| Depth-sensing / markerless camera-based mocap   How it works: Strengths: 
All-in-one: depth + skeleton tracking
Works out-of-the-box with good body tracking
Widely used in interactive installations and prototyping Limitations: 
Limited range and lighting conditions
Skeleton tracking is less robust than pro systems
Requires a (windows) PC and specific SDKs  In art, Kinect is great for: See more info on 3d Depth camera's here | Inside-out inertial tracking with onboard cameras and IMUs(think of it as a hybrid between inertial and AI/vision-based tracking)
   How it works: 
Unlike earlier Vive Trackers that rely on external Lighthouse base stations, the Ultimate Trackers use two onboard cameras and IMUs to track their position in space independently.
They perform inside-out tracking, meaning they see the environment rather than relying on it.
Designed to work with Vive XR systems, but are also being adopted for standalone tracking in XR, motion capture, and performance. Strengths: 
No need for external base stations (fully wireless)
Much more portable and scalable
Accurate enough for many art/performance uses
Easier multi-tracker setups Limitations: 
Still relatively new — fewer integrations than legacy trackers
Limited support in open-source or non-Vive environments (for now)
Needs line of sight and light for the onboard cameras to function optimally In art, Vive Ultimate is great for: 
Untethered performer tracking
Object tracking in environments where base stations are impractical
Mobile or temporary installations where quick setup is needed 
 |   How it works: Pros: 
No suits or markers needed — just a (web)camera
Low cost, often free or open-source
Quick to set up, highly accessible for artists and educators
Can be embedded into web or mobile apps
Good for gesture-based interaction, web-based artworks, or low-budget capture Cons: 
Generally less accurate than optical or inertial systems
Often limited to 2D or rough 3D estimation
Struggles with occlusion, fast movement, or unusual poses
Limited support for fine detail (like fingers or subtle facial expressions)   |