Motion compensation for VR

Driving inside a fully equipped cockpit with VR headset on gives awesome impressions and feeling like in real car. Using motion platform and VR, however, have a serious flaw - seat's movement implies in-game camera movement, which results in player bumping from one car's window to another. That's why platform motion compensation is mandatory, so that camera's position in independent of platform displacement. Below you can see, how big difference does it make.

Screen-shot with no motion compensation

No motion compensation

Screen-shot with motion compensation active

Motion compensation active

In Rider we implemented our original algorithm, which allows to compute player's body displacement resulting from platform movement and so to negate its impact on in-game view. All you have to do is to seat in comfortable position with your VR headset on and allow platform to execute few motions - compensation is ready for activation in no more than a minute.

Supported VR systems:

  • SteamVR - all VR headsets with positional tracking:
    • HTC VIVE
    • Valve Index
    • Oculus Rift - due to peculiar Oculus software when launching a game you should ensure that is uses SteamVR, not Oculus app
    • other models should work as well - our software relies on SteamVR, not specific VR headset
  • VR headsets which have no positional tracking, but only rotational one, doesn't need motion compensation when using out SR-21 platform.