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Vive Tracker issue (Accuracy Deteriorates During Fast Motion)


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I have a problem with accuracy of vive tracker 2.0 (it concerns older version as well).

I am a gamer who often play Eleven Table Tennis in VR which allows us to use vive tracker along with a simple pvc/wooden paddles and have more realistic experience.

I post two videos below which show what problems do we have exactly so please take a look at this.

As you can see, at full swing, the controller inaccuracy is pretty small - only extending about an inch beyond where the controller is. Even at that, the paddle angle remains as expected. However with the tracker+paddle, normal quick strokes make the paddle move wildly - extending and twisting the object. It may not seem much, but what you aren't seeing is that in slower strokes, there is enough inaccuracy for it to be much more difficult to play table tennis - a sport which is all about the small margins. I'm pretty certain a change in the formula at the openvr level would fix this issue. I'm also pretty sure the algorithm used was deemed "good enough" because it is very much good enough in cases when there isn't fast movement.

Here you can see, how the paddle glitches with fast wrist movement.

 I would like to emphasise that I move only my writs, my forearm stays still.

This problem forces me to play very softly, without quick spins/smashes because it’s almost certain that when I make one the glitch will appear. Is it possible to fix it somehow and increase accuracy of vive tracker with quick movement and have at least the same experience like with wands?

There is a lot of enthusiasts who play this game and would like to buy vive tracker and make a paddle for themselves but they hold back because of those issues I describe.



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I've pinged the tracker team for a more offical comment about this. I have a few guesses as to why you're seeing intepoloation followed by a correction.


  • Vive tracker has the light to digital sensors in a different arrangement than the Vive controller. They contain a similar number of sensors (23 vs 24) but on the Vive cotroller, their spread out over a greater tracked volume.
  • SteamVR tracking operates at 120hz interleaved. While SteamVR is fast - there certainly are examples where you can move faster than the tracking system can keep up with.
  • The whole system uses sensor fusion to derive a pose-estimate. It is pulling data from things like gyros and accelerometers for interpoloation and error correction. You could be applying enough G-force to the tracker with your swing that you're confusing the IMU. 
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I think that It might be a problem with gyros and accelerometers since those glitches occure only while moving fast.

Anyway, if tracking works quite fine with wands it means it’s still possible to have the same level of accuracy also with trackers, right? Since it's similar hardware it just needs some kind of update with improvements for error correction or something like that?

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Here is "another one" confirming the same tracker bahviour. We really hope to get the most usage out of it, but no doubt about it, that should be very important to Vive crew, since it's their only advantage competition wise. Competition does not have anything similar...yet!

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There is around 50.000 Eleven TT users, almost half of them is VIVE .. attaching tracker to real paddle, or 3D printed, or premade is interesting to all of them.. but will not go for it, unless trackers are usable as controllers..

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