How Accurate is the Positioning in VR? Using Motion Capture and Robotics to Compare Positioning Capabilities of Popular VR Headsets
Adam Banaszczyk, Mikołaj Łysakowski, Michał R. Nowicki, Piotr Skrzypczyński, Sławomir K. Tadeja
TL;DR
This work tackles the problem of measuring VR headset positioning accuracy by recording real head trajectories with an optical motion capture system and then reproducing them with a UR5e robot. The authors develop a reproducible pipeline that includes Unity–OptiTrack calibration, TCP–Unity hand‑eye calibration, and a MoveIt/Gazebo‑based simulation to plan and execute robot trajectories that mirror human head motion. They evaluate Meta Quest 2 and Quest Pro across calibration, real‑world gameplay, and long‑duration trajectories using Absolute Pose Error metrics, finding both headsets to exhibit high accuracy with only modest differences in most tests. The approach yields a practical, vendor‑neutral framework for VR tracking evaluation with potential applications in manufacturing and professional training, and the data/software are made available to the community.
Abstract
In this paper, we introduce a new methodology for assessing the positioning accuracy of virtual reality (VR) headsets, utilizing a cooperative industrial robot to simulate user head trajectories in a reproducible manner. We conduct a comprehensive evaluation of two popular VR headsets, i.e., Meta Quest 2 and Meta Quest Pro. Using head movement trajectories captured from realistic VR game scenarios with motion capture, we compared the performance of these headsets in terms of precision and reliability. Our analysis revealed that both devices exhibit high positioning accuracy, with no significant differences between them. These findings may provide insights for developers and researchers seeking to optimize their VR experiences in particular contexts such as manufacturing.
