6 ms·
I believe it is possible, though I doubt many people look at the raw data due to its limited usefulness. Without sensor fusion between the IMU (or inertial meas
by agar 9y ago
I believe it is possible, though I doubt many people look at the raw data due to its limited usefulness. Without sensor fusion between the IMU (or inertial measurement unit, AKA electronic gyroscope) and various other inputs (including dead reckoning via external sensors), drift error rapidly accumulates.
So, the SDK takes all the information in directly, does its calculations, and exposes only the resulting positions and orientations for hands and head. This resulting info is what developers typically use.
Here's an excerpt from a blog post[1] regarding the IMU and sensor fusion:
> With the new Oculus VR™ sensor, we support sampling rates up to 1000hz, which minimizes the time between the player’s head movement and the game engine receiving the sensor data to roughly 2 milliseconds.
> <snip interesting info about sensor fusion>
> In addition to raw data, the Oculus SDK provides a SensorFusion class that takes care of the details, returning orientation data as either rotation matrices, quaternions, or Euler angles.
Note that this blog is from back in dev kit 2 days. It's possible that Oculus removed the ability to retrieve raw data; in my hobbyist efforts I only use Unity's integration and don't work directly against the SDK.
[1] https://www.oculus.com/blog/building-a-sensor-for-low-latency-vr/ https://www.oculus.com/blog/building-a-sensor-for-low-latenc...