question on running games with rift

as per the official video you need to turn your sensors around before starting games so you don't lose positional tracking outside sensor range. is this also required for users with 3 and 4 sensors or just those with only front facing?

Comments

  • sutekiBsutekiB Posts: 989
    I've heard there are problems with using that many sensors, that the tracking technology does not scale up so well (USB resources, cables, processing demands, etc).
    Community Manager at Virtuix
  • RABIDRABID Posts: 78
    my 3 cam setup is working perfect.
  • sutekiBsutekiB Posts: 989
    I always liked the idea of a three camera setup, but I've had doubts about it since I read this article last month: http://www.roadtovr.com/oculus-roomscale-advanced-setup-tips/

    A fourth sensor is possible, but “can create more technical and performance issues than it’s worth,” the company says. Part One of the company’s roomscale guides further explores the Sensor’s tracking range and ideal layouts.

    Next up, something that most PC users never need to worry about: balancing bandwidth on USB. The combined data from three Oculus sensors has the potential to overload a USB host controller, which is why they recommend using two sensors on USB 3.0 and one on USB 2.0.

    Not all motherboards behave the same way, but it is likely that more than two sensors plugged into either 3.0 or 2.0 will cause tracking issues. The team also doesn’t recommend using USB hubs for the sensors. Part Two goes over more details about the limitations of USB throughput with regards to Sensor usage.

    If you’re experiencing bandwidth issues and want to know more about your host controllers, Part Three in the series explains how to access the information in Windows Device Manager. Once you’ve found the sensors, you can view devices ‘by connection’, allowing you to see the connected host controller, and its position in the hierarchy.

    It may help to spread out multiple sensors across different host controllers, and the Device Manager allows you to visualise what is really happening when you plug the sensor into another random USB port at the back of your PC.

    Finally, in Part Four, they discuss extra equipment, such as extension cables and wall mounts for those who want to do something other than desk or tripod mounted Sensors. USB extension cables vary in quality and can cause problems, so the team has listed a few options that have worked for fellow enthusiasts.

    One tip is that it might be a good idea to use USB 2.0 for a sensor that needs to be placed particularly far away from the PC, as the lower bandwidth tends to work more reliably with longer extension cables. Some PCI Express USB cards are also recommended, as these work around the potential host controller issues.

    In addition, they also recommend some USB and HDMI extension cables for the Rift headset, and suggest wall tripod mounts from Amazon marketplace or to go the 3D-printing route.

    While most of this information shouldn’t be too daunting for a VR early-adopter, when it comes to mainstream consumers, it’s an apt illustration of why Oculus were reluctant to discuss roomscale, and how Vive’s approach to tracking is particularly well suited for roomscale VR.
    Community Manager at Virtuix
  • CheezWizCheezWiz Posts: 72
    edited February 13
    4 works fine for me.
    3 also works fine so I went with three ceiling mounted sensors. It works fine.

    I see more reports of people saying it works than what I believe are people with an agenda saying that it does not.
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    Cheez\/\/iz
    Omni Backer #40!
    Rift Backer #2,770 (That was a good one!)
    Middle Tennessee
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  • GreyAcumenGreyAcumen Posts: 304
    edited February 13
    @CheezWiz - Rather than suspect a grassroots propaganda campaign against Oculus, it's far easier to just chalk up the different reports to different hardware limitations. I'm not sure what specs your motherboard has, but I'm sure there are people who barely meet (if they do at all) the suggested or even minimum hardware requirements for VR, and as a result may not be equipped to handle multiple cameras.
  • RABIDRABID Posts: 78
    So can I get an official answer to my original question? With a 360 oculus setup do u still have to turn the cameras when starting a game?
  • CheezWizCheezWiz Posts: 72

    @CheezWiz - Rather than suspect a grassroots propaganda campaign against Oculus, it's far easier to just chalk up the different reports to different hardware limitations. I'm not sure what specs your motherboard has, but I'm sure there are people who barely meet (if they do at all) the suggested or even minimum hardware requirements for VR, and as a result may not be equipped to handle multiple cameras.

    I had gotten involved in several discussions making that point exactly only to be told I am wrong and that the issue is system wide. So basically telling me I am lying. At that point it seemed to me that there is an agenda to these articles and conversations attached to them. They completely dismiss that many people have zero issues with 3 or even 4 sensors.
    --------------------------------------
    Cheez\/\/iz
    Omni Backer #40!
    Rift Backer #2,770 (That was a good one!)
    Middle Tennessee
    --------------------------------------
  • RABIDRABID Posts: 78
    @admin can you comment on this?
  • sutekiBsutekiB Posts: 989
    The latest story on 3 x sensor Rift setups - http://www.roadtovr.com/oculus-acknowledges-ongoing-tracking-issues-3-sensor-setups-promises-february-update/

    @RABID If there is any progress on Rift support, it will surely be mentioned in upcoming newsletters. To my knowledge there haven't been any tests with 3 camera setups yet.
    Community Manager at Virtuix
  • XainXain Posts: 72
    I do not own a Rift but shouldn't two camera's for the Rift be enough with the Omni? Just put both camera's on opposite sides of each other. Or one camera if you do not have Touch as the Rift has tracking sensors on the back of the headset. I mean the Rift supports seated and standing officially, right? Its not like you are moving from the Omni.
  • VeraxusVeraxus Posts: 26
    I'm using a 3-camera setup and have had no problems whatsoever... no special steps, no quirks, and I haven't experienced any of the problems that some people have been reporting. In fact, the 1.11 update actually improved my tracking quality significantly.
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