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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 ==