Moreover, a PhD thesis in 2018 has obtained comparable results with deviations of more than one centimetre with regard to a research grade motion capture device. However, a detailed investigation of the behaviour of the deviation vectors was missing and the experiments have not been repeated with different lighthouse constellations. A tilted horizontal reference plane has been detected and horizontal deviations of a few centimetres were reported. The reference grid was set up with a spirit level and the WorldViz PPT-X device as reference system. Niehorster has published the first scientific inspection of the lighthouse system of the first generation in 2017. In the report, the position measurements of the HTC Vive have been compared with a 36 inch ruler.
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His investigations focused on the update rate and drifts of the HTC Vive system and covered small scale accuracy investigation. A first developer inspection of the lighthouse system was carried out by Kreylos in 2016. Therefore, it is commonly used in various technical applications, for instance, for motion tracking in a robot control system.
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Due to the concept of the tracking approach and the user feedback, a high accuracy in the pose estimation is assumed for this HTC Vive system. This also applies to the HTC Vive system where the majority of the accessible information originates from user reports in web forums and video channels, e.g., YouTube. However, in both cases manufacturers of VR systems usually do not provide information about the achievable pose accuracy of their devices. These tracking approaches differ from their possible use cases, because some are designed for a quick and user-friendly setup and some are designed for a stable and accurate simulation. Whenever real objects interact with the simulation, the accuracy of the position and the orientation (pose) of the VR system’s components in the real-world environment are crucial.įor the pose estimation of VR systems, different tracking approaches are used.
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The usage of a car interior in a driving simulation or the inclusion of a table’s surface as a game board are widely used examples. The integration of external objects into a VR application is a common way to realise a more realistic user experience. Virtual Reality (VR) has become a state-of-the-art tool for visualisation, gaming and education in virtual environments.