![]() So why is anything else needed at all? Because accelerometers are imperfect, providing noisy data. From moment to moment it’s how every VR headset and controller tracks itself. Using this to determine change in position is called dead reckoning. And if you take the integral of velocity values over time, you get position (or at least, displacement from the original position). But as you may remember from calculus, you can take the integral of acceleration over time and get velocity. Here’s how this works: accelerometers do not read position, or even velocity, they read (as the name suggests) acceleration. These accelerometers typically run at 1000 Hz. The primary shared tracking method of all these systems is a microscopic electromechanical accelerometer. The Common Base: Dead ReckoningĬontrary to popular belief, the optical systems described below are only truly “correction” systems. The various tracking systems each balance cost, ease of setup, tracking volume, controller tracking range, and modularity. Companies have different ideas about which techniques are right. While there may be a common industry standard some day, none exists yet. But different companies use different technologies to enable positional tracking (6DoF). Rotational tracking (3DoF) is always done with microscopic electromechanical gyroscopes. When controllers are also 6DoF, you can directly interact with virtual objects with your hands since you can move them through virtual space by moving your hands in the real world. If the tracking volume is sufficient, you can even walk around your whole room in VR. Positional tracking lets the user actually move around in the virtual environment. On PC and console VR, and now in high end standalone VR, the headsets feature positional tracking (6DoF). This can be acceptable for seated content, but it doesn’t allow you to move around the virtual world physically, or to interact with it with your hands directly. They essentially act as laser selection pointers. 3DoF controllers are similar, rotation-only. ![]() ![]() The entire virtual world will move with you. But if you try to lean or actually move your head’s position, this is not tracked. You can look up or down, to either side, or tilt your head. Most mobile VR headsets like Oculus Go, Samsung Gear VR and Google Daydream View only have rotational tracking (3DoF). Background What Is Positional Tracking? (6DoF) PC VR, console VR and now even some standalone headsets even have positional tracking so you can lean, duck, and even walk around in VR.īut how does this tracking work? Here we’ll explain the main positional tracking systems and how they function. Alongside having a wide field of view, virtual reality headsets are distinct from regular 3D displays in that they are tracked. ![]()
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