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322 points LorenDB | 2 comments | | HN request time: 0s | 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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bee_rider ◴[] No.42143827[source]
Most phones have a couple cameras nowadays… I think the Pro iPhones (some, at least) even have some sort of lidar system that seems like it ought to be helpful? Anyway, it is a shame, I guess the market must not have been there.
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Joel_Mckay ◴[] No.42144079[source]
Most phones use a rolling shutter, so doing machine vision for low-latency motion/pose is difficult or unfeasible on a mobile cpu.

Best regards =3

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1. ben_w ◴[] No.42145437{3}[source]
Surely use the accelerometers for real-time/low latency, only use the cameras to correct for drift?

Not that I've tried for VR, but I did already create AR demos 5-6 years ago.

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2. Joel_Mckay ◴[] No.42149437[source]
In general VR is easier for sure, as in AR the latency issues manifest quicker.

The sensor fusion of IMUs is usually not stable very long, but it does mitigate a few of the very noticeable problems with camera trackers.

Still, it always boils down to the power budget... having a 2.6 kg head mounted unit is ludicrous. lol =)