Please understand that I'm coming from an area of complete ignorance having never touched vr, but i dont see the issue, and I'm hoping maybe you could help:
Let's say I'm aiming my flashlight at an item in front of me. The headset would track my aim accurately.
I then turn my head to look at something behind me, But keep my flashlight pointed at the item in front of me. The headset wouldn't be tracking my flashlight, but the internal sensors would know if the orientation/position of my controller changes during this period, and it would move my flashlight accordingly. Of course if i dont move my controllers during this period, the system would know that too, and keep the flashlight pointed as It is.
This wouldn't be perfectly accurate, but a human typically cant aim accurately at something they aren't looking at. Not only that, but when as i start to face forward again, the system could potential correct any inaccuracy before i even notice. The question is: what is the delta between the fully tracked accuracy and internal sensor accuracy, and wether or not it's big enough to notably impact gameplay. I can't imagine many scenarios where it would be so big. (But like i said I'm inexperienced l
Someone mentioned reaching back to grab an arrow out of a quiver: prior to losing track of the controller, the system would know that the player, was in the act of reaching behind himself. Then, due to the gyros, the system would know that the controller is upside down and could safely assume it's behind the player due to its last tracked direction of travel. So it ques the arrow grabbing sequence. Then the system would know the "grab arrow" button was pressed. When the controller is brought back into view of the HMD, the system would have enough info to know a arrow should be in hand and the player could start accurately aiming it.
I was specifically talking about holding your flashlight at say waist level which is outside the headsets viewpoint (or in any other stance where a hand blocks the headset from seeing the controller) it would theoretically be fine (if other controllers are anything to go by it wont) but when you turn around 90 degrees with your entire body because you heard a noise, the tracking for the flashlight would go all over the place unless they truly have some magic in there.
But like you and others keep using "it wont track perfectly" as if that means its just gonna be off by a few millimeters or something, that isn't the case if you use only gyros etc, it will most likely drift several cm or even half a meter off base very quickly.
And take something like Onward, you have ammo in your belt, so to reload you first press the mag release and reach down for your spare magasine, put it in the gun, hit bolt release. You really do not want to have to look at your belt to be able to reliable grab a magasine, you want to be looking for enemies. Most of these games have multiple pieces of equipment on your body such as pistols, grenades, healing items etc so it has to be pretty consistent tracking for this to work.
And like its not about you aiming perfectly, its you knowing where your hand is and what your hand is doing, if the tracking starts to slide around when you are not looking your flashlight or whatever will move all over the place and its gonna feel like shit. Like any micro movements that isn't your hand is immediately super obvious. Just shooting a bow can be problematic with this headset since the hand holding the arrow might very well be outside your tracking, and if that hand moves how will you aim if the game uses natural two handed aiming?
As for the delta when tracked or on purely gyros etc. I can only speak for the current devices: Vive and Oculus Rift and if you occlude the sensors from the camera there the delta is MASSIVE, your hands will slide all over the place and wobble a LOT. The camera/lasers are there to correct that drift because the gyros are not good at keeping track of start/stops. So if these work anything like that they will be utterly useless outside the headsets field of view. Now they might have created a solution that works via some very smart design or better senors but until that has been shown to work reliably I am extremely skeptical that these will be practical for any sort of gaming purposes other than using the headsets for simulators etc.
Vive/Rift are 1080x1200, but they're OLED's. These are unfortunately LCD's, with all that entails. Calibration on the displays will likely also be shit-tier at these price points. Native Minecraft has been out on Rift for like a year, official support, not a mod or hack.
Interestingly enough the current VR mods for minecraft are much more complete than the official VR versions and make a lot more use of the motion controls for things like shooting climbing, bows and fighting, they also have more options for locomotion (teleport, joystick etc.) So native Minecraft VR isnt all that exiting tbh, use the mods instead.