RoadToVR’s Impressions of the Various In Development Inside-Out Tracking Systems

Multiple companies are currently tackling the issue of standalone inside-out tracking- the ability for a VR headset to track itself without any external tracking units (sensors, base stations, etc).

However, the question is- how do these efforts compare?

Well it’s hard to get a controlled comparison of course, but I noticed that [RoadToVR](http://www.roadtovr.com) have used the same person, Ben Lang, to test almost all of these systems, and he has given *fairly* (relative to most journalists) detailed impressions of the tracking quality. This is what he’s said:

(please note the month of impression, as this is all mostly software, and software improves over time)

#**Google (WorldSense)**

Month of Impression: May 2017

>***very impressed with the accuracy and latency*** of the tracking

>*However,* ***there were few static near-field objects in the demo with which to get up close and get a good assessment of any jitter, and it’ll take more time with the headset to see how it handles faster motions like ducking and dodging***

>***I also tried looking straight down at the ground with my head just a foot or two above it*** *(trying to give the camera’s less distinct visuals to work with), and found that* ***the tracking held of perfectly.***

Article: http://www.roadtovr.com/hands-googles-standalone-daydream-headset-prototype-worldsence-tracking/

#**Microsoft (Windows MR Tracking)**

Month of Impression: May 2017

>*I found the Acer’s* ***tracking to be quite solid in all of my demos. I did experience the occasional tiny jitter in the headset’s tracking***, but nothing major*

Article: http://www.roadtovr.com/acer-vr-headset-microsoft-mixed-reality-hands-on/2/

#**Oculus (Santa Cruz)**

Month of Impression: October 2016

>***the headset seemed to track me perfectly*** *as I moved through the real and virtual rooms; it felt almost exactly like the quality tracking you would expect from Oculus’ outside-in Rift solution.*

>*I walked around the entire space that was available to me,* ***shook my head rapidly, and twisted it back and forth in an effort to try to get the tracking to hitch, but it refused***

Article: http://www.roadtovr.com/hands-on-oculus-wireless-santa-cruz-prototype-makes-standalone-room-scale-tracking-a-reality/

#**Qualcomm (Snapdragon VR)**

Month of Impression: January 2017

>*and it managed to keep up,* ***although perhaps not as quickly as systems like SteamVR’s Lighthouse or Oculus’ Constellation. It felt very slightly behind in positional tracking***, *but for rotational tracking, it was just as good as any of the PC VR headsets.*

>*There was a railing that was slightly reflective, so I tried going really close to it in an attempt to freak out the tracking, and it stayed stable until I was around a foot away,* ***where it began to hiccup.*** *Throughout the whole demo however, there were only a few instances where* ***the view would drift a touch or perhaps became “floaty”***.

Article: http://www.roadtovr.com/qualcomms-new-mobile-tech-unlocks-impressive-inside-tracking/

#**Intel (“Project Alloy”)**

Month of Impression: January 2017

>***when I took a step forward, it didn’t quite feel like I’d traveled the same distance in the virtual world*** *as all my bodily sensors said I traveled in the real world

Article: http://www.roadtovr.com/intel-project-alloy-merged-reality-multiplayer-hands-on-ces-2017/

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For Google WorldSense, Microsoft MR Tracking, and Project Alloy, more time-on would be needed obviously. It will be interesting to see how these systems evolve.

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