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Virtual Reality Windows

The Wrong Way To Do It

  • Adding yet another motion controller class to Ghost.
  • Passing head tracking data as Ghost events.
  • Implementing VR view drawing as a new Viewport mode.
  • Using an operator to implement head tracking.

A Better Way To Do It

  • Extend existing 6DOF controller in Ghost to handle head tracking data.
  • Use polling in a separate thread to handle head tracking events.
  • Extend Ghost and window manager to create exclusive VR windows.
  • Low latency / high frequency head tracking is built into VR windows, while operators get higher latency / lower frequency events still be used by operators.