Does anyone know how Oculus obtains position information vs how Vive does it?
From the article: " and it adds a synthetic frame between every other frame to free up system bandwidth for the position calculation" which the way it is written implies that a lot of heavy lifting calculations are done on the host CPU?
For Vive, my (very possibly wrong) understanding is that the controllers and headset (tracked objects) have custom ASICs that do all the positional calculations in the device and only feed a constant stream of positional data to the host computer, at up to 1000Hz? (one source: http://doc-ok.org/?p=1478)
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If my understanding of both systems is sufficiently accurate, it seems to me that would imply that Vive has the edge for fluid and highly responsive positional tracking with less loading of the host system?[/strike]
Edit: further reading makes it clear that things are much more complicated, though I still wonder in principal which system has the higher host load for processing related to the positioning algorithms.