4 ms·
Not to nitpick - but the challenge with Vive and Oculus is that they need to detect the movements without having a camera guaranteed to face the player head on
by manfredo 8y ago
Not to nitpick - but the challenge with Vive and Oculus is that they need to detect the movements without having a camera guaranteed to face the player head on at all times. This adds a considerable layer of challenge above what the Switch has to do.
IR tracking is mostly only feasible if you can guarantee that the user is facing the IR camera at a relatively consistent distance. The original Wii did this, the Kinetic did this, TrackIR [1] started doing this in 2001.
[1] https://en.wikipedia.org/wiki/TrackIR https://en.wikipedia.org/wiki/TrackIR
- yazaddaruvala 8y agoI'll think you'll be pleasantly surprised that the Switch and Labo solved that problem. The sensors and the IR camera are always in the correct orientation, regardless of player movement. And they solved it with $4 of cardboard. I can't praise enough the simplicity of their approach to the problem.
- manfredo 8y agoIt's more that the worked their games to fit the constraints of the technology, rather than solved the problem. To the best of my knowledge, you still can't leave the switch stationary and completely turn away from the box. The "problem" that VR constrol schemes need to solve (full 6 degrees of motion, line of sight from a controller and any one sensor can be blocked at any time) is not addressed by the Switch. The Switch is definitely cool technology, though, but is addressing different constraints than VR.