Comparison
Camera tracking vs wearable trackers
SlimeVR, Sony mocopi and HaritoraX strap inertial sensors to your body. Plaik watches your actual body with an AI camera. Here's when each approach wins — and why we built the camera.
| Plaik | Wearable trackers (SlimeVR / mocopi / HaritoraX) | |
|---|---|---|
| What you wear | Nothing | 6–10+ sensors with straps |
| Sensor drift | None — visual tracking | IMU drift; needs recalibration |
| Battery management | One device | Charge every sensor |
| Plays regular PC games | ✔ mouse / keyboard / gamepad mapping | VR/VTubing apps mostly |
| VR full-body tracking | Roadmap | ✔ native strength |
| Sitting-down tracking | Line of sight needed | ✔ works occluded |
Two different jobs
Wearable trackers are fantastic at what they were built for: keeping your VRChat avatar's hips and feet where your real ones are, even when a headset blocks the view. That's an avatar problem.
Plaik solves a different problem: controlling the game itself. If your goal is to lean-steer a racing game, punch in a boxing game, or aim in a shooter with your hand — you want your real body mapped to real game inputs, with zero suit-up time.
Also see: Plaik vs Kinect for the camera-based legacy comparison.
Sensors? Where we're going, we don't need sensors.
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