WEBVTT

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Virtual reality enjoyed hype levels over 9,000!

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Just a few short years ago only, to have a lot of the fanfare die down shortly thereafter.

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And justifiably so, a lot of people had understandable misgivings

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about things like comfort, cables, and the cost of entry.

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If only there was a technology that would make it possible to create a cheap,

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easy, and wireless platform that provides all the benefits of enthusiast-grade VR

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without the drawbacks. Well, that is exactly what

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Markerless Inside Out Tracking promises to provide.

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Now, although it's true that devices like the Windows Mixed Reality headsets

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and Lenovo's Mirage Solo have used Markerless Inside Out Tracking for a while,

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they've never achieved the status of the more premium offerings

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from companies like HTC, Oculus, or Sony.

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Fortunately, for VR lovers, things are changing as late-model headsets

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with this technology, like the Oculus Quest and Oculus Rift S,

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have almost completely closed the gap, and HTC revealed at CES this year

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that the Vive Cosmos will be taking advantage of Markerless Inside Out Tracking as well.

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So it's safe to say then that the heavyweights have entered the ring.

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But what exactly is Inside Out Tracking, and specifically Markerless Inside Out Tracking,

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and why is everybody jumping on the bandwagon? Well, put simply, Inside Out Tracking

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is a way to track the position of a head-mounted display or HMD in three-dimensional space.

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Up until recently, the biggest six degrees of freedom VR platforms,

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the Rift and the PSVR, have been using either Inside Out Tracking with Markers

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or even the opposite approach outside in tracking,

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which uses external sensors or cameras to determine where the headset is located.

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And while these methods are very accurate

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and some with very minimal latency, they're not without problems.

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So the sensor towers require a line of sight with the HMD and controllers at all times,

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meaning that if you don't have a clear play space or you haven't set up the sensors properly,

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they could get occluded and lose tracking. And what's more, setup can be a total hassle

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if you don't have a dedicated VR area where you can just set it and forget it.

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You gotta push away your furniture, mount your sensors, define your play space,

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and finally step into the virtual world.

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But even if you have plenty of space and you don't mind the setup time,

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you will still need external sensors and either a PlayStation 4 or a VR-capable PC,

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each of which drive up the cost of entry. Markerless Inside Out Tracking on the other hand

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has all of the required sensors embedded

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within the headset itself, allowing the HMD to track its own position,

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resulting in a simpler, quicker, and generally cheaper way to get immersed in VR.

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So it sounds great, right? But how does all this Inside Out trickery work?

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The answer, of course, is SLAM tech.

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I'm serious, actually. It's called SLAM technology. You see, SLAM stands for Simultaneous Localization and Mapping,

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which describes the problem that the head-mounted display has to solve.

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That is, creating and constantly updating

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a map of the environment that it's in while simultaneously tracking its own location

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within that map. It does this by using a combination of physical sensors,

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like cameras, accelerometers, and gyroscopes

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to continuously detect information about itself

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and the world around it. This data is then passed over to the software

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that's responsible for processing it and generating a 3D mapping of the environment.

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Now, while solutions to SLAM were originally developed for other applications,

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like robotics and self-driving cars, it's now being used for hardcore VR gaming.

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Like, who cares about the advancements of collective human knowledge when you could be playing?

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Super hot, super hot.

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But it's no guarantee that super hot or any VR experience for that matter

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will be better with Inside Out tracking. Like I said before,

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the reason that anyone would care about all of this at all is if they want a cheap, easy, and wireless VR platform

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that has all or almost all of the benefits

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of an enthusiast-grade experience. The issue here is that in order to make it wireless,

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everything has to run on mobile hardware. So if you're a member of the glorious PC gaming master race

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or even an ordinary PS4 gamer, VR games running on mobile hardware

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is gonna be a step down for both of you

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in terms of both fidelity and immersion. Plus, both the Mirage Solo and Oculus Quest

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feature piddly refresh rates in the mid-70 Hertz

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with the Rift S at 80 Hertz, the original Vive at 90,

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and the Valve Index at a whopping 120 Hertz

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or even 144 in its experimental mode. So if you suffer from simulation sickness

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at reduced refresh rates, you might not wanna buy into the marker list

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inside out hype just yet. Making matters worse, occlusion is still a problem

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when it comes to Inside Out tracking. The difference here is that instead of stuff

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getting between the sensors and the headset,

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Inside Out occlusion happens when the sensors on the HMD get blocked.

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For example, you might be aiming down the sights of a rifle with one of your hands

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right up against your headset. Or if you simply look away from the controllers

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or put them behind you to grab an arrow out of your quiver,

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the controller will try to continue tracking

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based on their last known position, but it might be with lower resolution data.

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So the longer the disruption, the more out of sync with reality things can become.

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Plus, the image processing that's done on captured footage while impressive isn't perfect.

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And Inside Out tracking doesn't really work outdoors

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because sunlight can interfere with the sensors. These issues though,

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do not amount to a death sentence for Inside Out tracking.

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As processing power, sensor performance, and slam tech

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continue to improve, we'll see a lot of these early problems become less and less pervasive.

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And there's also room for software to make more efficient use of the processing power

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that we have using still in development techniques like foveated rendering

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to get heavier games running on lighter hardware.

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So with all that in mind, there is still absolutely hope for VR

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to go truly mainstream once they make headsets

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that don't make you look like an idiot. So thanks for watching guys. Like, dislike, check out our other videos

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and don't forget to subscribe.
