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Re:Growing Rift Between Valve and Oculus by phoboslab on Friday May 27, 2016 @06:53PM (#11789630)
Valve's Lighthouse tracking system isn't particularly elegant from a usability standpoint. I see Oculus' and Valve's current systems as a temporary solution. The future likely is in inside out tracking (i.e. one or more cameras on the headset, looking out). Oculus is working on that. I'd be surprised if Valve isn't.

I agree with your comments on the Oculus platform. It's sad to see them building higher and higher walls for their garden.

Re:Growing Rift Between Valve and Oculus by errantspark on Friday May 27, 2016 @07:20PM (#11789757)
I'd like to hear you expand on that, perhaps we don't align on the definition of elegant? I think the Lighthouse system is elegant specifically because it doesn't use cameras at all. That's what makes it so cool is that it's not limited by sensor resolution, to get really accurate tracking using cameras you need to crunch a LOT of data really quickly. I wouldn't be surprised if it's order's of magnitude less computationally expensive, especially since IIRC in the Lighthouse system most of the heavy lifting is done using an FPGA.

I think the system mentioned by jc4p is similarly elegant but for different reasons. Based on a skim through the article he posted I'd say the Lighthouse system is likely cheaper, and can more easily track multiple (infinite really since the tracking is done on the object rather than using the base station) objects, but won't have the same sort of range as MTS. Both are loads better than using cameras IMO.

Re:Growing Rift Between Valve and Oculus by hbosch on Friday May 27, 2016 @10:48PM (#11790392)
> I think the Lighthouse system is elegant specifically because it doesn't use cameras at all.

Not to be purposefully pedantic, so please excuse me, but aren't the small "dimples" on the Vive hardware technically very simple, low-res infrared cameras that are designed to pick up the Lighthouse lasers?

Re:Growing Rift Between Valve and Oculus by badsock on Friday May 27, 2016 @11:33PM (#11790480)
They're just simple IR sensors - they can detect when IR is shining on them, but not from which direction. Put another way: each one is the equivalent of a single pixel in a camera sensor.

Position is determined by watching the timing very closely of when each sensor detects the IR sweep, and then doing the math given those timings and the known orientation of the sensors relative to each other.

Re:Growing Rift Between Valve and Oculus by X-Cubed on Saturday May 28, 2016 @12:02AM (#11790535)
They're photodiodes, so each one is only capturing a single luminance value, they're not capturing an image.
Re:Growing Rift Between Valve and Oculus by jc4p on Friday May 27, 2016 @06:57PM (#11789646)
Have you seen this demo of Jack McCauley's new laser based tracking? http://www.roadtovr.com/mts-virtual-reality-vr-tracking-syst...
Re:Growing Rift Between Valve and Oculus by angersock on Friday May 27, 2016 @10:27PM (#11790344)
Interesting bit from the article:

By some definitions (including his) McCauley is a co-founder of Oculus due to his contributions and status as one of the earliest hires, though as far as Oculus itself is concerned, the company represents Palmer Luckey as the one and only “Founder” (with a capital F). As a seasoned design engineer who played an instrumental role in the creation of the Guitar Hero peripherals, McCauley brought hardware design experience to the young company, which was about to embark on designing, manufacturing, and delivering thousands of Rift DK1 headsets to eager backers of the crowdfunding campaign.

Kind of funny how kingmaking works, eh?

Re:Growing Rift Between Valve and Oculus by errantspark on Friday May 27, 2016 @07:22PM (#11789766)
Certainly this is better than camera based tracking but I don't think it's got a significant advantage over the Lighthouse system from a consumer standpoint. Especially when it comes to tracking multiple peripherals I have my doubts when it comes to MTS.