Antilatency Brings 6DoF VR To The Oculus Go

Add positional tracking to your Oculus Go in just 1.5 hours with Antilatency technology.

The Oculus Go is an excellent VR headset. Comfortable face padding, a generous field of view, a healthy line-up of software, all without the need of a powerful PC or smartphone. Despite these impressive features however, the device does suffer from a limited 3 degrees of freedom, a severe setback when compared to competing headsets such as the Lenovo Mirage Solo.

Antilatency is out to change that with a new position tracking solution that brings mobile, 6DoF VR to the Oculus Go in just 1.5 hours.

Antilatency’s unique position-tracking solution utilizes a combination of headset-mounted Antilatency trackers, or “alts,” and specialized, sensor-filled mats or “bars” to provide a customizable, as well as upgradable free-roam VR play space. We had a chance to check out the concept ourselves in a live tech demonstration held at this years VRLA in Los Angeles and the results were exciting to say the least.

At the time we were wearing an expensive PC VR headset attached to a backpack, but with Antilatency’s powerful tracker technology, virtually any VR headset can be turned into a free roam, 6DoF device. This is where the Oculus Go comes in.

In a video published via Antilatency’s official Facebook account, the company demonstrated fully-capable 6DoF functionality on the Oculus Go using a combination of their proprietary technology. According to the caption, the team spent a total of 1.5 hours calibrating the headset, making slight alterations to the alt’s distance and program code before ending up with a comfortable, working experience.

As of right now their Oculus Go solution is currently being tested using the companies GearVR app, but based on the devices reasonable price and popularity among the casual audience, it wouldn’t be too shocking to see a native application pop-up in the Oculus Store at some point.

After all, with many immersive arcades and other entertainment venues beginning to see the value in location-based VR, it’s only natural that vendors begin to look for cheaper alternatives to free roam experiences. By ditching the need for expensive, PC-powered VR headsets in favor of options like the Go, providers could service a whole new market of less intimidating, less expensive location-based VR experiences targeted at a more casual audience.

The Oculus Go, being one of the most affordable, comfortable, and high quality standalone headsets currently on the market, could potentially find itself at the top this newly-developed food chain.

Image Credit: Antilatency


About the Scout

Former Writer (Kyle Melnick)

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