Students Hack Positional Tracking onto Gear VR with SteamVR Tracking

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In a reverse engineering exercise, two students at Utah State University have hacked positional tracking onto a Gear VR headset using SteamVR Tracking technology. Mobile VR solutions like Samsung’s Gear VR currently employ rotational tracking only.

The popular forms of mobile VR headsets, such as the Samsung Gear VR and Google Daydream View and Cardboard, are currently limited to rotational head tracking, meaning that you can look around comfortably from a single vantage point, but movements of the head through 3D space (like leaning forward or backward) cannot be tracking. Positional tracking adds not only comfort but also immersion to virtual reality, and is a feature of all major tethered VR headsets. However, achieving the same on mobile VR has proved challenging.

As a highly desirable feature for mobile VR headsets, positional tracking has been a priority for Oculus’ internal development for a long time, and various alternative solutions such as VicoVR and Univrses are beginning to appear. While the future points to self-contained, ‘inside-out’ tracking, already found on Microsoft’s Mixed Reality headsets and Google’s Tango technology, Utah State University students Brady Riddle and Sam Jungertat have created a positional tracking solution for Gear VR that uses Valve’s well-proven SteamVR Tracking system.

gear-vr-positional-tracking-hack-steamvr-trackingThree infrared sensors, detecting the flashes from an HTC base station (Lighthouse technology), are attached to the front of the Gear VR headset and connected to a microcontroller, which collects the timing data. The data is sent to a computer via UDP packet over Wi-Fi, and the results are displayed using the game engine Unity, as shown in the brief demonstration video heading this article.

Since Valve opened SteamVR technology to third parties for free, it has become easier to create tracked peripherals and other hardware. While it would be possible to create a product that provided positional tracking for the Gear VR in this manner, the student project was used to learn the technology, in a reverse engineering exercise. A detailed breakdown of the project and its inner workings is available here.

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Though this project was academic in nature, it does point to one potential solution for positional tracking on mobile VR headsets—a system which would use rotational tracking as a baseline, but then be able to add positional tracking via the SteamVR Tracking technology when at home and near base stations.

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The trial version of Microsoft’s Monster Truck Madness probably had something to do with it. And certainly the original Super Mario Kart and Gran Turismo. A car nut from an early age, Dominic was always drawn to racing games above all other genres. Now a seasoned driving simulation enthusiast, and former editor of Sim Racer magazine, Dominic has followed virtual reality developments with keen interest, as cockpit-based simulation is a perfect match for the technology. Conditions could hardly be more ideal, a scientist once said. Writing about simulators lead him to Road to VR, whose broad coverage of the industry revealed the bigger picture and limitless potential of the medium. Passionate about technology and a lifelong PC gamer, Dominic suffers from the ‘tweak for days’ PC gaming condition, where he plays the same section over and over at every possible combination of visual settings to find the right balance between fidelity and performance. Based within The Fens of Lincolnshire (it’s very flat), Dominic can sometimes be found marvelling at the real world’s ‘draw distance’, wishing virtual technologies would catch up.
  • Sponge Bob
    • OgreTactics

      This is an ultra-cheap solution compatible with already set-up Lighthouses. That’s what.

  • OgreTactics

    Look, another student nobody doing the job of corporations!

  • Leo Richard Comerford

    Now, a relatively polished version of this for attaching to Oculus Go could do some serious damage. Head-to-head positionally-tracked multi-user VR for $200 plus the cost of the tracker per head, plus the cost of a few SteamVR Tracking base stations (as little as one base station for many seated-VR configurations)…