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Gamespot: HTC Vive vs Oculus Rift (CES 2016)

You wouldn't call the Vive "the HTC", would you?

No, but that's not what I said in my post either. Did I say that "Oculus" is the correct name for the Oculus Rift? No. So why are you pretending as if I did? You said the correct name is "Rift". I clarified that "Oculus Rift" is equally correct.

Oh also you are objectively wrong.

But it's not a big deal, just worth clarifying.

What exactly did you clarify that had anything to do with what I posted? Luckey pointed out in that response that it's wrong to call the device "Oculus", which I didn't.

But it's not a big deal, just worth clarifying.
 
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'm definitely in for VR but I'll wait and see which one is better after we get real world impressions and I hear that there are experiences that are legitimately enhanced by VR.
 
You wouldn't call the Vive "the HTC", would you?

People did call a gaming console "a Nintendo" or "a Sega" back then, it's actually a good sign for the brand. ;)
(Also Oculus is a better name for the product than Rift, but whatever... I think that if they're successful the name of the product will naturally change, there will be no "Rift 2")
 
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.
Well summarized.
 
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.
How many are needed?
 
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.

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.

There was also one comment in particular that stood out to me.

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.

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.
 
Nothing really new there. If you want full room scale 360 tracking with Oculus you'll have to buy extra cameras. I'll just buy 2 seperate and have 4 total if I have to.
 
That's a bummer, even if I'm getting the Vive.

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 (as in essential gameplay feature) if it has to be practically Vive exclusive, the market is just so small at this point and probably most developers will go for games / experiences that can be sold to all HMD owners.
 
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....
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.
 
Sounds like VR has an uphill battle. It just seems like high end VR will be extremely niche for quite a while. The whole package just doesn't seem very practical. Interested to see how consumers behave regarding VR. I will likely jump on board in the next few years.
 
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.
 
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.

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.
 
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.
Yeah, i'll aim for Vive now.
Even if it ends up being a crazy high price, i think i'll just wait for it, instead of paying a still high price, but with compromises.
 
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.

This is strange. We understand that oculus touch tracking won't be 'as good' as Vive, but it should be capable of decent room tracking with two cameras - were the devs aware the touch comes with an extra camera?

Combine that with not all Vive users magically having large rooms to play with, so even the Vive setup will need to scale down, and it seems to memthat their comments seem a little negative towards oculus.


I also hope that this isn't going to fragment things too much. I'd actually like the headsets to be decoupled from the controllers, which would also allow third party controllers to release too. Eg maybe racer would being out some motion controllers that work with the lighthouses, so I might want to use thos with the OR.
 
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.
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.

Skulduggery said:
Oculus is telling developers: don't make Touch games 360. That is their official position.
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?
 
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.

Yeah, exactly. I mean there's no problem for me investing in the most advanced HMD, but is it going to have enough software to use those features if OR / PSVR doesn't have them? Can 3rd parties afford to develop Vive only AA / AAA software without Valve or HTC funding them?

I feel that room scale is a niche of a niche this gen. I'd expect room scale games to be popular only when it's a standard feature with all HMD's. That's why Rift feels like the better choice for me at the moment, and go with that for next years until 2nd gen.
 
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.
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.
 
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.

techspec-slider1.png

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.
 
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.

Yikes that's terrible. I also read it has major problems with light bleed, not necessarily from outside the hmd but the way the panels operate. Well unless they substantially up their game this is gonna be DOA.
 
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 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.
 
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.
 
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.

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 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.
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.
 
Let's be careful making too clear-cut statements about the capabilities of Oculus Touch. We know that they just delayed the thing because of improvements they wanted to make to it in both software and hardware. These improvements could very well change how room scale tracking works.
 
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.

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.
 
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.
 
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.

I shouldn't have said one camera for each device. But one camera for a certain amount of tracking points. I guess if one camera has to track both controllers and the headset, the calculations would get exponentially more complex which would result in much higher CPU usage. So it's easier to have one camera track one device (or 2 more simple devices like the 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.

I don't think so. Do you have any sources for this?
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.

Talking about CPU usage, from what I've read the Lighthouse tracking uses much simpler math. CPU usage is low compared to the relatively complex system occulus is using. Additionally no matter how many lighthouse boxes you use, CPU usage will remain the same.
 
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.
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,
https://twitter.com/palmerluckey/status/676220090572931074
 
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). Certainly nothing so dramatic as to render Vive magically capable and OR entirely useless

Oculus simoly haven't been spending a lot of time demoing room scale tracking, whereas valve/HTC have been focusing massively on it - the the point where it is skewing discussion IMO.
 
Ugh as much as I want a VR headmount, I gotta wait. I just don't feel like the price is there with the tech yet. Now that it's kick started, I'll give it till 2018 to buy one probably. By then it should be good. to go
 
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).
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.
Ultimately, when your controllers and HMD are the receivers that simply is a more scalable and occlusion resistant setup than when they are the senders.
 
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.

Well it isn't like they can change the design of Oculus Touch / Move controllers and their cameras. 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. That doesn't mean the game won't work at all, just that the developers will need to alter the mechanics to complement those systems and the range at which practically occlusion free tracking of the controllers will work.
 
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.
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).

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.
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.
 
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.

I certainly don't want the Rift camera's to be flawed, but it's just the nature of how these machines were designed. If the Vive excels at one thing, it's definitely the tracking. I think of it this way (maybe it's flawed I dunno), with the Vive, the headset positions itself based on triangulation from the light source. With the Occulus, you can run multiple cameras, but the headset is creating light, and the cameras need to feed that data to the computer. So you can run multiple cameras, but they're all required to be connected to the computer.

With the Vive, you can set up lighthouses wherever and however, and tracking won't be an issue (provided they're in locations placed to help with mitigate occlusion). Imagine a laptop with a cable running out of it shoved into a backpack connected to the Vive. Then line a hallway with 8+ lighthouses. The Lighthouses talk to each other, not to the PC.

Scalability is a huge part of the Vive's engineering.
 
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 beginning to feel the opposite...

Some people are incapable of admitting any flaws about it.
 
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 an Oculus enthusiast of the first hour, backer #58 of the original Rift Kickstarter. I don't want anything to be flawed, but I know that everything will be flawed in some way.

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.
 
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.

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/

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.

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.
 
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.

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. In a room with a walkable area that size, a camera would have to be able to recognize individual dots 12 to 14 feet away, see the size of the dots change as they get nearer and farther. Which basically any decent camera can, even the cheap Wii Remote camera could.
 
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 IMO oculus are wrong - the lighthouse solution is potentially less susceptible to occlusion and has a good FoV. Primary advantages are scalability and practicality.

- scalability because there isn't any appreciable increase in power required to track more than two lighthouses. Whereas with oculus touch you'll need to add cameras to improve tracking, and each camera will need its image processed by the host computer which isn't trivial (especially compared to Vive). If you need 3-4 cameras that would start to be a real problem.

- practicality because you need the oculus cameras wired to your computer. If you had to install them in opposite corners of a rectangle then that can be a lot of cable to route and keep tidy. And way less easy to reconfigure. The Vive lighthouses on the other hand are wireless (just need to be near a power supply) so relatively trivial to move about.

But of course they've made their bet and aren't going to admit it is less optimal. And in a way it isn't important. Let's see what they come up with when they eventually release oculus touch. If they can manage decent 360 degree tracking (less than Vive but still good enough), with only two cameras, then the increased performance needed for the camera processing will be manageable, and people will just have to figure out how to install and deal with long cable runs.
 
It's in no way fundamentally superior.
Well yes, it is. It's fundamentally more scalable, less resource intensive, and less prone to occlusion.

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.
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°+.

I don't know the exact numbers, but simply from looking at its extents in the test application the view frustum of the DK2 camera is ~50°.
 
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