BTW the links to all the extenders, adapters, etc. I used in this setup are in the video description. Also, Oculus recently dropped the price of an extra sensor to $59 which is great news!
That's probably just because of the guardian boundaries. It's a wall/outline that pops up in game when you are close to a real life wall or object that you had mapped out earlier. They didn't show up in the recording however.
I think one of the "tricks" to good roomscale with Rift is to set your Guardian boundaries a little inside of the outermost tracking range, so that any dead zones or areas are outside of your play area.
Honestly I find guardian to be too distracting as it is, having it closer would only make it pop-up more and as long as I'm not running into a wall I don't really mind that much. Wish I could just change the sensitivity of it, but oh well :/. Great idea for those that don't mind it though!
I actually just got my son 3rd Sensor and have to say it really does make a difference. Play area is not 6 Feet Deep and 8 Feet Wide. Perfect for playing any game. Also noticed most games and apps recognized 360 View checked automatically.
Seems like you should point your sensors down a bit more. You can probably get better floor and/or corner coverage doing so. For optimal coverage I think if you stand at the center of your play space each camera should be pointed directly at your face.
I have mine up high as well and the stands limit how low you can aim them. I bought some of these to put on the stands to allow for a better downward angle amzn.to/2j9ztSW
Yeah, but the issue is that the FOV does not go down that far. What I did to fix this issue is I mounted my sensors upside down. This way, because usually the sensors can angle up further than they can angle down, when they are upside down they can angle down really nicely. This has especially helped tracking near the cameras and also increased the floor area that is covered by the sensors. You can use the updated desk scene to visualize your camera FOVs in VR: www.wearvr.com/apps/desk-scene-check-your-camera-bounds
Kind of ridiculous the needless hoops Rift users have to jump through to set up great roomscale. Buy Rift, then Touch, then a third sensor, maybe a 4th even, then cable extenders, than materials to mount sensors upside down-- I hope 2nd gen makes this a bit simpler!
The issue with sideways mounting would be that you only have a 70° coverage sideways. To then cover a rectangular playspace entirely, the sensors need to be positioned about 1m away from the corner of the playspace.
I'm really glad Oculus is including the extender cable. . .Prices got cut so I'll probably order 3rd sensor. I thought your original 2 sensors have to be at exactly the same height to each other and at chest height. . certainly doesn't look like how you have your setup.
It has gotten in the way a few times but I try to keep it in the back of my mind that its still there. Thankfully I can't even reach the rest of my ceiling without jumping deliberately though!
Nice video.....You have your sensors pretty high. i wonder if that's my problem. I have my 2 sensors at about waste high. My tracking is terrible low to the ground which doesn't make sense. I need to purchase the 3rd sensor and buy some mounts.
A lot of people mount it upsidedown to the ceiling or to the wall since the top part of the sensor screws off. You could also put a small wooden square/shelf in one of the corners of the room potentially.
To be honest I'm not sure, mine are both just pushed as far down as they can go and staring into roughly opposite corners. Mounting them upside-down probably gives you better coverage since you can tilt the cameras up farther than you can downwards. You can probably find the horizontal and vertical FoV of each camera online and figure it out from there, I know I have seen some reddit threads in /r/oculus talk about this.
I have a question does oculus comes without the sensors ? or comes with two sensors ? if it comes without sensors > how many sensors should I buy with it and where is the perfect place to place them ?
You can buy the Oculus Rift as a stand-alone headset with just an Xbox One controller, this includes one sensor. The Oculus Rift + Touch bundle includes 2 sensors. Past that you will need to buy sensors separately online. How many you’ll need and where to place them depends entirely on how big your place space is and how the room is designed, but this video covers what an average 3 sensor setup would be
1 USB 3.0 or 2.0 for the Rift headset (not sure if 3.0 makes a significant difference here or not), 2 USB 3.0’s for 2 sensors, and 1 USB 2.0 for the third sensor is what is recommended.
What if your laptop doesn't have 2.0? I have usb c ports and can buy a usb c to usba adapter. Do you know if the usb c ports use same bandwidth as 3.0 or is it different controller?
Check out my 3rd sensor video, its the most recent one posted to my channel. The third sensor's cable is a standard ~6ft one, but it includes a 16 ft USB 2.0 extender in the box.
Any suggestions on how to avoid getting the 'poor tracking' errors? I have 3 sensors, one of the Monoprice USB 2.0 16ft cables, and it seems I can usually get at least 2 of the sensors to show up on the sensor set up, but one always errors out with a -8606 or 8607 error. My play area is about 8x10 feet, maybe a bit more over the furniture (1-2ft or so). All my sensors are going to USB 2.0 ports, USB 3.0 ports seem to error out everytime (incompatible port error). My Oculus & HDMI work fine plugged into a Vantec USB 3.0 4 port PCI-e host card - however plugging the sensors into this same card always errors out. Specs: i7-2600K CPU @ 3.4GHz (8 core) 16gb Ram 8GB OCx AMD Radeon R9 290rx DD graphics card. Please help!
I would say your issue almost definitely is due to using USB 2.0 ports. Have you updated your motherboard's drivers and then tried using the USB 3.0 ports? I'd say research that specific issue on Oculus forums, reddit.com/r/oculus, or Google because the solution to that likely will be the solution to your poor tracking errors.
cooleobrad I have. I uninstalled all root hubs/ root hub 3.0 and reinstalled after restarts, used the cd that came w my pcie usb 3.0 adapter and still getting the same results
I would imagine just downloading the latest versions from the company's website should do the trick. I'm honestly not sure what would be causing the issue.
Can i flip 1 off the 3 sensors @ 180 degrees? I would like to put 2 Sensors on the cabinet and a third upside down to the ceiling. Sorr for my english.
Only your head and hands are reliably tracked right now. I don't think any of the current VR headsets have full body tracking, unless they are combined with a hacked kinect, but you'd still need developers to support this in games/apps. Since its such a small pool of people using solutions like this, I think
@@cooleobrad yes but that is the same with all headsets and methods. If the game doesn't support it then no hardware will fix that. However for games which do, the vive trackers are the best on the market atm.
You'd have to define what you mean by small room. If it is smaller than my playspace I feel like 2 set in opposing corners should work fine, but if you test this yourself and feel like it could be a bit better then go for the third sensor.
this is quite helpful, my play space (currently using vive) is about the same (3.1m x 2.1m) so i'm guessing i can get the same kinda tracking with 3 oculus camera's. my pc is in one of the corners of my playspace. thinking of switching from vive to oculus cause of my lenses getting pretty scratched and i don't wanna send my vive to htc cause i have heard certain horror stories about their customer support. also, is that the rifts mic while you are drawing in quill? that sounds so much beter then vive. (play quite a bit of vrchat, so the bad vive mic is even bothering me somewhat)
I don't understand why I need this. I have a 2 sensor setup. And I have a roomscale that goes the maximum distance of my headset's cable. I never see any tracking loss. So why do I need a 3rd sensor? For those who keep trying to put both your sensors above your head. This is "wrong" You will want one sensor in a opposite diagonal corner. For instance, one sensor in the top left corner, and the other in the bottom right corner. I can reach "down" to the ground for weapons and I can "raise" my hands to reach for objects above me. I have only very rarely lost track and only for a split second. Although I have never seen the headset "never" lose track. Also I don't understand why oculus sensor setup complain's about separating the sensors more than 6 feet apart. I have mine "15" feet apart and works fine. You do have to ignore the warnings. And I have the 1.3+ oculus update.
I was wondering that myself. Sounds like it's ok to do then? The instructions say not to and when you do the setup you get that warning. I think I will give it a shot tonight as I do want mine separated further just for the sake of the room geography.
thanks for the video however is does nothing to explain the setup using the oculus software. For me I have a 3 sensor setup and is detected with 2 USB 3.0 and 1 2.0 but they will not find the touch controllers. you should have included is in your video
This sounds like a specific bug that is not normally part of the setup process. Is it possible the Touch controllers have low battery and are you sure you've followed the Touch setup guide provided by Oculus - developer.oculus.com/documentation/pcsdk/latest/concepts/pairing-touch-controllers/ ?
Hey I was wondering if you would like to collab I make high quality good looking VR videos and im looking for different channels to collab with that also do vr
So when you have three sensors do you still have to place them in arbitrarily specific areas or does the software not care as much with three? I didn't really like how with two sensors they had to be adjacent to one another on either side of the monitor.
You can place them however you want. I don't adhere to those guidelines and i have roomscale tracking in my moderately sized play area with 2 sensors (1 on either corner)
+Caio Soares To have the Rift working? No not at all and I apologize if that's how I made it come across in the video. If you buy the Rift headset by itself it will come with 1 sensor and an Xbox one gamepad which is fine for seated games and you can still walk around/stand but it will be limiting. When you buy Touch (Oculus's tracked hand controllers) or a Rift+ Touch bundle, you get an additional sensor which you can set up to have 2 sensors in front of you for a front facing experience, or at opposing corners for 360/partial roomscale. For most people 2 sensors will be enough for their playspace. If you have a playspace that's around the size of mine or bigger though, I think you need 3 sensors to really detect all areas and reduce your chance of occlusion for roomscale games. But the difference between 2-3 sensors is not super drastic. Hope this helps!
It is a great experience. If you want to try it before you buy, see if there is any local stores (Gamestop, BestBuy, Microsoft Store, Samsung, etc.) that have a PSVR, Vive, Oculus Rift, or Samsung Gear VR demo station. Keep in mind Rift and Vive are the best quality headsets at the moment, followed by PSVR, and then Gear VR being at the bottom of the list. All of them get the idea across though and are enjoyable to try!
Quick question. I haven’t gotten my rift yet but I’ve been testing how my computer acts when running a very game. My gpu temp gets to 83 Celsius. Is this too hot?
It sounds like >85 deg Celsius is probably not good for your GPU from what I've read online, and anything above 80 is considered not great. I honestly think you're better off asking this on a pc gaming/building forum where people are more knowledgeable on computer hardware. Try to find ways of increasing your airflow through your PC and see if it affects the temperature. Best of luck!
cooleobrad thanks for your quick response! I’ve tried everything to get it under 80. Took case apart to make sure it wasn’t dusty. Used msi afterburner and cranked my fan speed up a bit but nothing seems to work and I can’t find anything on the internet. Ugh! I’m getting my rift tomorrow and I really want to play it but I don’t want to hurt my expensive ass pc >.< (Aurora R6)
If you're just using the Oculus Rift headset and an xbox controller or keyboard/mouse 1 sensor should be fine. You'll run into problems using just 1 sensor with Touch controllers, but Touch controllers come with an extra sensor anyways.
Depends on what you mean by "enough". It is enough for a front facing 180 set up or a 360 set up for smaller rooms/play areas. 3 sensors+ are what is recommended for a full roomscale setup.
Oh ok, so the "prior to the lauch of Oculus Touch" in the developer.oculus page was referring to Dec 6 2016... so now I can just buy the controllers and I'l have access to the develpment kit?
The touch controllers are no longer just a development kit. They are a consumer product. You can develop games with them, but they are no longer purely meant for game developers, they are meant for the players too.
hey, what microphone are you using while you do the paintbrush thing? is this actually the build in mic which has this good quality or did you tune it somehow a little bit, i am wondering.
So the headset has to have a wire right? I've been thinking about getting oculus for things like minecraft or other free roam immersive type games, and i worry about spinning around too much. Does that feel like an issue when you use it? Maybe i could sit in a chair and dangle the cord above me or something.
Yeah the headset is tethered to your PC, but Oculus is releasing a $200 wireless headset called Oculus Go at some point. There are lots of people that attach cords to their ceilings similar to the way you mentioned, you could probably find some tutorials online. Overall I wish I had a gymnasium to use VR in honestly, but the setup right now works pretty decently. Especially because many games use teleportation and analog controls so you don't always have to physically move. Wireless will always feel better movement wise than tethered in VR, but it doesn't bother me much right now.
Hey bro, I was just wondering if you'd be able to answer my question! I'm looking to run the cv1 roomscale two sensor on an i3 4170 @ 3.70ghz with a GeForce gtx 1050 ti! Steam test is towards the higher end of capable, and oculus test is on the minimum, but ready! Do you think I'd be able to run games such as job sim? Thanks
Yeah as long as it's meeting at least one of those benchmarks you should be able to play it with no issue. Job Simulator should not be a problem. You may run into some higher end steam games that don't work or have lag/framerate issues, but everything on the Oculus Store should be fine. Most VR games in general should be fine you just won't be able to crank up any graphics settings or anything. Enjoy your Rift!!
thanks for the help dude! I just want to say your vids have really helped me understand what is 'needed' with a rift! you just earned yourself another sub! :)
If I had the kind of money to have a spare Oculus Rift I'd gladly send you one, but for now I just have one for my personal use. Do some research into other VR headsets and see if maybe affording a Samsung Gear VR, Google Daydream, or PSVR would be doable for your budget. Google Cardboard is a fairly low quality VR headset but it gets the idea across and is incredibly affordable so that might be something to look into as well. The good news is that VR headsets and the computers required to run some of them are only going to get cheaper and more powerful as time goes on. To buy just an Oculus Rift and PC to run it when the Rift first came out was around $1500, today you could get a PC, Oculus Rift, AND Oculus Touch for around $1000 or less so there has already been a significant price drop. Best of luck to you []-)
This is not the minimum requirement to use the Rift at all, this is one of the bigger supported sizes. Many games can be played seated or with less standing space, however, for me I feel like this isn't enough space. I wish I had a gymnasium to use, no joke. It is always more comfortable to walk and move around naturally rather than teleporting or using analog controls so the more space the better. Plus idk about you, but in many games I find myself approaching my guardian (chaperone on the vive) bounds fairly often even if there is teleportation in the game
BTW the links to all the extenders, adapters, etc. I used in this setup are in the video description.
Also, Oculus recently dropped the price of an extra sensor to $59 which is great news!
nice, so it is worth picking up 3rd sensor, especially for 60$
You honestly have very impressive spatial awareness of your room, even with the Oculus on.
That's probably just because of the guardian boundaries. It's a wall/outline that pops up in game when you are close to a real life wall or object that you had mapped out earlier. They didn't show up in the recording however.
I think one of the "tricks" to good roomscale with Rift is to set your Guardian boundaries a little inside of the outermost tracking range, so that any dead zones or areas are outside of your play area.
Honestly I find guardian to be too distracting as it is, having it closer would only make it pop-up more and as long as I'm not running into a wall I don't really mind that much. Wish I could just change the sensitivity of it, but oh well :/. Great idea for those that don't mind it though!
Maybe they should add a transparency slider so you only barely see it. I too find it a bit distracting
I actually just got my son 3rd Sensor and have to say it really does make a difference. Play area is not 6 Feet Deep and 8 Feet Wide. Perfect for playing any game. Also noticed most games and apps recognized 360 View checked automatically.
Seems like you should point your sensors down a bit more. You can probably get better floor and/or corner coverage doing so. For optimal coverage I think if you stand at the center of your play space each camera should be pointed directly at your face.
+cay1973 It probably doesn't come across well in the video, but all my sensors are pointed down as far as they will go.
I have mine up high as well and the stands limit how low you can aim them. I bought some of these to put on the stands to allow for a better downward angle amzn.to/2j9ztSW
Yeah, but the issue is that the FOV does not go down that far.
What I did to fix this issue is I mounted my sensors upside down. This way, because usually the sensors can angle up further than they can angle down, when they are upside down they can angle down really nicely.
This has especially helped tracking near the cameras and also increased the floor area that is covered by the sensors.
You can use the updated desk scene to visualize your camera FOVs in VR:
www.wearvr.com/apps/desk-scene-check-your-camera-bounds
Kind of ridiculous the needless hoops Rift users have to jump through to set up great roomscale. Buy Rift, then Touch, then a third sensor, maybe a 4th even, then cable extenders, than materials to mount sensors upside down-- I hope 2nd gen makes this a bit simpler!
The issue with sideways mounting would be that you only have a 70° coverage sideways.
To then cover a rectangular playspace entirely, the sensors need to be positioned about 1m away from the corner of the playspace.
Wow, excellent way to showcase the roomscale!
I'm really glad Oculus is including the extender cable. . .Prices got cut so I'll probably order 3rd sensor. I thought your original 2 sensors have to be at exactly the same height to each other and at chest height. . certainly doesn't look like how you have your setup.
+Daniel Tynan They don't have to be the same height, mine certainly are not.
best of luck with the light on your ceiling. LOL I was playing robo recall yesterday and banged me ceiling 3 times and I don't have a fan at all.
It has gotten in the way a few times but I try to keep it in the back of my mind that its still there. Thankfully I can't even reach the rest of my ceiling without jumping deliberately though!
You should have one high looking down, one low looking up the other 2.0 angled like the first coving the cross section.
noticed that a couple times when you lost connection or had a blip was because your back was to your sensors.
Your two sensors look farther than 6 feet apart. I've been afraid to do this since the Rift instructions advise against it.
Do u feel a big diffrent when using 3 sensors instead of 2? :)
Not "big" but enough to justify it imo
Nice video.....You have your sensors pretty high. i wonder if that's my problem. I have my 2 sensors at about waste high. My tracking is terrible low to the ground which doesn't make sense. I need to purchase the 3rd sensor and buy some mounts.
Really want a 3rd sensor as well, but still not sure where and how I could place it as my play area is in my living room
A lot of people mount it upsidedown to the ceiling or to the wall since the top part of the sensor screws off. You could also put a small wooden square/shelf in one of the corners of the room potentially.
Great video, Thanks! What are the optimized angles of each sensor?
To be honest I'm not sure, mine are both just pushed as far down as they can go and staring into roughly opposite corners. Mounting them upside-down probably gives you better coverage since you can tilt the cameras up farther than you can downwards. You can probably find the horizontal and vertical FoV of each camera online and figure it out from there, I know I have seen some reddit threads in /r/oculus talk about this.
why are all your sensors aimed so high?
Oculus doesn't let them aim down very far for some reason, but they are aimed as low as possible.
I have a question does oculus comes without the sensors ? or comes with two sensors ? if it comes without sensors > how many sensors should I buy with it and where is the perfect place to place them ?
You can buy the Oculus Rift as a stand-alone headset with just an Xbox One controller, this includes one sensor. The Oculus Rift + Touch bundle includes 2 sensors. Past that you will need to buy sensors separately online. How many you’ll need and where to place them depends entirely on how big your place space is and how the room is designed, but this video covers what an average 3 sensor setup would be
Would you say it is better than the vive's tracking
+David Palomino I haven't tested Vive's tracking myself. But I believe 3 trackers parallel a 2 lighthouse setup on a Vive.
If you use 3 sensors, how many total USB ports do you need for the whole system? Should all of them be USB 3.0?
1 USB 3.0 or 2.0 for the Rift headset (not sure if 3.0 makes a significant difference here or not), 2 USB 3.0’s for 2 sensors, and 1 USB 2.0 for the third sensor is what is recommended.
Thanks for the quick response!
What if your laptop doesn't have 2.0? I have usb c ports and can buy a usb c to usba adapter. Do you know if the usb c ports use same bandwidth as 3.0 or is it different controller?
I was hopeing you was going to show pluging the sensor to the back of pc and then going through the software setup from the start
Have 3rd sensor longer cable and how long is cable of 3rd sensor ? Thanks
Check out my 3rd sensor video, its the most recent one posted to my channel. The third sensor's cable is a standard ~6ft one, but it includes a 16 ft USB 2.0 extender in the box.
That only applies if you’re computer is a potato, my computer is modern with all high end parts built myself. And they all work on 3.1
Any suggestions on how to avoid getting the 'poor tracking' errors?
I have 3 sensors, one of the Monoprice USB 2.0 16ft cables, and it seems I can usually get at least 2 of the sensors to show up on the sensor set up, but one always errors out with a -8606 or 8607 error.
My play area is about 8x10 feet, maybe a bit more over the furniture (1-2ft or so).
All my sensors are going to USB 2.0 ports, USB 3.0 ports seem to error out everytime (incompatible port error).
My Oculus & HDMI work fine plugged into a Vantec USB 3.0 4 port PCI-e host card - however plugging the sensors into this same card always errors out.
Specs:
i7-2600K CPU @ 3.4GHz (8 core)
16gb Ram
8GB OCx AMD Radeon R9 290rx DD graphics card.
Please help!
I would say your issue almost definitely is due to using USB 2.0 ports. Have you updated your motherboard's drivers and then tried using the USB 3.0 ports? I'd say research that specific issue on Oculus forums, reddit.com/r/oculus, or Google because the solution to that likely will be the solution to your poor tracking errors.
cooleobrad I have. I uninstalled all root hubs/ root hub 3.0 and reinstalled after restarts, used the cd that came w my pcie usb 3.0 adapter and still getting the same results
any recommendations on how to completely gut the old usb 3.0 drivers and install fresh ones?
I would imagine just downloading the latest versions from the company's website should do the trick. I'm honestly not sure what would be causing the issue.
I use 3.0 but sometimes I have gotten worked up about “poor tracking issues” then just unplugged it and plugged it back in and it works
Can the cameras go in to any usb 3.0 or only on the graphic card? btw great vid!
I didn't know any graphics cards had a USB 3.0 slot, but any USB 3.0 slot on your machine should work I'm guessing
Can i flip 1 off the 3 sensors @ 180 degrees?
I would like to put 2 Sensors on the cabinet and a third upside down to the ceiling.
Sorr for my english.
As far as I know you should be able to do that
So is this full body tracking? Sorry I'm new, not sure if room scale= full body tracking.
Only your head and hands are reliably tracked right now. I don't think any of the current VR headsets have full body tracking, unless they are combined with a hacked kinect, but you'd still need developers to support this in games/apps. Since its such a small pool of people using solutions like this, I think
@@cooleobrad HTC Vive offers seperate trackers to allow full body tracking. you strap them to each foot and your waist. But they are not cheap
@@computethisinfo And also they are only useful for games that support that, which is not common.
@@cooleobrad yes but that is the same with all headsets and methods. If the game doesn't support it then no hardware will fix that. However for games which do, the vive trackers are the best on the market atm.
What's the best amount of sensors for a small room?
You'd have to define what you mean by small room. If it is smaller than my playspace I feel like 2 set in opposing corners should work fine, but if you test this yourself and feel like it could be a bit better then go for the third sensor.
this is quite helpful, my play space (currently using vive) is about the same (3.1m x 2.1m) so i'm guessing i can get the same kinda tracking with 3 oculus camera's.
my pc is in one of the corners of my playspace.
thinking of switching from vive to oculus cause of my lenses getting pretty scratched and i don't wanna send my vive to htc cause i have heard certain horror stories about their customer support.
also, is that the rifts mic while you are drawing in quill? that sounds so much beter then vive. (play quite a bit of vrchat, so the bad vive mic is even bothering me somewhat)
is there anything i should keep in mind when i actually decide to switch from vive to rift?
Yep during quill that is the Rift’s mic.
How do you setup the sensor so far apart? Every time I set it to far it tells me to put it closer.
For the most part I’d recommend just trying to place your sensors as Oculus instructs. If it’s saying they are too far apart they probably are
I don't understand why I need this. I have a 2 sensor setup. And I have a roomscale that goes the maximum distance of my headset's cable. I never see any tracking loss. So why do I need a 3rd sensor?
For those who keep trying to put both your sensors above your head. This is "wrong" You will want one sensor in a opposite diagonal corner. For instance, one sensor in the top left corner, and the other in the bottom right corner. I can reach "down" to the ground for weapons and I can "raise" my hands to reach for objects above me. I have only very rarely lost track and only for a split second. Although I have never seen the headset "never" lose track.
Also I don't understand why oculus sensor setup complain's about separating the sensors more than 6 feet apart. I have mine "15" feet apart and works fine. You do have to ignore the warnings. And I have the 1.3+ oculus update.
I was wondering that myself. Sounds like it's ok to do then? The instructions say not to and when you do the setup you get that warning. I think I will give it a shot tonight as I do want mine separated further just for the sake of the room geography.
thanks bud. I was having issues finding any info on sensor placement
Glad I could help!
You can use a security camera mount for move movement
thanks for the video however is does nothing to explain the setup using the oculus software. For me I have a 3 sensor setup and is detected with 2 USB 3.0 and 1 2.0 but they will not find the touch controllers. you should have included is in your video
This sounds like a specific bug that is not normally part of the setup process. Is it possible the Touch controllers have low battery and are you sure you've followed the Touch setup guide provided by Oculus - developer.oculus.com/documentation/pcsdk/latest/concepts/pairing-touch-controllers/ ?
Hey I was wondering if you would like to collab I make high quality good looking VR videos and im looking for different channels to collab with that also do vr
Email cooleobradbiz@gmail.com and I'll hit you back!
Wow roomscale honestly looks better than the vive that mu friend has
So when you have three sensors do you still have to place them in arbitrarily specific areas or does the software not care as much with three?
I didn't really like how with two sensors they had to be adjacent to one another on either side of the monitor.
You can place them however you like as far as I'm aware.
You can place them however you want. I don't adhere to those guidelines and i have roomscale tracking in my moderately sized play area with 2 sensors (1 on either corner)
so you have to buy 3 sensors to have it working?
+Caio Soares To have the Rift working? No not at all and I apologize if that's how I made it come across in the video. If you buy the Rift headset by itself it will come with 1 sensor and an Xbox one gamepad which is fine for seated games and you can still walk around/stand but it will be limiting. When you buy Touch (Oculus's tracked hand controllers) or a Rift+ Touch bundle, you get an additional sensor which you can set up to have 2 sensors in front of you for a front facing experience, or at opposing corners for 360/partial roomscale. For most people 2 sensors will be enough for their playspace. If you have a playspace that's around the size of mine or bigger though, I think you need 3 sensors to really detect all areas and reduce your chance of occlusion for roomscale games. But the difference between 2-3 sensors is not super drastic. Hope this helps!
Wow you actually replied! Thanks man. I asked that cuz im thinking of getting an oculus for me. Never tried VR before!
It is a great experience. If you want to try it before you buy, see if there is any local stores (Gamestop, BestBuy, Microsoft Store, Samsung, etc.) that have a PSVR, Vive, Oculus Rift, or Samsung Gear VR demo station. Keep in mind Rift and Vive are the best quality headsets at the moment, followed by PSVR, and then Gear VR being at the bottom of the list. All of them get the idea across though and are enjoyable to try!
Just a heads up, I purchased a rift today and they no longer come with the Xbox Gamepads.
was it a bundle or just the rift headset? it was my impression bundles stopped being sold with it but the headset only package had one?
Quick question. I haven’t gotten my rift yet but I’ve been testing how my computer acts when running a very game. My gpu temp gets to 83 Celsius. Is this too hot?
It sounds like >85 deg Celsius is probably not good for your GPU from what I've read online, and anything above 80 is considered not great. I honestly think you're better off asking this on a pc gaming/building forum where people are more knowledgeable on computer hardware. Try to find ways of increasing your airflow through your PC and see if it affects the temperature. Best of luck!
cooleobrad thanks for your quick response! I’ve tried everything to get it under 80. Took case apart to make sure it wasn’t dusty. Used msi afterburner and cranked my fan speed up a bit but nothing seems to work and I can’t find anything on the internet. Ugh! I’m getting my rift tomorrow and I really want to play it but I don’t want to hurt my expensive ass pc >.< (Aurora R6)
As long as you aren't way overclocking anything I think you should be fine. It is a VR ready gaming pc after all.
SPend $10-$20 USD and add a couple of fans. Problem solved.
Would it be fine if I only use 1 sensor?
If you're just using the Oculus Rift headset and an xbox controller or keyboard/mouse 1 sensor should be fine. You'll run into problems using just 1 sensor with Touch controllers, but Touch controllers come with an extra sensor anyways.
Ah.. I didn't know it would require 2 to use the Controllers.. in that case.. would 2 sensors just be enough?
Depends on what you mean by "enough". It is enough for a front facing 180 set up or a 360 set up for smaller rooms/play areas. 3 sensors+ are what is recommended for a full roomscale setup.
A 360 set up is what I meant.. thanks
do you still need early access to the development kit for the touch controllers?
No, they released to the public as a consumer product Dec. 6, 2016 for $200.00 USD.
Oh ok, so the "prior to the lauch of Oculus Touch" in the developer.oculus page was referring to Dec 6 2016... so now I can just buy the controllers and I'l have access to the develpment kit?
The touch controllers are no longer just a development kit. They are a consumer product. You can develop games with them, but they are no longer purely meant for game developers, they are meant for the players too.
hey, what microphone are you using while you do the paintbrush thing? is this actually the build in mic which has this good quality or did you tune it somehow a little bit, i am wondering.
Just the built in mic, only thing I might have changed is the volume. But yeah the Rift's mic is really impressive!
So the headset has to have a wire right? I've been thinking about getting oculus for things like minecraft or other free roam immersive type games, and i worry about spinning around too much.
Does that feel like an issue when you use it?
Maybe i could sit in a chair and dangle the cord above me or something.
Yeah the headset is tethered to your PC, but Oculus is releasing a $200 wireless headset called Oculus Go at some point. There are lots of people that attach cords to their ceilings similar to the way you mentioned, you could probably find some tutorials online. Overall I wish I had a gymnasium to use VR in honestly, but the setup right now works pretty decently. Especially because many games use teleportation and analog controls so you don't always have to physically move. Wireless will always feel better movement wise than tethered in VR, but it doesn't bother me much right now.
Do you set up room scale in the Rift software or Steam VR?
Both if you are using both platforms
This may sound silly buit can I use 4 sensors? I have a completely empty room in my house, 12x12 that I want to convert into a VR room. thanks!
Yes 4 sensors are supported.
Thanks bro!
also 4 sensors are what i recommend. Have one in each corner (which is what i have) and the tracking is PERFECT
thanks!!!
Hey bro, I was just wondering if you'd be able to answer my question! I'm looking to run the cv1 roomscale two sensor on an i3 4170 @ 3.70ghz with a GeForce gtx 1050 ti! Steam test is towards the higher end of capable, and oculus test is on the minimum, but ready! Do you think I'd be able to run games such as job sim? Thanks
Yeah as long as it's meeting at least one of those benchmarks you should be able to play it with no issue. Job Simulator should not be a problem. You may run into some higher end steam games that don't work or have lag/framerate issues, but everything on the Oculus Store should be fine. Most VR games in general should be fine you just won't be able to crank up any graphics settings or anything. Enjoy your Rift!!
thanks for the help dude! I just want to say your vids have really helped me understand what is 'needed' with a rift! you just earned yourself another sub! :)
Thank you so much!
1:30 shows complex advanced technology. "heres the sensor... not much there"
Haha, I meant in terms of parts and aesthetics! Oculus hardware design is great!
Ik😂 I just thought it was funny
getting 4 sensors because why tf not
do u have any spare oculus rifts cause I rly want one
If I had the kind of money to have a spare Oculus Rift I'd gladly send you one, but for now I just have one for my personal use. Do some research into other VR headsets and see if maybe affording a Samsung Gear VR, Google Daydream, or PSVR would be doable for your budget. Google Cardboard is a fairly low quality VR headset but it gets the idea across and is incredibly affordable so that might be something to look into as well. The good news is that VR headsets and the computers required to run some of them are only going to get cheaper and more powerful as time goes on.
To buy just an Oculus Rift and PC to run it when the Rift first came out was around $1500, today you could get a PC, Oculus Rift, AND Oculus Touch for around $1000 or less so there has already been a significant price drop. Best of luck to you []-)
thanks, if it wasnt for the extra pc price then i would already have convinced my parents to buy it
susan owens the headset + toutch controllerd are 399$ right now.
cooleobrad I just bought my dog and stuff for 1200$
like for the asking alexandria on your wall S2
yes i know the video is old
Really don't think you need that much space to uses Rift? You could do it in half the space and feel the same.
This is not the minimum requirement to use the Rift at all, this is one of the bigger supported sizes. Many games can be played seated or with less standing space, however, for me I feel like this isn't enough space. I wish I had a gymnasium to use, no joke. It is always more comfortable to walk and move around naturally rather than teleporting or using analog controls so the more space the better. Plus idk about you, but in many games I find myself approaching my guardian (chaperone on the vive) bounds fairly often even if there is teleportation in the game
Hello!
Sorry for my bad english.
Hullo!!!!!
I is are a big apoligetic for me un good enlend
XD
Haha you tried to get likes
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