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Comparing the Accuracy and Precision of SteamVR Tracking 2.0 and Oculus Quest 2 in a Room Scale Setup

Valentin Holzwarth, Joy Gisler, Christian Hirt, Andreas Künz

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Abstract

Real walking is the most intuitive navigation means to explore large virtual environments. For such a free walking Virtual Reality (VR) experience, large tracking spaces are required as well as dedicated motion tracking systems covering them. In the past, the coverage of large tracking spaces could only be achieved by professional-grade motion tracking systems. Recently, low-cost, consumer-grade motion tracking systems, such as SteamVR Tracking and Oculus Insight, have arisen, which also allow for room scale setups. However, the capability, limitation, and reliability of consumer-grade VR motion tracking systems is not fully understood yet. In this paper, we aim to fill the gap by comparing SteamVR Tracking and Oculus Insight in a 5m × 5m room scale setup, using state of the art hardware (i.e. the Oculus Quest 2, SteamVR base stations 2.0 and High Tech Computer Corporation (HTC) Vive Trackers Version 2018). The results reveal a significantly higher accuracy for the Oculus Quest 2 compared to SteamVR Tracking in the height of a tracked object. Furthermore, the Oculus Quest 2 tracks its position with substantially higher precision than SteamVR Tracking. Based on the results, we conclude that the Oculus Quest 2 is suitable for a wide range of applications in research and industry, particularly considering its lower acquisition costs, higher mobility and easier setup compared to SteamVR Tracking. However, as this work marks an initial step, more research is needed to fully understand the capabilities and limitations through other metrics (e.g. latency) and other setups (e.g. rooms with fewer landmarks or different lighting conditions).

Topics & Concepts

Computer scienceTracking (education)Match movingBitTorrent trackerVirtual realityTracking systemComputer visionArtificial intelligenceEye trackingComputer graphics (images)Motion (physics)PsychologyFilter (signal processing)PedagogyVirtual Reality Applications and ImpactsEvacuation and Crowd DynamicsWinter Sports Injuries and Performance
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