Oculus Rift Positional Tracking with the PSEye

So I switched up a few things about the system this time. I’m now using a PSEye (triple the field of view, hextuple the resolution, one quadrupleth the latency) by piping in point data from Processing into Unity via OSC. It’s now infinitely smoother, any choppiness you see in the video is from Fraps recording full screen at (an attempted) 60 fps). In this video I’m holding the rift in my right hand and the PSEye in my left, so the points drift out of frame sometimes. This wouldn’t happen during real play.