Oculus Sensor: Difference between revisions
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After connecting the controllers to an open USB 3.0 port, users are required to complete a setup process. According to Oculus<ref>http://www.roadtovr.com/oculus-touch-support-room-scale-360-tracking-extra-cameras-sensor/</ref>, the front-facing two-sensor-setup is expected to be the most popular. The company believes that most home users will see two front-facing cameras as the most practical solution. | After connecting the controllers to an open USB 3.0 port, users are required to complete a setup process. According to Oculus<ref>http://www.roadtovr.com/oculus-touch-support-room-scale-360-tracking-extra-cameras-sensor/</ref>, the front-facing two-sensor-setup is expected to be the most popular. The company believes that most home users will see two front-facing cameras as the most practical solution. | ||
For true room-scale VR, Oculus requires a third sensor. Such sensor can be purchased separately for $79. Some tech reviewers have noted<ref>http://www.theverge.com/2016/12/5/13811232/oculus-touch-rift-vr-motion-controller-review</ref> that the final sensor setup is considerably less elegant than what the company’s competitors use. The third sensor enables Oculus to see you when the user turned around in a space up to an 8×8 feet large. "However, we found that this space limitation is mostly artificial. By spreading that third sensor out farther and moving the two main sensors a bit further apart, we were able to get closer to 9 ft. or 10 ft. tracking in either direction," commented Upload VR<ref>http://uploadvr.com/vive-vs-oculus-rift-touch-roomscale/</ref>. | For true [[room-scale VR]], Oculus requires a third sensor. Such sensor can be purchased separately for $79. Some tech reviewers have noted<ref>http://www.theverge.com/2016/12/5/13811232/oculus-touch-rift-vr-motion-controller-review</ref> that the final sensor setup is considerably less elegant than what the company’s competitors use. The third sensor enables Oculus to see you when the user turned around in a space up to an 8×8 feet large. "However, we found that this space limitation is mostly artificial. By spreading that third sensor out farther and moving the two main sensors a bit further apart, we were able to get closer to 9 ft. or 10 ft. tracking in either direction," commented Upload VR<ref>http://uploadvr.com/vive-vs-oculus-rift-touch-roomscale/</ref>. | ||
== Third-Party Developers == | == Third-Party Developers == | ||
Oculus wants to allow third-party peripheral manufacturers to create their own devices that are tracked by the system. Oculus founder Palmer Luckey told Road to VR<ref>http://www.roadtovr.com/oculus-to-open-rift-constellation-positional-tracking-api-to-third-parties/</ref> that he believes the company’s Touch controller is “making the right set of compromises and tradeoffs to make a pretty universal VR input,” adding, “it’s never going to be better than truly optimized VR input for every game. For example, racing games: it’s always going to be a steering wheel. For a sword fighting game, you’re going to have some type of sword controller. For things that are really about fine-grain finger interactions, it’s probably going to be maybe even some type of glove or computer-vision-based hand tracking solution.” | Oculus wants to allow third-party peripheral manufacturers to create their own devices that are tracked by the system. Oculus founder Palmer Luckey told Road to VR<ref>http://www.roadtovr.com/oculus-to-open-rift-constellation-positional-tracking-api-to-third-parties/</ref> that he believes the company’s Touch controller is “making the right set of compromises and tradeoffs to make a pretty universal [[VR input]],” adding, “it’s never going to be better than truly optimized VR input for every game. For example, racing games: it’s always going to be a steering wheel. For a sword fighting game, you’re going to have some type of sword controller. For things that are really about fine-grain finger interactions, it’s probably going to be maybe even some type of glove or computer-vision-based hand tracking solution.” | ||
==References== | ==References== | ||
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[[Category:Oculus Rift]] [[Category:Technology]] [[Category:Tracking]] |