Drag the mannequin to orbit. Toggle trackers to see which joints are truly tracked, which are solved by inverse kinematics, and which are pure guesses. Then crank the latency slider and watch the avatar fall behind its own trackers.
angle = t × rotor speed.SteamVR only knows where the trackers are. Everything between them is solved by IK: given the position of a hand and shoulder, where must the elbow be?
Total motion-to-photon delay is a pipeline. Roughly, for a lighthouse system:
| Stage | Typical cost |
|---|---|
| IMU sample + fusion | 1–2 ms |
| Radio to PC (2.4 GHz) | 2–7 ms |
| IK solve + game frame | 5–11 ms |
| Render + display scanout | 8–12 ms |
Under ~20 ms feels instant. Past ~50 ms your own body feels wrong; past 100 ms full-body avatars visibly swim, which is exactly what the latency slider above simulates.
| Method | How | Trade-off |
|---|---|---|
| Lighthouse (Vive/Tundra) | Swept lasers + photodiodes | Best precision; needs base stations |
| Inside-out camera | Headset cameras watch the room and body | No setup; loses limbs it cannot see (occlusion) |
| IMU-only (SlimeVR-style) | Gyro + accel per limb, no external ref | Cheap, occlusion-free; yaw drift needs periodic reset |
1. With only headset + controllers, how does the software place your hips?
2. Why does a 2-bone IK chain (hip to foot) still need a heuristic?
3. Which latency figure is generally considered imperceptible?
| Setup | Points | What is guessed |
|---|---|---|
| Headset only | 1 | Everything below the neck |
| + Controllers | 3 | Elbows (IK), whole lower body |
| + Hip | 4 | Legs entirely, elbows (IK) |
| + Feet | 6 | Knees and elbows via IK only |
| + Chest, elbows, knees | 10–11 | Almost nothing |
Try reproducing each row with the toggles above and watch the fidelity meter agree.