Everyone who has upgraded to the Rift S from the CV1 has encountered a downgrade in tracking in various games. A great example would be shooter games where you have to aim down sights, which causes you to lose tracking since the controller is too close to the headset. Supporting the external cameras would allow more people to upgrade from the original rift without sacrificing their tracking. Also people with the Rift S would have the option to purchase more cameras to âenhance the experienceâ. The only issues that can possibly be encountered would be USB bandwidth errors from having the sensors and the Rift S, however 1 or 2 external cameras should provide a more seamless experience to the Rift S.
Hello, agree that extra tracking camera to eliminate FPS close up aiming would allow users to get the most out of the rift s. Sooner the better as this impacts the game play enormously. Is this something on the cards in the near future.
Please allow this there is nothing more annoying then having your hand float off during gun battle. It would make for an even better experience allowing the best of both worlds.
The problem is generated by the new position of the rings that are too close to the visor and even hit it when you try to aim. The rings are inward because the cameras have to see them so I don't really know how to solve this problem. I wouldn't agree to add again external sensors or cameras but may be remove the rings and insert the IR LED in a kind of glove will improve the tracking, at least the ring will not hit anymore the visor and the IR LED would be a bit more far, may be just enough for the cameras to see them.
Also the new rings position make them collide each other when you extend your hands causing the lose of the tracking for one of the controller. Also to write on a virtual keyboard is bothering since they hit each other all the time. I really can't understand how the developers could make such mistake in the project, so many applications and games in VR require such movements.
I believe it's not a matter of the visor or external sensor, it is how the new controller are. The rings go too close to the cameras and they even hit the visor. If the controller would be different probably the issue will be solved. The old controllers are also not an option since the ring would be covered by the hands and the cameras would not be able to see it. Using the new tracking system and the old together is also not an option we need to go forward and not backward. To reduce the amount of hardware is essential. Now I'm using a powerful pc but before I was using a gaming laptop and I was having problem with all the USB requirements and positions of them. I'm happy to have less cables around but the issue with the tracking gives me really bad mood. How they could say the new tracking system was better then the previous one? Actually the previous one was really good if not considering that was good only when in front of you.
Yes completely in favour of this. It sucks being a supporter of the original rift having all 3 sensors and all this tech is completely useless now going forward. I would definitely upgrade to a rift s if we had this option.
I too would like this feature added. It's not like the 2 systems aren't still practically and technically the same. They both use plain web cameras to track IR LEDs and they both are still USB bandwidth and power hogs.
RiftS actually seems to use far more bandwidth and power in my testing than the Rift CV1 with 3 external camera sensors but they both still come near the USB 3.0 spec so running them off a USB 3.0 powered hub is still the correct course of action to ensure the headsets have enough clean power and should be included at time of purchase.
After trying the rift s for a week I had to go back to the rift cv1 because I kept losing tracking when my hands are at my sides or behind me, this may not be as big a deal for those who are ultra-skinny or have not experienced full 360 degrees tracking with no occlusion but it is a pretty big deal-breaker when you realize you have to settle for a worse tracking experience, more fragile controllers and still no full body options without going to Valve, HTC or Microsoft. All of these tracking issues could be fixed with the addition of one or 2 optional external cameras without creating an undue burden on anything.
Cv1 touch on the s probably would have some tracking issues, but for people with a cv1 and quest or something like that it would be nice to be able to use the updated touch controllers on the cv1 as a spare if the original break.
Not being able to use my existing sensors with the Rift S is the one and only reason I am not upgrading. I'll be buying a Rift S the same day this is fully implemented.