Oculus VR has already confirmed that the Oculus Rift virtual reality (VR) head-mounted display (HMD) is capable of Room Scale user-tracking. The phrase, coined by HTC and Valve, refers to tracking the position of a HMD-user within a specific space, allowing them to walk around that area, thus also walking around in-game. There’s been some confusion as to just how capable Oculus VR’s system is, however, including discussion over the amount of sensors needed to make it possible. Recently Oculus Rift creator Palmer Luckey has shed more light on the issue.

Responding to a Reddit user that claimed Luckey had said the Oculus Rift needs three to four sensors to track a user, the designer revelled that it was actually possible with just two. “I never said that,” he explained. “In fact, I showed it working with two sensors, with the caveat that you would get more occlusion than the default configuration (which will be the case for any setup that puts two sensors in opposing corners, regardless of technology).”

The same user also inquired as to the reason titles that used the Oculus Touch position-tracked controllers should ideally have their sensors placed on a desk facing them instead of corners in a room. “Pretty sure you have a clue, considering the many discussions you choose to involve yourself in about this exact issue,” Luckey replied. “It is because it allows for finer interactions than are possible with a sensor in opposing corners of the room.”

The Oculus Rift will include one sensor when it ships next month, while the Oculus Touch controllers will include another when they arrive in H2 2016. Assumedly fans will also be able to buy more individually, though Oculus VR hasn’t commented on a possible price point for these units.

Check back with VRFocus for any further updates on the Oculus Rift.

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The post Luckey: Rift Capable of Room Scale Tracking With 2 Sensors appeared first on VRFocus.

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