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322 points LorenDB | 1 comments | | HN request time: 0.234s | source
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jsheard ◴[] No.42143406[source]
From the GitHub this is only capable of 3DoF tracking, which puts it in the same category as the defunct Oculus Go headset, or Google Cardboard. 6DoF is really the bare minimum to qualify as proper VR nowadays.

For the uninitiated 3DoF means the headset only tracks the rotation of your head, not your heads absolute position as you move around, while 6DoF tracking does both. 6DoF is also much harder to implement.

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aziaziazi ◴[] No.42143489[source]
Never understood why my GCardboard couldn’t do that, my phone sure has a bunch of accelerometers and giros. Sure higher and other techs can track better but isn’t it enough for a basic sense of mouvement? For most of the applications I won’t more than a few meter anyway.

Probably some have tried and I’ll be curious to know what prevent it.

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jsheard ◴[] No.42143508[source]
The problem with accelerometers and gyros is they drift badly if you try to derive absolute positioning from them alone. They need to be fused with some other form of tracking to anchor them in absolute space, which in the case of the Quest and Vision Pro is done with multiple outward-facing cameras fed into a SLAM algorithm.

Maybe Cardboard could have attempted to use the phones camera for SLAM, but a single lens would only have got them so far. Dedicated VR headsets have at least four cameras pointing in different directions, which are sometimes augmented by IR projectors and/or LiDAR.

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1. needle0 ◴[] No.42144980[source]
To be pedantic, two cameras were enough for the headset to track itself (eg. Lenovo Mirage Solo). The reason that headsets nowadays have 4 cameras is for it to also track the hand controllers that are being held by the user and being flung around nearby...which this also seems to lack.