Looks like an awesome rush! Never been a gamer but I had a street bike when I was young and I would love to have that rush again...without the possibility of death.
Dude! Great video! I just built my 3DOF platform and running it in VR too! This is so Awesome! I have the dirt rally game but am a bit tentative to try it out with the platform and VR.. maybe this weekend... I have a few videos posted on 'assetto corsa' tracks with classic cars if you care to take a look. Either way. Good Job! Thanks!
Thank you! The motion software used in this video was simtools, just throwing that out there in case you were wondering. I've switched to srs since then. I'll make sure you check the vids out!
Cool setup! Could you do more Videos? im interested to know if it only does the big bumps or do you feel everything shaking like you actually driving on heavy gravel? Any delay? Did you try this with race room or assetto corsa?
It's very responsive, but it takes a while to dial in the settings to your liking. Pc2/dirt rally/AC/ACC/Rf2 all work great on it. I would say AC actually works the best, or it might be due to the amount of time I took to dial everything in.
@@TheFlysly54 Thankyou for the swift reply, will you be doing more videos on this DOF reality p3? Yea if its anything like a wheel the better its dialed in the more enjoyment you get out of the game. i just cant tell if there is any small bumps coming from the dof p3 or is it just big bumps that it simulates?
@@jacooosthuizen3593 it's just a matter of fine tuning. I have a buttkicker mounted underneath and it handles road textures. I would strongly recommend transducers.
How wide is the front base of the P3? The pictures on their website the rear looks wider. The max space I have for the front base is 28”, or 711 mm. Rear isn’t a problem for me.
Wouldn't it be better if the Oculus sensor would be mounted on top of your wheel base? Because now when you lean forward you get pushed your face in-game to the dashboard because you get closer to the sensor. When the sensor is moving with the motion you head would stay in the correct position in-game. Also with the rotation .
It wouldn't because the oculus sensors are very sensitive and have to be stationary, even the slightest movement throw tracking off. I did that with 2 sensors and it didn't work well whatsoever. Oculus doest have motion cancellation. You get use to the motion and it actually helps with the immersion imo. It throws you around in the car just a little bit as it would in a real car
I was actually wondering. Oculus just needs a button to turn of the tracking 100% and just run off the internal gyros. That’s all you need when strapped into a sim rig. For now just run your oculus with the lights off. It’ll say “not enough light for tracking. Relying on internal sensors only” That’s how I turn it off haha
@@GeeCeeAte from experience I can say that it's horrible to run a VR headset without positional tracking, there are a lot of slight headmovements happening which you don't notice and the algorithm for just rotation is also not perfect. Because of that it's very uncomfortable for most people if the positional tracking is not working. Best solution is to have a motion cockpit which knows where it is and can compensate the movement in VR. Some offer this feature natively and for others there is an external solution which uses a controller strapped to the cockpit.
It's feels much more realistic than VR alone, it's pretty amazing. Traction loss system helps a lot with immersion as well, it wouldn't be same without it.
You should mount the sensor to the rig itself. That will keep you centered on the “in game” car. If you notice how it seems your character slides all around in the car. That’s because the trackers are sensing you move when technically you aren’t moving from the drivers seat. It’ll make the tracking WAY more immersive. It sucks because I have a vive and can’t mount the trackers to the rig. Since the trackers have moving parts they will break. I already broke 2