Menu

Motion V3 UDP Paired with Tobii

UDP
2024-01-27
2024-02-11
  • Travis Wetmore

    Travis Wetmore - 2024-01-27

    I have been using tobii5 tracker for a couple years at this point and love it! I recently added a NLR Motion V3 and wanted to combine the motion of the platform with the tobii to move the camera. The motion platform software has a few options to move the screen (I mostly play Assetto Corsa Competizione), but it "disables" facetracknoir. The motion software has the option for UDP output to game. I was hoping there was a way to use this as the "2nd tracker source." However, after a few attempts, I am unable to detect any input on the UDP port. Any thoughts?

     
  • Wim Vriend

    Wim Vriend - 2024-01-29

    Hello Travis,

    I'm glad you like the Tobii tracker! Before your post, I had never heard of the NLR Motion V3 :) It does look interesting, though I think sea-sickness would be my first concern...

    You say that the motion software is able to send UDP messages: do you have any documentation describing this? I assume that the software uses information from the game to send commands to the Motion actuators?

     
  • Travis Wetmore

    Travis Wetmore - 2024-02-11

    lol it does take a bit of getting used to. After the first 30 minutes I have not felt sea sick, but I was initially wondering if i had wasted my money. Now I can't race without it.

    Unfortunately, there isnt a lot of documentation for what they call "ScreenWay." It doesnt appear in the manual, but here is a blurb from the software itself:

    *ScreenWay is equivalent of VR HeadWay for stationary display systems (TV, dome projections). It moves the gin-game camera to match its position to the current position of the motion platform. In the result, it allows the stationary display system to follow the movements of the cockpit and behave as if the display system was attached to the cockpit.

    Features and limitations
    1. ScreenWay is not needed if the display system is attached to the motion platforms top frame (to the cockpit).
    2. For racing appli9cation, it is recommended to compensate only sway and yaw. Roll and pitch compensation seems to be not necessary.
    3. ScreenWay requires for the game to provide some kind of an API to manipulate the camera position. In the result the number of supported games is limited in comparison to VR HeadWay
    4. Since VR Headway and ScreenWay never operate simultaneously, you can use the same hotkeys to turn ScreenWay on/off as you would for the VR HeadWay.*

    Under system integration there are 4 methods of using screenway. The first two either emulate Track IR API or FreeTrack API and disable head tracking.

    The 3rd option sates: Use Open Track UDP protocol to provide camera position corrections to games that support it. I am able to adjust the port that is being used

    The 4th option is to use camera manipulation API that is specific to 3 games.

    Ill keep looking to see if I can dig up any additional information, but for now this is what I have been able to locate.

     

Log in to post a comment.