Constellation: Difference between revisions
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==Introduction== | |||
[[Constellation]] is a optical-based [[outside-in tracking|outside-in]] [[positional tracking]] system developed by [[Oculus VR]] for the [[Oculus Rift (Platform)|Oculus Rift]] [[Oculus Rift#Devices|devices]]. Similar to [[Lighthouse]], Constellation is able to track both the [[HMD]] and [[Oculus Touch]] controllers. Unlike Lighthouse, Constellation utilizes [[optical sensor]]s that detect the IR LED markers on the tracked devices. It features 360 degrees tracking and is suitable for both seated and standing [[VR]] experiences. | [[Constellation]] is a optical-based [[outside-in tracking|outside-in]] [[positional tracking]] system developed by [[Oculus VR]] for the [[Oculus Rift (Platform)|Oculus Rift]] [[Oculus Rift#Devices|devices]]. Similar to [[Lighthouse]], Constellation is able to track both the [[HMD]] and [[Oculus Touch]] controllers. Unlike Lighthouse, Constellation utilizes [[optical sensor]]s that detect the IR LED markers on the tracked devices. It features 360 degrees tracking and is suitable for both seated and standing [[VR]] experiences. | ||
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===Tracking Volume=== | ===Tracking Volume=== | ||
Constellation has similar tracking volume as [[Lighthouse]]. It is able to deliver a room-scale VR experience. Multiple optical sensors can be employed to track the HMD and controllers in order to reduce [[occlusion]] and increase tracking volume. While technically capable, Oculus is not currently focusing on a room-scale VR experience. [[Palmer Luckey]] mentioned that developers wanted a larger demographic of users. Requiring users to not only have powerful computers for the [[Rift]], but also an entire room dedicated to VR, is too much.<ref>https://www.youtube.com/watch?v=HKxPRrY7K0E</ref> | Constellation has similar tracking volume as [[Lighthouse]]. It is able to deliver a room-scale VR experience. Multiple optical sensors can be employed to track the HMD and controllers in order to reduce [[occlusion]] and increase tracking volume. While technically capable, Oculus is not currently focusing on a room-scale VR experience. [[Palmer Luckey]] mentioned that developers wanted a larger demographic of users. Requiring users to not only have powerful computers for the [[Rift]], but also an entire room dedicated to VR, is too much.<ref>https://www.youtube.com/watch?v=HKxPRrY7K0E</ref> | ||
==Room-scale== | |||
==How Does It Work?== | ==How Does It Work?== |