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Virtual reality is related to [[augmented reality]] and [[mixed reality]].
Virtual reality is related to [[augmented reality]] and [[mixed reality]].
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The main limitations of virtual reality technology is that the motion tracking is inaccurate. It goes through a filtering process which removes the transients. This gives a floating dizzying effect. This is visible in 2D movies made of VR experiences.<ref name="b678">{{cite web | title=Henry a VR Experience | website=YouTube | date=2024-03-06 | url=https://www.youtube.com/watch?v=IUY2yI5F16U | access-date=2024-08-26}}</ref> This is present in IMU+optical based tracking systems including the [[Oculus Rift CV1]], the [[HTC Vive]], the [[Valve Index]], and the [[Quest 2]].
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The main limitations of virtual reality technology is that the motion tracking is inaccurate. It goes through a filtering process which removes the transients. This gives a floating dizzying effect. This is visible in 2D movies made of VR experiences.<ref name="b678">{{cite web | title=Henry a VR Experience | website=YouTube | date=2024-03-06 | url=https://www.youtube.com/watch?v=IUY2yI5F16U | access-date=2024-08-26}}</ref> This is present in IMU+optical tracking systems including the [[Oculus Rift CV1]], the [[HTC Vive]], the [[Valve Index]], and the [[Quest 2]].
For facial interface headsets like the Rift CV1 and the HTC Vive, the motion tracking issue is further compounded by the mass imbalance of the headset, where it is heaver at the front, making the user's head movements unusual. This is the case for halo headband style headsets too.
For facial interface headsets like the Rift CV1 and the HTC Vive, the motion tracking issue is further compounded by the mass imbalance of the headset, where it is heaver at the front, making the user's head movements unusual. This is the case for halo headband style headsets too.