Inside-out tracking? External tracking? Why not both?

Tracking state SourceLossRisk PositionAccuracy High accuracy < 1.0 High High accuracy (at risk of losing) == 1.0 High Approximate accuracy == 1.0 Approximate No position == 1.0 Approximate

[docs.microsoft.com]

[www.driver4vr.com]

[esc.fnwi.uva.nl]

[github.com]

[github.com]

[github.com]

I recently purchased a WMR and while I am in love with the headset tracking, I am disappointed with the controller tracking. For almost all use cases in SteamVR games the controller tracking just doesn't cut it."Can I bring my own tracking technology to Windows Mixed Reality?This is not currently supported."We need to get around this.My proposition is a combined external tracking solution for when WMR controller tracking falls out of "High Accuracy" (refer to controller tracking state table).Have external tracking technology "take over" when WMR loses "high accuracy" tracking state.Use more low-light cameras and adapt the pre-existing tech for WMR for position outside of visible headset space. This would require cooperation from Microsoft to open-source the current drivers.Use driver4VR to infer better position of controllers in playspace.There are multiple papers written on using wiimotes the inverse way to track an ir light in a 3D space. The wiimote's IR camera is used to track the passive ir led. There was also work done by Johnny Lee several years ago to accomplish this same task.This would require four wiimotes with two ir leds attached to each of the WMR controllers.Microsoft will need to give some accesible API to hook into various calls and events within the positional tracking system for WMR. If anyone has any other ideas in how to accomplish this please contribute. It's possible that through some combination of OpenVR and OpenVR-Input-Emulator this might be circumvented but it probably also means losing the excellent tracking WMR provides when tracking state is in "High Accuracy".EDIT:Just wanted to update. If I'm understanding correctly as long as we can keep using the gyro/accelerometer inside the controller and override the positional tracking using Open VR's tracking overrides I'm fairly certain this is possible within SteamVR. Not the best solution as we will lose the inside-out tracking but for testing purposes this will suffice for now.