🚀 Try Zilliz Cloud, the fully managed Milvus, for free—experience 10x faster performance! Try Now>>

Milvus
Zilliz
  • Home
  • AI Reference
  • What types of tracking systems are used in VR (e.g., inside-out vs. outside-in)?

What types of tracking systems are used in VR (e.g., inside-out vs. outside-in)?

Virtual reality tracking systems primarily fall into two categories: inside-out and outside-in tracking. These systems determine the position and orientation of the headset and controllers in 3D space, enabling immersive interactions. Each approach has distinct technical implementations, advantages, and trade-offs, making them suitable for different use cases.

Inside-out tracking relies on sensors or cameras mounted directly on the VR headset to monitor the surrounding environment. The system uses algorithms like SLAM (Simultaneous Localization and Mapping) to analyze visual data from the headset’s cameras, tracking features in the room to estimate movement. For example, devices like the Meta Quest series and Windows Mixed Reality headsets use this method. A key advantage is portability, as no external hardware is needed. However, tracking can struggle in low-light or featureless environments, and controllers may lose tracking when outside the headset’s camera field of view. Developers should note that inside-out systems often combine camera data with inertial measurement units (IMUs) for smoother motion prediction.

Outside-in tracking uses external sensors or base stations placed in the environment to track the headset and controllers. These sensors emit signals—such as infrared light or lasers—that are detected by receptors on the VR devices. The HTC Vive and Valve Index, for instance, use lighthouse base stations that sweep the room with infrared beams, while the PlayStation VR uses an external camera. This method typically offers higher precision and lower latency, making it ideal for applications requiring exact positional data, like professional simulations. However, setup is more involved, and the system is less portable due to dependency on fixed external hardware. Developers must also account for potential occlusion if the user blocks the sensors’ line of sight.

The choice between inside-out and outside-in depends on the application’s needs. Inside-out excels in consumer-grade VR due to ease of use and mobility, while outside-in is preferred for enterprise or high-fidelity scenarios where accuracy is critical. Hybrid systems, like the Meta Quest Pro’s combination of inside-out tracking with optional external sensors, aim to bridge these gaps. As VR evolves, understanding these trade-offs helps developers optimize for performance, cost, and user experience.

Like the article? Spread the word