The YawVR is a pretty interesting device with a lot of potential, but I've found that it's potential is massively limited without motion compensation for your HMD.
For people who are unfamiliar, the problem is that when the YawVR moves your body, your HMD (Rift,Vive,Index,Quest,etc) thinks you just moved your head. If you want to use the YawVR for example to ride a roller coaster or fly a plane, and you'd like it to turn with the vehicle, you will find that your view inside the vehicle also turns! So when the vehicle turns 90 degrees, instead of your head continuing to look out the windshield, you find yourself looking out the side window. This renders the unlimited yaw feature completely useless. The affect happens when the device moves on any axis, but yaw is most noticeable. I find that if I limit yaw to 45 degrees, I can fly around in Elite dangerous and the experience isn't awful... it just feels like I'm swimming in my cockpit chair :-( I have to map a joystick button to recenter my view and I find myself using it a lot...
The solution is motion compensation - which means to track the movements of the YawVR and subtract (compensate) them from the HMD movement. If this is done perfectly, your in-game view will not change as the chair spins continously and pitches and rolls.
To date, there is absolutely no motion compensation available for Oculus Rift, Rift S, Quest, or Quest 2.
The YawVR FAQ claims there is motion compensation support for:
- HTC Vive (3rd party)
- Valve Index (3rd party)
- Pimax (in-house)
I don't own any of these HMDs so I can't speak to how well the motion compensation works, but if you are a prospective YawVR buyer, you may want to look into this before pulling the trigger.
If you are curious, here is a more in-depth write-up about motion compensation and some of the issues with it for some HMDs: https://www.xsimulator.net/community/threads/trips-treatise-on-motion-compensation-and-enclosed-simulators.14150/