Chapter 3. Pulling data out of the Rift: working with the head tracker

This chapter covers

  • Understanding the head tracker
  • Using the head tracker API to fetch an orientation
  • Applying the new orientation to a rendered scene
  • Using gravimetric and magnetic drift correction
  • Using prediction to reduce latency

For some users of the Rift, the first impression is, yeah, that’s a nice view. They aren’t really wowed. Then they move their head, and that’s when it hits them. They break into a huge grin and make a 360-degree spin just to take it all in. The sense of immersion they get from having their point of view be consistent with where they’re looking completely sells them on the experience.

The Rift includes the hardware that lets you track ...

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