ChronotriggerJM
Member
Guys we've got to do a couple of things:
1. It's spelled Oculus
2. That's the name of the company, the device is the Rift
Noted
Guys we've got to do a couple of things:
1. It's spelled Oculus
2. That's the name of the company, the device is the Rift
"Rift" is shorthand, though it's what Oculus uses the most on their homepage nowadays. The full name has always been Oculus Rift. It's the same with Touch, which goes by both names on their homepage: "Oculus Touch" and "Touch". Both variations are equally correct, and it all comes down to personal preference.
You wouldn't call the Vive "the HTC", would you?
You wouldn't call the Vive "the HTC", would you?
Well summarized.Touch owners *will* have two cameras by default. They've confirmed that the touch bundle is the two controllers and an extra camera.
But Durante is right about occlusion still likely being a bigger issue for Touch, because you only need any 3 sensors on the Vive controllers to be able to 'see' the lighthouse to triangulate their position, where as you'll need a lot more of the IR tracking points visible to the camera to triangulate the touch controllers.
To get good head tracking at room scale with the Rift (given it's tracking points front and back) you really only need one camera, because very little occlusion is going to happen as you walk around the room unless you regularly lift up your arms in the way of your head. The issue is with stuff held in your hands being occluded by your trunk, your arms, or your hands. Head tracking doesn't have that issue, so room scale *without* motion controllers will be fine, and the second camera the touch controllers ship with will help mitigate occlusion...
But it makes total sense that Vive's setup will suffer from less occlusion issues, and that seems to be the wide consensus of everyone who has tried both. Occlusion happens with both, but it happens more with touch. Touch has other advantages (ergonomics, finger gestures), but Vive definitely has more occlusion proof tech.
How many are needed?But Durante is right about occlusion still likely being a bigger issue for Touch, because you only need any 3 sensors on the Vive controllers to be able to 'see' the lighthouse to triangulate their position, where as you'll need a lot more of the IR tracking points visible to the camera to triangulate the touch controllers.
TLDR
- 360°, head-to-toe 2x2m room-scale tracking in Rift+Touch and PSVR is practically not possible.
- We had a meeting with Oculus! They were super cool to send us a devkit. We'll get the game running and then see if it can be redesigned for Touch.
- We will internally add support for the Rift and play the game, then try to adjust the mechanics accordingly, in order to make it work well with a more restrictive camera setup.
- If Budget Cuts ends up working on Touch/PSVR, it will not really be the full experience as we have on the Vive.
- We will keep the Vive version as room-scale and free as it is now, regardless of design changes we may have to do on the other two.
Oculus, sensibly, recommend designing your games so that you don't need the full 360° tracking, because then you can target all three platforms with ease, and users who only have two cameras and maybe even just one for the Rift will be able to play it.
My initial post was in reference to people calling the Rift "the Oculus" (upon re-reading this was not clear), I assumed your reply was defending calling it that. Miscommunication.
I think room-scale VR is pretty much a non-starter for home applications. There are too many design constraints involved with the software, and the workarounds compromise the unique character of room-scale approaches. The relative lack of occlusion issues with 360° rotation is a real advantage, but the other benefits of room-scale seem scattered amd limited in scope.I don't think Oculus and PSVR lacking in room scale is really to Vive's advantage. I'm afraid not many titles will be now created with room scale in mind....
That sucks that the developer decided to limit the Rift version's 360-degree tracking for no reason, assuming that people have to buy the second camera separately, even though Oculus has said that the Touch would come with the second camera. Hopefully they change their minds and add the full game as an option.Something I found interesting: Budget Cuts developer's comments about room scale tracking, and porting their game to Oculus & PSVR. It's a lengthy post, so I'll give you their wrap up.
There was also one comment in particular that stood out to me.
Well shit. My worst fears have come to fruition. I thought that Oculus's reluctance to support room scale will cause some developers to limit their games to front facing games. So glad they made their game for Vive first. I hope more devs follow suit in making accordances for forward-facing players, but designing their games with full room scale in mind.
That sucks that the developer decided to limit the Rift version's 360-degree tracking for no reason, assuming that people have to buy the second camera separately, even though Oculus has said that the Touch would come with the second camera. Hopefully they change their minds and add the full game as an option.
Yeah, i'll aim for Vive now.Something I found interesting: Budget Cuts developer's comments about room scale tracking, and porting their game to Oculus & PSVR. It's a lengthy post, so I'll give you their wrap up.
There was also one comment in particular that stood out to me.
Well shit. My worst fears have come to fruition. I thought that Oculus's reluctance to support room scale will cause some developers to limit their games to front facing games. So glad they made their game for Vive first. I hope more devs follow suit in making accordances for forward-facing players, but designing their games with full room scale in mind.
That sucks that the developer decided to limit the Rift version's 360-degree tracking for no reason, assuming that people have to buy the second camera separately, even though Oculus has said that the Touch would come with the second camera. Hopefully they change their minds and add the full game as an option.
Well, you have yet to show me a single bit of evidence that a Rift with Touch is not capable of room scale with just two cameras, yet I've shown you links where Oculus has been showing it off and Palmer Luckey talking about doing it. The best you've done is show a video where a developer said that if you only had two cameras in front, that wouldn't work perfectly, but since Oculus fully supports cameras in other layouts, including in opposite corners of a room like Palmer Luckey tweeted that he did, that bit didn't really prove anything.Idk how many different ways I can explain this to you, but in its current iteration, Touch is not going to function in room scale with just two cameras.
Oh, their official position? Do you have a link to the document that states this, or maybe a direct quote from Palmer Luckey or Brenden Iribe?Skulduggery said:Oculus is telling developers: don't make Touch games 360. That is their official position.
I think room-scale VR is pretty much a non-starter for home applications. There are too many design constraints involved with the software, and the workarounds compromise the unique character of room-scale approaches. The relative lack of occlusion issues with 360° rotation is a real advantage, but the other benefits of room-scale seem scattered amd limited in scope.
The Valve tracking solution will be great for art installations, museums, and other public spaces, though.
The key points are:Something I found interesting: Budget Cuts developer's comments about room scale tracking, and porting their game to Oculus & PSVR. It's a lengthy post, so I'll give you their wrap up.
StarVR has a 210 degree fov, though I'm skeptical Starbreeze (yes that Starbreeze that did Riddick Butcher Bay) has the resources to do something on par with the other players in terms of build and component quality, and for that matter sdk and content availability. Still super curious what an fov like that feels like in terms of immersion.
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My boss tried StarVR. He told me it was a horrible experience. Sure, the FOV is nice, but the massive tradeoff is the drop in image quality along with the fact that you can see the division between the two screens.
That's not even counting the massive latency issues they have as well.
The key points are:
1. They haven't dismissed the possibility.
2. They haven't tested it yet.
Their impressions are likely to change (for better or worse) once they receive their devkit.
The specific quote from Oculus recommending they not target full 360 tracking is so they can target all three headsets since PSVR with it's single camera is going to have major issues with that. It sounds like the only real issue they'll have with Rift version is losing tracking when reaching towards the ground (which they apparently use a lot in the game) due to the lower FOV of the cameras.Idk how many different ways I can explain this to you, but in its current iteration, Touch is not going to function in room scale with just two cameras. Oculus is telling developers: don't make Touch games 360. That is their official position.
The specific quote from Oculus recommending they not target full 360 tracking is so they can target all three headsets since PSVR with it's single camera is going to have major issues with that. It sounds like the only real issue they'll have with Rift version is losing tracking when reaching towards the ground (which they apparently use a lot in the game) due to the lower FOV of the cameras.
It's not that you need a camera per device, it's that you need cameras at different angles so your body doesn't block something that is trying to get tracked (occlusion). Based on the leaks they had a while back, Oculus' long-term solution seems to be having a camera built into the headset down the road, that way whatever is in front of your face will always be tracked properly.The issue with the Rift is afaik that their tracking system needs one camera for each device it wants to track. That's why the touch controllers will ship with a second camera.
Now if you want room scale or 360° tracking, you'll need 2 more cameras. One for the headset and one for the touch controllers. That's 4 cams that all have to be connected to your PC using a total or around 7 or 8 USB ports.
It doesn't even need to be room scale tracking. If you want to track 2 HMDs with 4 touch controllers, you'll have the same problem. The rift was clearly designed for a seated experience.
This is why lighthouse is IMO a much better and future proof solution. As long as there's no occlusion, you can track as many devices as you want. 2 players with controllers? Should be no problem.
The have ruled out using the same freedom of mechanics that they can get via 360 degree tracking that they can get with something like Vive but can't get in a practical way for the users with Touch / PSVR. What they say they will do though is test both out and alter the mechanics to suit the headsets capabilities, which makes perfect sense.
The issue with the Rift is afaik that their tracking system needs one camera for each device it wants to track. That's why the touch controllers will ship with a second camera.
Now if you want room scale or 360° tracking, you'll need 2 more cameras. One for the headset and one for the touch controllers. That's 4 cams that all have to be connected to your PC using a total or around 7 or 8 USB ports.
It doesn't even need to be room scale tracking. If you want to track 2 HMDs with 4 touch controllers, you'll have the same problem. The rift was clearly designed for a seated experience.
This is why lighthouse is IMO a much better and future proof solution. As long as there's no occlusion, you can track as many devices as you want. 2 players with controllers? Should be no problem.
Lol 4 cameras.
The camera doesn't make the tracking of the devices. The software does, in the cpu. So no, you don't need to add a camera for each device. In that case you would need 3 cameras for 1 hmd and 2 touch controllers.
If you want to track more objects, you can do it with one camera (if it's in front of it), it's the cpu usage the thing that will be increased.
As people already answered, the second camera is there to help with occlusion.
Where did you read that the touch controllers lost tracking as soon as you turn around? Which hands-on said that this happened to them? The video by Owlchemy Labs said that even when both cameras are placed in front, only one controller could be obscured. Also,Occulus have never showed any kind of room-scale tracking. Except a very limited one where the touch controllers lose tracking as soon as you turn around. Why are they not able to show proper room tracking this with 2 or even 3 cams? I think because they don't want the press to see them using 3 or 4 cams for something the biggest competitor does without any cams.
Even If you remove one fundamental difference (the FoV), there's still the difference in required tracking points (photosensors / IR LEDs) for an accurate fix.Fundamentally there is not much different between using two webcams vs Vive using two lighthouses (assume for a second similar field of view on both).
They've ruled it out even without having a devkit and getting one comment from oculus that may have been related to the standard OR. Let's wait and see how they get on when they get a touch devkit.
But, how many tracking points are needed for Oculus? I mean, Nintendo did it with just two points with the Wii Remote (the Wii Remote was the camera, the sensor bar used two IR LEDs).Even If you remove one fundamental difference (the FoV), there's still the difference in required tracking points (photosensors / IR LEDs) for an accurate fix.
When was it mentioned by Oculus or Owlchemy Labs or anyone else with VR development experience? What did I miss? Heck, Owlchemy Labs' video said you could do it with two cameras placed in opposing corners.By their nature they can not support occlusion free 360 degree tracking in any "practical way" ie without 4 sets of cameras. This has been mentioned several times yet seemingly gets skipped over whenever it is discussed.
I'm getting the impression that some posters in this thread are so desperate for the Rift cameras to be flawed that they'll grasp onto any straw and hold on for dear life, no matter the cost and no matter how insignificant the straw is. It's getting kind of ridiculous.
I'm getting the impression that some posters in this thread are so desperate for the Rift cameras to be flawed that they'll grasp onto any straw and hold on for dear life, no matter the cost and no matter how insignificant the straw is. It's getting kind of ridiculous.
No, this supposition is patently ridiculous.I'm getting the impression that some posters in this thread are so desperate for the Rift cameras to be flawed that they'll grasp onto any straw and hold on for dear life, no matter the cost and no matter how insignificant the straw is. It's getting kind of ridiculous.
What I don't understand is why some are adamant that the Rift tracking configuration will be able to do everything just as well as Lighthouse will. It won't. The latter is fundamentally superior.
This quote is from Oculus CEO Brendan Iribe, right after last June's Rift launch event (in an interview I was part of, along with four or five other reporters):
We're really big believers in optical tracking, in camera sensors. That is the bet that we're making. And that's the future of sensor tracking. If you look at things like the Kinect, or any of these different kinds of infrared structured light sensors, or any of the stereo camera sensors, they're all based on cameras. And cameras continue to get better.
If you want to see your full body in the game, if you want to see your fingers and your fingernails ... not this generation, but, eventually, if you want to see all of that, that's going to be done with camera sensors. That's not going to be done with any other kind of sensor. That's an optical sensor, and that's the investment we're making.
He didn't use the words Vive or Lighthouse, but the implication is clear: Oculus is thinking longer-term than some 2015-16 race to see who can say "I crossed the room-scale finish line first." The company is looking far past that, to the point of being able to see virtual versions of your entire body in the virtual world (and beyond). You aren't going to get there with Lighthouse sensors, cool and smartly-designed as they are.
The Vive does now have that optical sensor on the headset itself, but time will tell if the camera on headset approach can eventually lead to those same (presumably) external camera destinations Iribe was talking about.
What I don't understand is why some are adamant that the Rift tracking configuration will be able to do everything just as well as Lighthouse will. It won't. The latter is fundamentally superior. With a few posters in particular I really don't get why they even care, they make it clear on the one hand that they think room scale isn't important, but are really set on "proving" that the 2 camera Rift/Touch setup can do it on the other.
It's in no way fundamentally superior. In fact, Oculus is betting it's the opposite. The correct question, is will it provide a better experience on games that don't require fine detail movement until Oculus camera tech catches up.
From this article: http://www.gizmag.com/oculus-rift-vs-htc-vive-ces-2016/41361/
Now will they get there before CV2? I don't know. No one knows. It may very well be that Lighthouse keeps out in front for this generation. Oculus is obviously working on getting there faster as a response to Lighthouse. It remains to be seen what they come up with on the software side or if they have another trick up their sleeve. But it's clear optical tech is the future.
Well yes, it is. It's fundamentally more scalable, less resource intensive, and less prone to occlusion.It's in no way fundamentally superior.
If you have a room of that size, to match lighthouse the first thing a camera would need to do (which it very likely won't) is offer a horizontal and vertical FoV of 90°+.Of course it's superior in terms of tracking, but that doesn't mean that in a 12x12 foot room two lighthouses can do anything that two cameras can't.