02-04-2017 01:32 PM
02-06-2017 10:52 AM
Mnem0nic said:
SkScotchegg said:
After reading this entire thread, what do you guys reckon needs to happen going forward, do we need sensors more like the Vive? for CV2? What do you think Oculus should do in the future to make sensor problems a thing of the past?
Well going forward > HOTFIX the last update 😄
Further into future I see inside-out tracking & wireless HMDs being the norm, most prob consumer ready in less than 3 years :D,, No sensors needed..
02-06-2017 11:03 AM
02-06-2017 11:24 AM
02-06-2017 11:34 AM
02-06-2017 04:20 PM
02-06-2017 04:32 PM
Cyril said:
My two sensors are facing each other in opposite corners of a square VR space, one is at waist height, the other is a bit lower, both are tilted slightly downwards.
02-07-2017 08:01 PM
Well as I said, I tested the efficiency of various setups using the Guardian boundary setup to test the quality of the 360° Touch tracking, but I also used the handy "DeskScene" sensor utility (which was updated to include dual sensor setups last year), so I could visualize the extent of the sensor's "tracking cones".
lovethis said:
Cyril said:
My two sensors are facing each other in opposite corners of a square VR space, one is at waist height, the other is a bit lower, both are tilted slightly downwards.
Can I ask why you have them at this height?
02-08-2017 01:10 AM
02-08-2017 01:35 AM
02-08-2017 05:43 AM