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Obviously the quality of the sensor readings is going to be better if the system is well calibrated. What the first video shows (while getting terminology and technical information wrong) is that repeatedly calibrating the PSVR can improve the quality of the sensor readings in some cases, however it won't fix the problem. You can do the same in the iVRy driver by opening the settings (double click on the icon in the Windows system tray while SteamVR is running) and pressing the "Calibrate" button.
The correct long-term solution to this problem is to use the PS4 camera to track the headset. By tracking the "constellation" of LEDs on the headset, it's possible to derive orientation optically, and then use that to correct drift in the sensors. That is how it is done on the PS4 (you will notice drift there in "cinema" mode too, as that doesn't use the camera), and work is being done to get that tracking working on PC too (will require an adapter to connect the PS4 camera to the PC).
You can recenter the PSVR tracking in iVRy by pressing one of the volume buttons on the inline remote (PSVR v1) or on the headset (PSVR v2). If you are using v1.1.4.x (or later) of the iVRy driver (currently in beta), Driver4VR is able to communicate directly with the iVRy driver to perform the recenter action (as per second video, but with no user setup required).
Thanks for confirming that and the extra info.
Well while we wait for real solutions, it does seem that recalibration can reduce the rate of drift to a value that isn't distracting.. though it always is as you constantly are performing the function.
Just in case you're considering it and its worth it.. putting in a fixed offset would be great for certain cockpit games.. im guessing elite and asseto corsa would be covered and probably are the main uses for vr at the moment outside of demo toys. You can't turn your head sideways down in these games, so any adjustment would be good.. assuming its possible to detect what direction the headset is actually drifting in. But i've noticed drift can increase over time too so...
We can only avoid those games or get a real solution.
For example; on TrinusVR i could remove the very large drift by setting "dead zone" to 0. In iVRy I seem to also have a very large drift (around 90 deg left in 1-2 minutes), but no such option.
And let's not forget that the earth's rotation is 15deg/hour, so you are drifting out of center too ;-)
Further reading about IMU errors can be found at Analog Devices
https://www.analog.com/en/analog-dialogue/raqs/raq-issue-139.html#
is there still Development happening on iVRy?
If so, would it be possible to maybe include a slider to add a simulated continuous "counter motion" of sorts. It appears the drifting only occurs only in the X-Axis.
Would be really apreciated :-)