The current state of mobile VR has come a long way since its early days when users often felt disoriented and nauseous. While we’re still far from achieving the immersive quality of high-end systems like the Oculus Rift or PlayStation VR, rapid advancements in technology have made significant strides. One notable improvement is the elimination of cumbersome cables, offering users greater freedom to explore virtual worlds. This shift toward wireless mobile VR has sparked fresh ideas around the concept of six degrees of freedom (6DoF) within virtual environments.
HTC Vive currently stands out as the most captivating system on the market due to its ability to allow users to move freely through space, albeit with some limitations. However, this positional tracking isn’t always practical for everyone. Oculus, on the other hand, is exploring inside-out tracking, which promises enhanced mobility without the need for physical connections. At the Oculus Connect 3 conference last year, I had the opportunity to try out the Santa Cruz prototype, which showcased impressive potential.
If you’ve ever heard about inside-out and outside-in tracking, you might already grasp their basic meanings. But what exactly are the pros and cons of each approach? And which one will dominate the VR landscape over the next decade?
1. Outside-In Tracking (Outside-In)
If you’ve experimented with any of the “big three†VR systems—Oculus Rift, HTC Vive, or PlayStation VR—you’ve encountered outside-in tracking. These setups rely on external sensors to monitor both the headset and any connected peripherals. For instance, Vive uses the SteamVR base stations, while Oculus employs a sensor resembling a microphone.
All three configurations require placing sensors strategically around the room to determine the headset’s position relative to the environment. High-end systems commonly utilize this setup, though some mobile VR solutions are experimenting with similar approaches.
Advantages:
• Outside-in tracking remains stable and is currently the most precise option available. Adding more sensors to the room can further enhance accuracy.
• Existing outside-in tracking systems exhibit low latency, reducing the likelihood of motion sickness. As long as no better alternative matches its tracking quality, this method will likely remain dominant, even for mobile VR.
Disadvantages:
• A significant drawback is occlusion. If you step behind a large object like a couch or tall plant and block the sensor's line of sight, the system struggles to maintain your position. To ensure smooth tracking, the sensor must consistently monitor you from every angle, especially in confined spaces.
• Another challenge lies in the physical constraints of the sensors themselves. Unlike inside-out tracking, outside-in systems require users to stay within the sensor’s range. Once you exceed this boundary, immersion breaks down, particularly noticeable in smaller play areas.
2. Inside-Out Tracking (Inside-Out)
In contrast, inside-out tracking relies on integrated sensors within the device to detect its movement relative to the surrounding environment. As you move your head, these sensors adjust the virtual coordinates accordingly, creating the illusion of seamless navigation in the virtual world. Whether using markers or not, inside-out tracking enables untethered experiences. For example, the Valve demo room featured numerous markers on the walls to aid tracking. Meanwhile, companies like Qualcomm, Eonite, and Microsoft are developing compelling inside-out solutions. Devices such as the Qualcomm 835 reference headset, Eonite’s prototypes, and Microsoft’s HoloLens showcase this capability. Additionally, Acer’s upcoming mixed-reality headsets, part of Microsoft’s Windows Mixed Reality initiative, will incorporate inside-out tracking.
While inside-out tracking holds immense promise, it faces its own set of challenges. Achieving comparable precision to outside-in systems requires sophisticated hardware and algorithms. Moreover, the accuracy can degrade in cluttered or poorly lit environments where visual cues are limited.
In conclusion, both tracking methods offer unique benefits and trade-offs. Outside-in tracking excels in precision and reliability but demands setup complexity and physical constraints. Inside-out tracking provides convenience and flexibility but still grapples with technical hurdles. As VR continues to evolve, a hybrid approach combining elements of both might emerge as the ideal solution, bridging the gap between performance and accessibility.
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