The mobile VR experience has come a long way since its early days, when users often felt dizzy and disoriented. While we may not yet reach the level of quality provided by high-end systems like the Oculus Rift or PSVR, advancements in technology have eliminated the need for cumbersome cables. This progress has also sparked new ideas around the concept of six degrees of freedom in virtual environments. HTC Vive, with its ability to let users move freely through space (within certain limits), stands out as one of the most appealing systems currently on the market. However, its room-based tracking isn’t ideal for everyone. Meanwhile, Oculus is exploring inside-out tracking, which promises greater mobility without wires. I personally got a glimpse of this potential last year at the OC3 conference when I tried the Santa Cruz prototype.
You’ve probably heard of inside-out and outside-in tracking, and maybe you understand their basic meanings. But what exactly are the pros and cons of these two approaches? And which one will dominate the VR landscape over the next decade?
1. Outside-In Tracking (Outside-In)
If you’ve ever used one of the “Big Three†VR systems—Oculus Rift, HTC Vive, or PSVR—you’ve already encountered outside-in tracking. These setups rely on external devices to track both the headset and any accessories. For instance, Vive uses Lighthouse base stations, while Oculus employs a microphone-like sensor. All three configurations require placing sensors strategically throughout the room to determine the user’s position relative to the environment. Even some experimental mobile VR solutions incorporate outside-in tracking.
Advantages:
• Outside-in tracking remains stable and is currently the most precise option available. Adding extra sensors to your space can further enhance accuracy.
• The latency in today’s outside-in tracking is relatively low, reducing the risk of motion sickness. Unless another method achieves comparable tracking quality, outside-in tracking will likely remain the dominant solution, including for mobile VR.
Disadvantages:
• One major limitation is occlusion. If you move behind furniture or tall plants and lose sight of the sensor, the system struggles to maintain accurate tracking. The sensor must have a full 360-degree view of you to avoid losing tracking data.
• Another significant issue is the restricted range of the sensors. Unlike inside-out tracking, you must stay within the sensor’s field of view; stepping out of range breaks immersion, especially in smaller VR play areas.
2. Inside-Out Tracking (Inside-Out)
In this setup, the device itself contains a tracker capable of detecting changes in its position relative to the surrounding environment. As you move your head, the sensor recalibrates your position in real-time, creating the illusion of seamless movement within the virtual world. Some inside-out tracking systems use markers, while others don’t. Devices like the Little Bird Neo CV offer untethered freedom, though Valve’s demo rooms often feature walls covered with markers to assist tracking.
Several companies are already offering promising inside-out tracking solutions. Qualcomm’s 835 reference headset is one example, and Eonite demonstrated their own version by attaching a sensor to an HTC Vive headset. Although still tethered to a PC, users could roam freely without external sensors. Microsoft’s HoloLens and upcoming Windows Mixed Reality headsets also integrate inside-out tracking, along with Acer’s “mixed reality†headset.
While inside-out tracking holds immense promise, challenges remain. Ensuring consistent accuracy across different environments and maintaining low latency are critical hurdles. Nevertheless, the rapid pace of technological advancement suggests inside-out tracking will become increasingly viable, especially as more affordable and user-friendly options emerge.
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