Is the Seated Experience the Future of Virtual Reality?

Virtual reality (VR) is one of only a handful of activities that can draw the human attention away from its immediate reality. The suspension of reality is an inherently delicate state, though, and usually lasts for only a brief amount of time.

The VR industry’s broad goal is to create ever more compelling experiences, that extend this period of acute distraction for as long as possible. But VR faces a significant barrier to progress where this objective is concerned—the movement of the player around the virtual world. This particular head-scratcher is widely known within the industry as the “locomotion problem”.

To allow for physical movement within a virtual environment, all the while maintaining an unbroken suspension of reality, was never going to be a simple problem to solve. Today’s premium systems do a serviceable job of tracking movement within a demarcated play-zone, but fall down on the second criteria.

Anyone who has sampled a premium virtual reality experience will be familiar with the jarring sensation of striking a physical object in the real world, that isn’t present in its virtual counterpart. In some sense, the feeling is of betrayal, similar in kind to a child’s discovery of the techniques behind a magician’s illusion.

Some companies are turning to technological solutions in the form of peripherals, in an attempt to sustain the illusion. Many of these believe the seated experience represents the best solution to the problem of locomotion.

Oculus Quest Lifestyle 3

The question of room-scale

The room-scale VR experience is undoubtedly an impressive spectacle, but it has its issues. There are valid question marks over its safety, its value as a form of gameplay and its practicability, given the amount of space it requires.

Some, including Stan Chesnais, CEO at 3dRudder, believe that the arrival of room-scale virtual reality along with the HTC Vive had a lasting negative impact on the industry.

Over Skype, he said he thinks “the launch of the Vive was in some sense damaging for the industry. It introduced the idea that virtual reality should be a standing experience, and this created a lot of confusion. Games like BeatSaber are great played standing, but no movement is required. As soon as the player is asked to move, they feel more secure and comfortable seated.”

Chenais, whose balance-board style product allows players to move and strafe in virtual space with subtle movements of the feet, went on to discuss the issue of space.

“The idea of room-scale was a significant impediment to adoption because very few have the space for it. I live in Paris – not even in the centre, but the suburbs – and I don’t have space for room-scale virtual reality. Unless you’re playing in the desert, you’ll never have enough space, so for the player to move without limitation the industry will need to transition towards the seated experience.”

Of course, the arrival of the HTC Vive has to be said to have had a net positive effect on the VR industry – and Chesnais would surely agree – but his point is worth considering. Perhaps the early popularity of room-scale VR has funnelled the industry down a path it could do without stepping.

When it comes to the locomotion problem, developers are stuck between a rock and a hard place. Room-scale VR is a significant draw because to be able to wander around a virtual environment as you would any environment in the real world is compelling – it’s sexy! At the same time, the emphasis placed on the room-scale experience has alienated a significant sub-set of potential adopters, who lack the necessary 2.5m2 play-zone.

 HTC Vive roomscale

Context is king

Unlike the 3dRudder’s more sedentary play-style, Michael Bieglmayer’s Cybershoes have the player traverse the virtual environment by gliding their feet back and forth along the floor, while seated on a swivel stool.

Again over Skype, Bieglmayer discussed the locomotion problem as he sees it. One thing he’s certain of is that the player has to be able to utilise the body in as natural a way as possible.

“For me, VR should be a holistic experience. The more of the body involved, the better, because it’s a natural user interface. The player shouldn’t feel like a human joystick, and with foot tracking they can perform precise movements in a natural and intuitive way. Using only the upper portion of the body means the lower half is being underutilised.”

For Bieglmayer, context is king when it comes to seated versus room-scale VR. It’s not a case of either-or.

“Room-scale virtual reality is for certain games, not all. It’s powerful when employed effectively, but its also certainly limiting for game developers. Neither room-scale nor the hand controller will die out because they each serve a purpose, but open-world games especially should be experienced seated.”

Part of the beauty of the virtual reality industry is that it’s full of dreamers and creatives – people looking to push the boundaries of experience and technology. However, a hard and unromantic pragmatist might suggest that the greatest value lies in assessing the technological limits of VR systems as they are today and operating exclusively within those boundaries. The seated experience sits comfortably within those boundaries, but in certain scenarios room-scale does not.

2.5m 2

It’s likely discussions around the locomotion problem will continue for a few more years yet, but what’s clear today is that a rebalancing of perspective needs to occur.

There prevails a feeling that a VR experience isn’t true or full unless it’s dialled up to the max. People want VR to be as consistent with the experience of living and operating in the real world as possible, immediately. It would be healthier in the long term, though, to concede that trying to go from 0 to 100 straight away is neither sensible nor plausible. The industry is still very much in its nascent stages, after all.

The current prejudice against seated experiences will surely fall away as more high-quality and affordable peripherals enter the market, and demonstrate that you don’t necessarily need 2.5m2 to suspend reality. In fact, you may well be better off without it.

360-Grad Ganzkörper-Tracking für Oculus Rift mit Vive Trackern

Ein Reddit-User hat eine Möglichkeit gesucht, für VRChat ein Ganzkörper-Tracking in 360 Grad zu realisieren und dabei nicht auf die Oculus Rift zu verzichten. Dafür ist einiges an Hardware notwendig: Neben drei Oculus-Sensoren kommen noch zwei Lighthouse-Stationen sowie drei Vive Tracker von HTC zum Einsatz.

Rundum Ganzkörper-Tracking mit Vive Trackern

Der User ArtsyVRC hat eine Anleitung auf Reddit veröffentlicht, die zeigt, wie man ein Set-up für ein Ganzkörper-Tracking aufbaut. Aufgrund des Tragekomforts und der besseren Touch Controller bevorzugt er oder sie die Oculus Rift, das Roomtracking erledigen die Rift-Sensoren. Wie man diese optimal einrichtet, haben wir euch hier erklärt.

Drei Oculus Room Scale Sensoren

Für das Ganzkörper-Tracking dient hingegen die Hardware von HTC. Zum Einsatz kommen zwei Lighthouse-Stationen sowie drei Vive Tracker, beide Komponenten in der Version von 2018. Mit älterer Hardware hat ArtsyVRC es nicht getestet, allerdings müsste es theoretisch funktionieren – alte und neue Generationen unterscheiden sich in der Praxis lediglich in der trackbaren Raumgröße.

Ein Pferdefuß des Set-ups ist neben dem Preis die Anzahl der benötigten USB-Ports: Sieben Stück müssen es sein. Prinzipiell benötigt man sechs USB 2.0 und einen USB 3.0 Port für die Oculus Rift. Notfalls muss man den PC mit einer Karte aufrüsten, falls dieser nicht genug Schnittstellen zur Verfügung stellt.

Um das gemischte Set-up aus HTC und Oculus zum Funktionieren zu bringen, stehen noch einige Software-Anpassungen an. Zum Einsatz kommt beispielsweise der OpenVR Input Emulator. Um die Prozedur zu beginnen, muss man zuerst alle Komponenten einschalten.
In den SteamVR-Einstellungen unter

steam\steamapps\common\SteamVR\resources\settings\default.vrsettings

ändert man folgende Parameter:

“requireHmd”: false,
“activateMultipleDrivers”: true,

Mit den Einstellungen sucht SteamVR nicht mehr nach einer HTC Vive. Nun sollte man sichern und SteamVR neu starten. Falls man die HTC-Hardware danach nicht angezeigt bekommt, soll man laut Anleitung das Vive Headset neu starten unter:

SteamVR > Settings > Developer > Reboot Vive Headset

Die anschließende Fehlermeldung klickt man einfach weg, die Tracker und Lighthouse-Stationen sollten jetzt zusammen mit der Oculus Hardware auftauchen.

Jetzt folgt der kompliziertere Part, nämlich die Kalibration der Vive Tracker. Die lässt sich via den OpenVR Input Emulator vornehmen. Dazu setzt man die Oculus Rift auf, geht ins SteamVR Dashboard und ruft den Input Emulator auf. Danach schnappt man sich einen der virtuell herumschwebenden Vive Tracker und korrigiert seine Orientierung in den WorldFromDriver Offsets. Als erstes sollte man Yaw anpassen, erst danach die X-Y-Z-Achsen. Falls sich alles natürlich anfühlt und klappt, sichert man die Ergebnisse und kopiert die Werte für die restlichen beiden Tracker.

Wenn alles geklappt hat, dann sollte man beispielsweise in VRChat mit dem Avatar richtig abrocken können.

(Quelle Reddit)

Der Beitrag 360-Grad Ganzkörper-Tracking für Oculus Rift mit Vive Trackern zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

Roomscale VR is Great, But the Gamepad isn’t Going Anywhere

Roomscale VR is Great, But the Gamepad isn’t Going Anywhere

For many people, the end-all be-all of virtual reality is being able to get up and move around inside of a digital space with roomscale. With the HTC Vive, you set up lighthouse base stations in opposite corners of your play space and the system tracks your movement in 3D space around your entire room. With the Oculus Rift, you can accomplish something very similar with extra sensors and the Oculus Touch motion controllers.

There’s nothing quite like taking a step forward with your own feet and feeling yourself moving in a digital environment. For some genres of games, like first-person shooters, it’s nothing short of revolutionary. Even though roomscale is amazing, it doesn’t mean that something else isn’t just as impressive and exciting in its own way. Just because we have full movement in roomscale VR now, it doesn’t mean that gamepad-based VR experiences are dead.

History of Excellence

While the VR industry is still in its infantile stages, developers are constantly experimenting and seeking new ways of delivering exciting moments to players. The best horror game I played last year was a roomscale-only title called A Chair in a Room: Greenwater [Review: 8/10], the riveting Onward is an incredible shooter that immerses you in its action, and exploratory puzzle games and adventure titles like The Gallery [Review: 9/10] breathe new life into formerly dormant genres. I recognize the potential of roomscale, but it doesn’t have to come at the expense of the gamepad.

The first VR game I ever played almost two years before it released was EVE: Valkyrie [Review: 9/10] and it blew my mind. Cockpit experiences and racing games feel great using gamepads and are arguably even more immersive than their standing, moving, roomscale counterparts. This is especially true while we’re still struggling with VR’s distracting wire problem and room size requirements.

But when it comes to gamepad games, the best practices of how to create a control scheme, what works for different genres, how to design a game world, what makes something fun, and all of the other guiding principles have been researched, developed, and iterated on for decades. Bringing those existing ideas into the immersive world of head-tracked VR is complicated enough without asking people to move around as well.

With so much potential and history in the game industry that’s rooted in the player holding a gamepad while seated, it feels like a disservice to that legacy to simply ignore it altogether. Some roomscale experiences have the potential to wrap us up in the power of their stories and innovation of their technology, but other times I just want to sit down with a controller in my hand and play a good game.

Iteration and Innovation 

When I play a game like Lucky’s Tale [Review: 9/10] in VR, I’m reminded of Super Mario 64, but I feel closer to the action than ever before. Edge of Nowhere [Review: 9/10] reminds me of Uncharted, Tomb Raider, and The Last of Us, but the sounds of the world surround me. Resident Evil 7 [Review: 9/10] feels like the most immersive and terrifying game ever when you’re trapped alone inside the PSVR headset.

Damaged Core [Review: 9.5/10] is inventive and unique in a way that couldn’t work outside of a headset. These and other games we’ve seen over the past couple of years are proof that you don’t necessarily need to get up and move around in roomscale to enjoy a VR experience.

Landfall, which just had its free weekend beta, is a clever implementation of a top-down tactical game that uses a gamepad as the bread and butter form of controlling your unit. Updating a genre and re-imagining it in a new way doesn’t necessitate throwing out the gamepad in favor of motion controllers.

I love being able to look down at my hands and see them accurately represented with hand controllers, but depending on the type of game, that could be a poor form of interaction. If I’m playing a fast-paced shooter like Rigs [Review: 8/10], that cockpit isn’t conducive to using motion controllers. Third person games feel right at home while holding a gamepad and plenty of obscure or more niche genres work better with dedicated buttons and analog sticks.

Diversity of Options

At the end of the day, there is enough room in the industry for both gamepad and roomscale VR. There is a certain time, place, and mood that lends itself well to moving around a room in an immersive digital space. Getting physical with sports games, ducking behind cover in shooters, and exploring strange new worlds feels like a natural fit. But if you’re putting me in charge of an army, sticking me in a cockpit, or asking me to control a character in third-person, I’d feel more at home with a gamepad in my hand.

And finally, being perfectly honest here, sometimes I just want to relax on a couch. It’s the same reason that despite my love for VR as a medium and as a way to advance technology, I don’t want to give up traditional gaming either. Looking at a TV or monitor a few feet or yards away is satisfying in its own way and I don’t think everything needs to be in VR to be good, and just because it is in VR doesn’t mean it can’t use a gamepad.

The more options we have the better chances there are for innovation and simply good game design. I want to play and enjoy VR games because they are good games first and foremost, not because they are novel experiences.

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NOLO Phone-based SteamVR Project Fully Funded on Kickstarter

NOLO Phone-based SteamVR Project Fully Funded on Kickstarter

There’s no getting around that fact that the $799 price tag on the HTC Vive and cost of a high-end computer makes it difficult for many people to get into high-end VR. NOLO VR wants to change that with the help of your smartphone.

Similar to solutions from Ximmerse and others, Chinese company LYRobotix’s set of sensors and controllers that make up this new offering promise to enable Roomscale VR on mobile phones. NOLO, which you could theoretically use with a phone you already have and an inexpensive mobile headset, claims to be fully compatible with SteamVR. This mean you would have access to Vive’s entire content library, at least according the creators of this project.

NOLO consists of two position tracked remote-like controllers, a singular base station, and a headset marker placed on top of any smartphone-holding VR device. The marker can fit most mobile headsets, including Gear VR, Google Daydream and Cardboard. The base station is said to feature a 100 degree field of view.

The setup is said to be compatible with Android phones right now, with plans to integrate iOS later. The solution isn’t just for SteamVR, though, as it can also be used with native mobile VR games that are developed with the setup in mind, and LYRobotix says it is preparing an SDK that’s compatible with both Unreal and Unity Engines.

The mere promise for the kit alone has been enough to sell a lot of VR fans: NOLO has a fully funded Kickstarter campaign just one day after launching. The company had asked for $50,000 but, at the time of writing, has raised nearly $75,000 and still has well over 30 days to go. The campaign is offering early bird sets for $99, with limited quantities left.

It almost sounds too good to be true, and it might be. We haven’t seen this for ourselves and the wireless setup requires streaming from a PC over the Riftcat and VRidge apps, which display VR content on your phone but also come with the usual concerns about latency, which LYRobotix claims to keep under 20 milliseconds. If streaming to a smartphone gives you even more than a few milliseconds of delay between turning your head and the image catching up, it may be unplayable for many. There’s also only one base station included, so we wonder if occlusion could become an issue.

Still, we haven’t gone hands-on with the device ourselves, so we really can’t say whether or not it works at this point.

LYRobotix plans to ship the kit in May of this year.

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Oculus Definitely Doesn’t Recommend These Rift Roomscale Add-Ons (But It Does Really)

Oculus Definitely Doesn’t Recommend These Rift Roomscale Add-Ons (But It Does Really)

For reasons that stretch beyond what we can think up, Oculus wouldn’t recommend you use any third-party equipment to enhance your Rift setup. Except it does really.

In a blog post today, the final in its series looking at getting the most out of Roomscale VR, the company has shared some suggestions for equipment you might want to use to get the most out of your play space. A note at the bottom, though, says that these are definitely not recommendations, even if it is a list of products it thinks would be good to use with your Rift. By definition, that’s a recommendation, but for legal reasons, this is not a recommendation, okay? Oculus has a enough court battles for one month.

Wall-mounting is a great way to get your sensors to cover the entire area of a play space, but it requires them to be far away from a PC. For cable extensions, then, the company lists the following:

Monoprice 15-Foot Active USB 3.0 Extension
Monoprice 16-Foot Active USB 2.0 Extension
Cable Matters 16.4-Foot Active USB 3.0 Extension

When it comes to extending the Rift itself’s connection to your PC, the company points to two cables.

• Monoprice Six-Foot USB 3.0 Extension
• Monoprice Six-Foot HDMI Extension

If you’re looking to get a little more technical and change the USB card in your rig for optimized power distribution, the company suggests these four, two and one controller options:

Four Port HighPoint RocketU 1144d
Four Port Startech SuperSpeed USB 3.0 Card Adapter
Two Port Startech SuperSpeed USB 3.0 Card Adapter
One Port Inateck Superspeed USB 3.0 Expansion Card

As for actual wall-mounts, Oculus points toward Amazon and 3D printing. Rift sensors pretty happily screw into place on a lot of mounts, just like Vive’s base stations do, so anything that fits securely onto the wall should do.

Good thing Oculus didn’t assemble this post before Christmas or our lists would have looked a little strange to say the least.

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HTC Vive vs. Oculus Rift With Touch – Which Is The Better Roomscale Experience?

HTC Vive vs. Oculus Rift With Touch – Which Is The Better Roomscale Experience?

“My feet, arms, and legs are so sore,” I tell my wife over dinner. She laughs and tells me I haven’t left home, gone to the gym, or done anything other than write and play VR games the past few days. “I know,” I tell her. “That’s the point.”

Playing roomscale VR games is exhilarating, immersive, and downright exhausting. Punching discs back and forth in games of Ripcoil, reaching the far corners of the room for hours on end to put the tracking sensors through their paces, ducking and crouching during shootouts in Dead & Buried, killing hundreds of zombies in Arizona Sunshine, and trying to set a new home run record in VR Sports Challenge — these are all things that feel real when you do them in VR.

After spending over a week putting the Oculus Rift with Touch through its paces, and re-testing many aspects of the HTC Vive itself, I’ve come away a more conditioned, sore, and seasoned gamer than I was previously. Obviously I’ve spent a lot of time in VR before this, but it’s usually much more sporadic and with lengthy breaks. This past weekend, I may have spent just as much time in VR as I did doing anything else.


The HTC Vive originally released back in April of this year. From day one, it has enabled keyboard and mouse, gamepad, or motion controllers for input methods, as well as seated, standing, and roomscale tracking in your play space. The Oculus Rift, by comparison, released a few days earlier, but only permitted keyboard and mouse, gamepad  or a simple remote input method, as well as seated or standing tracking. There were no motion controllers and no roomscale options at all. That’s all about to change.

What is Roomscale VR?

You might be wondering what exactly is roomscale VR? Essentially, roomscale tracking means that you’re able to move around an entire room freely, without the game, headset, sensors, or anything else losing track of your location. This means turning around and walking away from your computer, crawling on the ground, reaching up in the air, crouching behind something in the virtual world, and any other type of free-form interaction. This has been a feature of the HTC Vive since day one.

Conversely, with the Oculus Rift you could stand or sit in front of your single camera while it tracked your headset, but that’s it. If you leaned over too far, the camera would lose track of you. You couldn’t move laterally across the room or do anything other than remain stationary with slight head movement. It was still an immersive virtual reality experience, but was far from the fully-capable roomscale immersion that many people were yearning for.

 

How Does Roomscale VR Work?

The HTC Vive enables this through the use of its lighthouse base stations. They work by invisibly sweeping lasers across your entire room and tracking the headset and controllers by way of the little concave sensors you see spread across the surfaces of the devices. In order to use the Vive at all, you set up a base station up in each opposite corner of your room. This allows them to see and track the full area, in real-time, regardless of what you’re doing or which direction you’re facing.

Until now, the Oculus Rift wasn’t really capable of matching this feature. But with the flexibility afforded by multiple Rift sensors on the same setup, that’s starting to change. When you purchase the Oculus Touch controllers for about $200, they come with a second sensor. This expands the trackable space laterally, as you place them on opposite sides of your desk. Now you can reach out with your hands, and move around your room a bit without having any real issues. However, even then, it’s still a mostly 180-degree experience. Turn all the way around or go too far to either side and the sensors will lose track of parts of you eventually.

But if you get a third sensor and enable the Rift’s “experimental” roomscale tracking, then you can finally access true roomscale. A third sensor is available for approximately $80 before tax and shipping and it includes a 5 meter extension cable. You place this third sensor at the back of your playspace, which enables it to see you when turned around, and can access up to an 8×8 feet space. This is still much smaller than the ideal maximum of the HTC Vive.


This comparison — the complete HTC Vive experience vs. a Rift with three sensors and the Touch controllers — is the primary focus of this article. If you want to know what we think about the Touch controllers vs. the Vive controllers, then you can read that here. Spoiler: we like the Oculus Touch controllers better.

Roomscale Setup: Vive vs. Rift

When setting up your roomscale environment, the Rift and the Vive differ quite a bit. For the Vive, you plug your headset into the breakout box with clearly labeled ports, then plug that box into the back of your PC with a USB port, an HDMI cord, and then into a power outlet. That powers your headset. Make sure your controllers are charged up, then set those aside. Now you have to place your lighthouses, above head level, in opposite corners of the room. It can be a bit tricky depending on what’s in the room, but they can be easily wall-mounted, which is recommended for stability and accuracy. Just angle them downward toward the center of your room and you’re good to go. All they require is a single power outlet for each. For inevitable firmware updates, you’ll have to plug devices into your PC directly.

Now you go through the SteamVR setup process, including the room setup, which will allow you to set the floor orientation and outline the trackable environment by walking around the perimeter of your room. Once you’re done, everything should work well. The thick wire that goes from your headset to the breakout box is frustrating, but you get used to it eventually. To make sure you did it all correctly, I’d highly recommend reading the official documentation.

For the Oculus Rift with three sensors and the Touch controllers, we found setup to be a bit more complex. For starters, the Rift itself plugs into the PC in a very similar fashion — with a USB port and HDMI cable. Then you’ve also got to plug in both — or in the case of roomscale, all three — of your tracking sensors. Instead of using power outlets, they must each go into a USB port. This means a lot of cords and at least one USB extender for that pesky third sensor in the corner. It also means getting out a tape measure to make sure your playspace is setup correctly, which can be frustrating and lead to rearranging furniture. The default presentation of each Rift sensor is on a short stand with a platform at the bottom, rather than the lighthouse’s cube design, which is more adaptable for mounting.

Once everything is plugged in, the setup process that the Oculus SDK walks you through isn’t fully functional for a three sensor roomscale setup, which resulted in us skipping some steps because it wasn’t registering things correctly all the time. Luckily, it all worked fine even after skipping those. If you want to run Steam/Vive games with the Rift and Touch, then we recommend going through the Oculus SDK setup process first, then launching Steam VR and running its roomscale setup afterward. You can read the official documentation here about the experimental tracking.

In both cases, the setup process isn’t simple and has a lot of steps that could get messed up or take well over a half hour to an hour to get everything right. I hope you started downloading games and apps before trying to set either headset up. Ultimately though, the Vive setup process is easier, with less cords, and more flexibility.

Roomscale Size: Vive vs. Rift

Our Vive-powered mixed reality capture studio at the Upload Collective is a fairly large space of approximately 8 ft. x 13 ft. The minimum play space recommended on the product website is 6 ft. 6in. x 5 ft. with a maximum  of 11 ft. 5 in. x 11 ft. 5 in., however we found expanding as far as 13 ft. in either direction was supported during testing.  The only bottleneck in this was was really the range of the base stations and, to a lesser degree, the length of the cable.

With the Vive, since the headset cable connects to a breakout box that then connects to an outlet and your PC, the permitted length that your headset can extend is quite lenient. Whether we were rolling on the ground, walking the full length of the entire play space, or even standing on chairs to simulate extreme height, there were never any issues with tracking. The same goes for a smaller, minimum-sized roomscale setup for Vive.

The Oculus Rift roomscale size has a few more variables. When using two sensors, the Rift asks you to set them up anywhere from 3-7 ft. apart, on your desk, in front of your monitor or wherever you want your front-facing orientation to be. For most people, that will be on either end of their desk. But when you add a third sensor into the mix, it gets a bit more complex. Now Oculus recommends those first two sensors to be approximately 8 ft. apart, and the third should be 13 ft. away from the left sensor, in the diagonal corner of the room. This will permit an 8 x 8 ft. playspace, which makes the recommended maximum for Rift with Touch and three sensors just a couple of feet larger than the recommended minimum for the Vive.

However, we found that this space limitation is mostly artificial. By spreading that third sensor out farther and moving the two main sensors a bit further apart, we were able to get closer to 9 ft. or 10 ft. tracking in either direction. The limitation here being the cords themselves and the range of the sensors. The optimal tracking space occurs in the center of the play area, so just because you can expand the camera distance doesn’t necessarily mean the tracking will be as effective throughout the room. Keeping it to the recommended space will afford the best results.

The most frustrating aspect is, once again, the cord length. Since the Rift has to plug directly into the PC without a breakout box, wrapping around to the back of most towers to get to USB and HDMI, you’re already shrinking the cord length as a result, plus it’s shorter than the Vive’s already. Even though the third sensor could be moved a bit, we found that anything farther than 9 ft. away from the tower wasn’t plausible. Plus, the third sensor needs an extension cord to even reach that far.

Roomscale Tracking: Vive vs. Rift

But the real question — regardless of tech tech, setup process, or room size — is how well does it work? In the case of the HTC Vive, it’s about as flawless as we could expect. Since the base stations bathe the room in lasers over and over to track the controllers and your headset on a consistent basis, it hardly ever loses track of where you are. They’re elegant, simple, and effective. Plus, you never need more than two to cover the entire room itself.

The Rift on the other hand is bit more finicky. Once the sensors are in their ideal places, perfectly angled, and at exactly the correct recommended distance, everything works the same as the Vive. It tracks movement around the room, we were able to lay on the ground, stand on chairs, and do pretty much anything we’d ever need to do in a roomscale experience. The added sensor all but eliminates the possibility of occlusion for either of the Touch controllers.

But the sticking point here is once they were set up perfectly. It’s more difficult to mount the Oculus sensors, and any variation in height or angle seemed to really throw a wrench into the entire process. When it works, it works, but it required jumping through a few more hoops to get there.

Final Verdict: HTC Vive

Ultimately, if you’re looking for the better roomscale VR experience, then the HTC Vive is still the way to go. Setting aside the content questions (the Rift enables both Oculus Home and Steam VR games and applications, the Vive is limited to just Steam without a hack) and just focusing on the roomscale capabilities renders a clear edge to the HTC Vive, even after the Touch controllers are out and you purchase an extra sensor on top of that. For Vive, you get it all for $799. For Rift, you need the headset ($599), the Touch controllers and second sensor ($199) and a third sensor ($80). That comes out to approximately $100 more for a comparable, but still slightly inferior, roomscale experience.

The frustrating cord length, abundance of USB ports and extra cables, added price tag for a third sensor, and finicky tracking precision all add up to the Oculus Rift still not quite measuring up to the relative ease and simplicity of roomscale VR through the HTC Vive. It’s also worth noting that the entire prospect of roomscale VR was something that HTC coined with the creation of the Vive and for a piece of technology that wasn’t and still isn’t primarily designed to offer such an experience, the Rift is more than capable.

The experiences are now very close to one another, though, and the Touch controllers are better devices as a whole, but we still prefer the Vive’s lighthouse base stations over the Rift’s camera sensors. The HTC Vive should be your choice to enable VR in larger rooms with its less expensive system and simpler setup. But the Rift still offers a great roomscale experience, especially for smaller or medium-sized spaces, plus a better input solution with the Oculus Touch controllers.


What has your experience been with the HTC Vive and Oculus Rift in roomscale VR environments? Which headset do you prefer? And which controller do you think is better? Let us know in the comments below!

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‘Obduction’ Is Coming to Oculus Touch, PlayStation VR And HTC Vive

It seems like it took forever for for Cyan’s anticipated spiritual successor to Myst and Riven, Obduction [Review: 8/10], to come to the Oculus Rift. That’s largely thanks to a last-minute delay for VR support when the standard version launched a few months ago.

As of last week, though, Obduction is finally available in VR and, according to reactions online and our own review, it was well worth the wait. Fortunately, Cyan hasn’t waited long to confirm another big piece of news: the game is also on its way to the HTC Vive and PlayStation 4 with PlayStation VR support in 2017.

Studio CEO Rand Miller confirmed as much to GamesBeat, stating that the developer was “going all-in on VR.” He noted that the install base of the PS4, which is now over 40 million, would “open our availability” and that he was impressed with how well the game’s visual fidelity held up on the console. The PS VR version will need some optimization, but is “surprisingly capable as a platform.”

As you might expect, the developer is also bringing support for roomscale tracking and the Vive’s position-tracked wands to the PC version of the game, and will implement Oculus Touch controllers too, which are due for arrival in December. These additional control options will allow players to actually pick up and interact with objects in the first-person adventure.

The ports should be worth the wait; we loved Obduction when we reviewed in back in August. “While Obduction does have some issues, the fault for them rests less on Cyan as a studio, and more on VR as a new medium that still has room to grow,” our own Joe Durbin wrote. “What can be attributed to these game makers, however, is an amazing world, clever puzzles, a fascinating story, satisfying gameplay, and a title that can stand next to its elder brothers Myst and Riven with pride.”

Elsewhere, Miller stated that Cyan would be making other VR projects, though it will likely be a long time before we see any of those.