? I basically ordered the same exact simulator as you but I cannot get my Oculus to connect no matter how much troubleshooting I've done. Has it been problematic for you?
The recent update have broke the previous functionality. i had to use this workaround www.reddit.com/r/oculus/comments/9odbvz/fixed_old_oculus_home_runtime_w_instructions/ to get it working further. sadly support refuses to fix this issue despite it was working for 2,5 years with no issues
@@m3gt2 Thanks for the feedback. Just got my entire rig (90% like yours) setup. I'm playing Asetto Corsa. Can you send me a screen cap of your default DOF settings for the game? shoot me an email at golfguy11800(at)gmail(dotcom) would really appreciate as I'm sure this took a long time to hone in.
I suspect the rift sensor is blocked as a motion cancellation hack. Unfortunately Oculus does not support motion cancellation of the headset (meaning your in-game head would be thrown to the side of the car with simulator motion if there is no way to cancel out the motion). This has been an ongoing problem with Rift....I'm going to see if blocking the camera works on mine!
@@kierowik1 Unfortunately it's not that simple. As Ricardo says shaking messes the sensor up a bit plus the HMD has inertial sensors so it still moves the POV relative to the sensor (side-to-side especially)....which should not happen theoretically.
Hey man, I got this but have bought 2 seats that don't fit and can't find a vendor that is listing the bolt patterns. Can you please let me know the make and model of your chair that fits naturally on the P3?
sparco rev. it has a standard 4 hole mount for bucket seats. So it should fit in any place wich considering a mount like this. however i use a bucket seats plate mount like on this photo www.flickr.com/photos/m3gt2/33742901062
Great video!! Could you please share the settings you're running for Assetto corsa?? I just can't get mine right.. it would be greatly appreciated, thank you!
I noticed it looks like your sensors are mounted on another structure instead of on the sim itself. I was wondering if you've experimented with putting them on the sim or does it work well enough with them mounted elsewhere?
Is the upper frame you use any different from the one in there site? It seems to me that the steering wheel mount and pedals plate are not the same they sell.
m3 gt2 It looks much better and strong than the one in their site. I’m thinking to order the P3 version and I prefer this one with a high pedals plate.
This video shows very well, why I won‘t buy a Dofreality system at the moment -> no proper VR motion compensation at all (Sim Tools does not support that feature). The view shakes around exact the same amount you are moved around in the rig -> that‘s NOT what it supposed to do and for me a no-go. The only system I knew that has it included in the rig system is the V3 Next Level S from Motion Systems. But that one is only 2DO and even more expensive than the P3 from Dofreality. Otherwise: Fantastic rig, man!
yeah, no VR compensation at all indeed. however, since this was bothering me, i have limited VR sensor for just only yaw/pitch and rotate of the head. see my latest videos. this way i don't need motion compensation at all. In case by "shakes around exact the same amount you are moved around in the rig" you mean that amount of shakes in the video is too much i may say that in game it feels different - because of the brain adaptation. It feels natural within game, but looks odd while watching 2d video. You should try the motion rig with VR and then compare your feelings with recorded video - and you will be surprised)
Why would you need VR motion compensation? It's the same as if you were in a car. The video will not show exactly how it looks while driving with the VR headset on.
i don't have any issues with the product, it fully satisfies my needs. as for traction slip - i'm not quite sure i get what you're asking, you mean did i use traction control in AC? I turned it off completely for that car on the video to show how rear axle slip works here
Since you are using a direct drive wheel, how stable do you find the mounting? Does it flex a lot? Looking at the design on DOF reality page it looks a bit weak for direct drive, or?
well, even with left side mount (by default it was an arch style) it's fine for me, it gets a lil bit of flexing but even though it doesn't bother me. thought it depends of the force on dd wheel, i don't like much force on mine alas i'm not sure could it handle much stronger wheels like simucube with above mige motors. but i'm quite confident that my mount could handle much more in case i crank up ffb more
Im deciding between a dof reality p3/h3 or a prosimu t1000 3 dof. How are you liking your setup. Is the response fast? I track a 991 gt3 on real life so my standards for immersion might be higher then average. Thanks.
Jon Berg if you track 991gt3 irl, then i believe only cxc solutions or custom d-box setup may satisfy you - they deliver the best road feedback on the market
Awesome!!! Would you be so kind as to share your axis assignments and tuning center values? I've tried about 300 different combinations of percentages and tuning center values and can't achieve this level of motion on mine at the same track. Thank you!
Sure - Axis i.imgur.com/aUl4y0T.png but these values are specific for my control boxes because they are inverted, so don't use my tick boxes. And Tuning center is unused by me
Just noticed the axis assignments you posted are the Default - would you be willing to share the assignments for the game you're playing? (Assetto Corsa)
Hi! Quick question. Did you custom the frame? Looks little different with the original dof P3. Planning on getting one next month but I like your setup better XD
yeah this is Fonsecker sounds for gt3r 2016, so they are kinda wrong (but looks very nice comparing to the vanilla one), but at the moment of video creation Fons didn't make his sounds for rsr2017 so i have placed sounds from gt3r2016 there. But since his recent rsr2017 release i have changed sounds for a proper one, check out my latest short video where it was present
Hi! Could you tell me if you notice any delay between the thing you see on the screen and the actual motion in the rig? Does it have an immediate feedback without delay, or you can tell and feel a delay (it would be very disturbing if there is)?
Hello! I've got the following question: When I watch both of the footage I recognized that the VR-tracking ofc also tracks your movement caused by the motion rig (logical). The problem I see is, that the movement of the rig is already translated inside of the game and your movement in VR just takes place from the centered point inside the car in game. So what basically happens due to this is that you are "virtually" thrown around insinde of the car. So f.ex. when you break, car and rig are pushed downwards to the front and you are pushed even more downwards forward inside of the car because the VR-tracking takes place outside of the car respectively rig. Do you recognize this behavior and if so, is it in some way annoying? Or maybe I just see it wrong and this problem is just somehow already taken care of in some way. I hope my explanation is understanable...
hallo! i guess you are talking about diving and sinking? yep i solved it by covering oculus camera so no such feelings anymore for me) somewhere on comments i did already describe it)
Awesome rig set up! Is this the P3 or the H3? And what VR headset are you using? This is the sort of set up I'm looking for.. just need to save up a bit more haha! ;)
From what I can see it doesn't seem to transmit small movements corresponding to things like bumps and texture of the track as well as something like the SimXperience rig, but I'm hoping that I'm wrong about that because I would like to get a Dof P3. From your experience in it, can you feel things like bumps and road texture? I plan on running transducers to help covey vibration but I don't want to rely on just them. Any help is appreciated. keep on having a fun time :)
curbs and bumps are delivered, but very small bumps and detailed road texture are unavailaable. i use transducer to negate it. from my experience these detales are possible without transducers only via d-box. so if you want an ultimate solution likely it will cost much more than DOF
@@m3gt2 I get that with my prosimu 3dof... I think that if you have never felt it then you dont know if its there or not and the same goes for me. different road textures like newly paved spots on track are easily felt. Are the SCNC6 more detailed than these motors?
@@leonardcheri2118 scn6 are actuators which give more detailed feedback than any dc motor. and they are daster than dc motors. that's why prosimu cost much more
Still confused about blocking the camera. I'm currently using quest 2 and my main concern is what are my options for disabling head movement. Some ppl are covering 1 of the cameras on the headset, not exactly sure how that works
yep, i blocked it. the thing is, i don't need head movement (move up/down, move left/right) while i'm in cockpit - i only need head tilt, head rotate and pitch (look up/down). i hate this "detached" head from the body thing since trackIR times, and started to hate in in oculus immediately i sat in virtual cockpit, case it was necessary to constantly reset the view to center pov position. now i have fixed virtual head to my virtual body that is how i like things
Hi man, First off: great rig and awesome footage. I hope DOF gave you a big discount you are basically selling the product for them ;) Would you mind to give me your opinion on the following? I also have Heusinkveld Pro pedals, do you have any issues with it on this rig? (flex, positioning, ..?) Also crazy that you use them with your socks! My feet would hurt like hell, especially with the load cell on the brakes! Lap times: I'm a bit worried that my lap times will suffer. At the moment I use VR + Simvibe shakers in chassis mode. I would imagine that getting throwed around like that gives you an extra layer of difficulty? How many mount points are they for shakers? Seat: at the moment I have rails on my Sparco seat to change the position, however due to the rails the seat is getting a lot higher on my rig then it should be so I would ditch them on my future H3. Is it a lot work to change the position of the seat using the bolts? thx in advance!!
hi yeah this video is almost one of the first when i use rear slip so it was a bit scary here - basically this video is the very first lap on Nords with it. now i don't scare to loose rear cause i did accommodate quite well anyway, about he pro - with my bar mount it doesn't flex at all, so i don't have any issues. feet are always ok just feel and adjust better with almost barefoot lap times may increase until adaptation will pass, then you should be with your cup of tea. Throwing from side to side gives additional information - so a static cockpit is a numb for me forever. i have only one shaker under the seat - to feel road surface, that's all well i don't use rails cause this is quite a useless feature in a cockpit like this - alongside with increasing the profile, this is just an unnecessary gear. i have mounted my sparco to frame via omp bucket mounts. omp mounts provide any adjustment step you like. so i did want a seating position when my heels are on the same line with the end of my ass
@@m3gt2 thank you for the info, about to order but not sure to go for the h3 consumer version or the p3 like yours. The website states that the h3 should be more then enough for normal use however I don't know if I can trust the Chinese motors in the long term.. Any advice or reasoning why you chose the p3? Will give ac also another try, great sound and car, which car and sound pack is this? :o
@@insr3339 mine is the very first one, it came with pro engines at stock. after mine other versions appeared so i don't really know which is mine exactly. car is rsr17 and sound from fons for gt3r16
look like very jerking movement. when it rolls to the sites it's looks like it's falling and then hitting stop. How you feel about it? isn't it distracting?
Hi. I have two question for You. FIrst - Do the forces generated by the engines respond quickly to what is happening in the game? Second - What software does DOF Reality use? Can you put strength into your preferences? Sorry for my bad english
well, my engines are quite fast and powerful to give me a strong push to one of the sides in case of mean turns - depends on a turn, but obviously they can't generate a real life g-forces, i believe currently there is no available consumer tech for this (among dc-motors, d-box or any fast actuators). i guess only pro graded industrial sims could achieve this. however, such forces the rig produces is totally enough for me, while i'm in vr. dof reality use a specifically engineered for sim rigs SimTools 2 software which currently is in a set of a rig upon purchase, but in my case i have started with a free version and lately bought a pro license. talking about preferences i'm afraid i can't help you with this much, cause my motors may have a different torque comparing to common version and it should be tuned by personal feel, but i should say they are quite basic and simple, besides, a manual has all needed explanations
curbs pronounce very well for me, combined with whell ffb the overall effect is amazing. after using motion platform i have even started to avoid some mean curbs on Nords - because once slipped, you get wicked punches
well the speed of traction loss is really depends on the game itself - i mean, the more it slips the more you get. my motors are powerful to provide this, and i started definitely getting more information since adding this 3d axis. i mean - now i feel a slip more confident by my body, and combined with ffb feel by the wheel, the catching became more natural and immersive. i totally satisfied with this addition and can't imagine the drive without now
Hey Mate, would you happen to have a video of the rig being operated with only ambient room mic? i'm trying to figure out how noisy that rig is (i play with headphones). Especially for floor vibration and motor noises for other people in the house/rooms.
actually the rig itself doesn't noisy at all. my wheel base gives much stronger sounds than the motion motors. you will not hear the noise from these motors (it is not birdy scn), The main noise as usually is all done by fans on the psus (for wheelbase and for platform). vibration is not strong but i do not recommend to use it on wood floor - it will be always noticeable
So you'd recommend a carpet underneat as you are doing? I'm really thinking about getting this right. Could you elaborate (perhaps in your video description) about other stuff you use? Seat and other small things? (I'm in a Obutto R3v right now).
correct, i would suggest to use a carpet (typical fo gyms for instance), but i didn't test the rig on it cause in my case there is no issue with noise on the flat surface, i live in multistory house so my room has a concrete slab. and the stuff is below: wheel - accuforce wheel rim - sparco p310 wheel buttonbox - Martin Ascher buttonplate pedals - he pro pedals with pedal plate sq shifter - sq shifter from he seat - sparco rev seat sidemounts - omp hc/832e oculus cv1
I also notice your pedal set is not using the kit's default bar? your pedals are at same level as your seat. Did you get a custom piece for that? Or did you just reverse so it's angled up?
he sim pedals by default just a separate highly adjustable pedals which could be mounted to a he pedal plate specifically designed for them. due my love to f1 pedal layout i just mounted them as it is. i didn't use angled brackets cause i wanted to get a gt seat position
the central stand flex a bit because of the rig motion itsrlf. but i founf it acceptable for me within the margin, so it doesn't bother me at all. besides, i can only notice it while static. in motion, this flex is totally unnoticed
Dude, next step is simulating g -forces. I saw somewhere it could be achieved by motor pushing rod in the back of your head wearing helmet, while you're braking))
@@m3gt2 There is a mod you can do where you strap the seat belt to the base and have two short bungi cords connected to the seat belts so when the seat moves forward they tighten and it simulates "breaking with Gforce". Also do you get the feel of speed with this setup?
@@jacooosthuizen3593 yeah saw such mod for movers. can do it but satisfied with feelings already cause during the brake the force is enough for me for simulation. by speed you mean g-forces or exact speed? i don't feel g-forces neither speed by mover - i can feel only bumps and inclinations. sense of speed is achieved by vr headset. there is no affordable dof mover on the market yet to provide simulating g-forces hence the speed though
because otherwise the head inside cockpit is sinking, like it detached. you will know what i'm saying after trying any motion cockpit with oculus. the look around doesn't suffer, blocking sensor just prevents detaching virtual head from the virtual body - e.g. through the roof
Hi. can you give me more info regarding this rig. i want to build me one and i am looking for the right unit. your unit looks exactly what i have in mind. regards Anton
since 3rd dof addition the settings have changed so other games (R3E, AMS or rf2) currently need brand new calibration. however ac is the only game i play recently. what particular settings are in scope of your interest?
Not especially - it is impossible to experience a full g-forces with such kind of motors. but yes, there is a certain feeling of g-forces due to the speed of the motor's reaction to the action in the game anyway this is much better than a static cockpit since it delivers a feeling of a full motion
not much speaking of a small or tiny ones, but kerbs and road surface are pronounced well though. but - with this rig i got tend stick onto road surface, because if you go off-track, it will be a massacre for your butt - the gravel traps are nasty and mean, so yeah - i guess so you may feel road surface)
@@m3gt2 ha ha ha i hear you. as long as its not smooth driving around monza im cool. the steering wheel is telling me its bumpy so i want that to reflect.... last question. is the the H or the P model... thanks for replying again
Are you still using this these days, for real races and everything? It looks like good fun, but I'm a bit scared I'd eventually dump it if it's just a novelty in the end.
Scott not yet so far. the unit is robust because of industrial motors grade, so basically the cost is related mainly to motors, the rest (frame & control unit) is less costy
May I ask you, if you bought it over the DOF Reality Website paying in Dollar or over Amazon and paying in Euro and how much was the customs duty? Regarding motion cancellation, DOF Reality wrote me: "The VR systems without cameras works well even without motion cancellation as the platform doesn't move that much, it just rotates. We have many customers reported that they even prefer it without motion cancellation even with Vive pro and Rift S as well as Samsung Odyssey tested and works great." Do you agree with this? Thank you in advance for your reply!
Greetings! I did buy it upon launch, this is the very first model. I payed in us dollars, however due deliveri of it to me by pieces, there was no duty for me. I do not know anything about how well vr w/o cameras works, because i still have cv1. Though my cameras are blocked (to prevent sinking) and i did find that i don't need any cancellation at all in this case. So actually my reply couldn't be helpful for you, cause i guess you did mean full vr dof freedom for you. I believe that in order to prevent sinking and raising due to landscape elevations some cancellation still could be needed
I also had a question about the vr motion. Did you have any problems with the picture jumping around and causing nausea? Did you do "motion cancellation"? Did you mount your sensor on the rig? Any information would be really helpful. Thanks!
Ben Pedersen abdolutely no issues. in fact, any motion eliminates nausea completely. the picture with motion is immersed and is compensated by brain like in real life. i fon't use any motion cancrllation because i don't need to. the sensor is blocked and sitting on the table (in fact, it excluded from the process)
m3 gt2 ahhh so you covered up the sensor thus placing you in a "fixed" position in the car. Meaning if you were to move forward or backward the car would move with you correct?
You have a very nice setup! Really seems to transfer the game data to your rig! I built my own 3 DOF rig (check it out if you have a chance - just click the icon to the left) Either way VR with the motion rig is the way to go! Thanks for posting! Thumbs up guy!! DMax
With that equipment you should really try running iRacing instead. You'll get more feel and thrill there especially in VR. I choose iRacing for VR any time any day over: Assetto Corsa, Project Cars, rFactor 2, Race Room... Also, iRacing has better physics and is way more competitive than any other sim out there.
naah, i don't like this subscription crap at all, cause drive just for pure pleasure. besides, iracing can't afford any car i would like to drive. rFactor 2 looks much better for me, at least i can play Enduracers mod, their last VR update is tempting for me, still hesitate to try cause want ISI to get much better performance in VR as possible - now i see not so promising results at all. But playing ~100 cars on Nords could be most likely possible exactly in rFactor2
I tried rFactor 2 DX11 in VR. It seems promising but needs more optimization. I hope they will fix it before they release DX11 officially. As for subscription plan in iRacing, I find it worth it. It's the only game that I find that has so much support from devs, who listen to community and also fix bugs. Yes, the lack of cars is a con but the cars they have are accurate to what they are in real world. First of all, they laser scan all tracks and cars. Second of all they use real data for cars that they gather from car manufactures and racing teams. The reason why there are missing so many cars is because of that. There was one car that was put into development since they got a green light from car manufacturer but none of the racing teams wanted to share the data so that car was left in the dust and never released. The new Porsche GT3 Cup car that they've added this year is just stunning, the sound is like 1:1 to what it sounds in RL, the looks in VR are outstanding and it is so detailed. They are working on Ferrari and also another Porsche, which they might release by the end of this year since currently those cars are being laser scanned. As for endurance races, iRacing is so much fun to do those 24h endurance races with your teammates. I don't know any sim out there that would allow to change drivers during the 24h event and let the whole team drive one car just like they do in real life 24h endurance races. P.S. Also, the online competition is just outstanding. You even get to race against Real Life professionals. For example, ex F1 driver Rubens Barrichello is very active in iRacing and he is mentoring his son there. So, you can see him on the track quite often.
Completely agree with AOD ZED, yes it is a little bit of an investment with Iracing, but completely worth it in my opinion. Plus hate to say it, but you've obviously invested a large amount into your sim... $10 a month hardly seems like a big amount in comparison? Anyway, well done on your Sim Rig, quality setup!!!
yeah i know how it looks - dd-wheel, hmd and motion rig, and denial a $10 year subscription:D i dunno, for me the equipment looks indeed like investment, a things which i can use or sell, but iracing things look like investment i will not own but just rent, besides there is no guarantee that the price will not grow after a while, more specifically just right after i'll get more content for myself (such thing has already happened, isn't it?). for me this is some kind of dope to get into considering my trackdays are mostly fun & pleasure intended. paying constantly to play a game? mm.. nope=) i already have a steam which makes some games unusable :D but i do appreciate your comment, thank you! =)
Obviously the motion adds immersion to the game, especially linked with VR. But do you think it made you quicker, slower or roughly the same speed as when you had your stationary rig?
ахахаха, опять? ниче, разбанят, как ж без тебя. а перчатошки почти угадал - они типа для механиков) но чета сомневаюсь, что механики будут работать в печатках с замшей. хотя на одном видео видел в таких. на карт у меня получше, но их снимать-одевать помуторней
Iracing have sucked FFB with free cars and free track even with my accuforce!Plus always thing that you pay for something you not own its nonsense!Iracing sounds is sucked and there is no weather!not even live track!
Looks like you need a real car. Dude, I have raced a lot and it cost's big $. And everything costs a grand. No kidding. If you have an issue.. build your own rig like I did and race in VR. I have a ton of video's posted but what you see in 2D is way different than what you see and feel in VR Take a look ! DMAX