To be honest I'm still not even sure if I'm wrong about it supporting room scale, I've seen articles mention it but their website gives me doubts.
To be honest I'm still not even sure if I'm wrong about it supporting room scale, I've seen articles mention it but their website gives me doubts.
I think that Oculus is avoiding marketing room-scale because Touch legitimately does not do it very well compared to the Vive:
* It almost certainly requires a third camera, which adds another $79 to the cost.
* Even with the third camera, the controllers lose tracking fairly easily if they're oriented away from the cameras (e.g., orient them towards your torso, but with nothing blocking the line of sight to the cameras).
* Even with the third camera, you end up with a smaller tracking volume than with the Vive.
* Lots of Touch owners are reporting serious tracking issues by just setting up two sensors in opposing corners. Others say it works fairly well. Your results will most likely be random.
* The Rift cable is barely long enough to work well if you're actually walking around your space rather than just standing still.
* In the same vein, Oculus does not sell or endorse any extension cables for the Rift HMD. I've seen folks try out a lot of them with mixed success.
* The sensors have to be plugged straight into your PC, which with three cameras uses up a lot of USB ports.
* Even with the third camera, you'll only get one extension cable from Oculus, so the two existing sensors will still be pretty tethered to your PC.
* Even with the extension cable, it's not easy setting up the cameras in optimal locations throughout the room.
* Oculus does not supply any mounting brackets or sell any brackets on their website for mounting against the wall.
* The Rift and Touch do not come with any linking box, nor does Oculus sell one separately.
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With all that said, Touch is a fantastic product and deserves the glowing reviews it's getting. It's just not designed for room-scale. It's workable, but not ideal.
AFAIK neither company mentions this in their supported PC specs, though the Rift compatability tool will warn you if you have incompatable USB ports.
I would really have liked to have known this going into my Vive purchase - I've owned it for 2 weeks and have been able to use the device twice in that time.
The other issue is my older motherboard/CPU combo which may or may not be able to support the extra PCIE use.
Overall, fun times.
I think Oculus doesn't want to dillute it's marketing and reach the largest core group, so front facing standing. Many people don't have 5 by 7 feet free. We're currently at the stage of enthusiasts though, which have more money and space than typical users, and will move shit to make space (I sure did), which could definitely be a mistake...