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Author Topic: Oculus' Guides to 360 degree and Roomscale VR  (Read 5175 times)

Offline Tbone

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Oculus' Guides to 360 degree and Roomscale VR
« on: November 30, 2016, 02:57:44 pm »
Guide for 2 sensor 360 degree setup
Guide for 3 sensor 360 degree setup

These guides will come in handy when you get your Touch if you want to try to set it up for 360 degrees!
« Last Edit: December 18, 2016, 12:37:03 pm by Tbone »

Offline Maglorius

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Re: Oculus' Guides to 360 degree and Roomscale VR
« Reply #1 on: December 17, 2016, 08:27:55 pm »
Links don't work

Offline Tbone

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Re: Oculus' Guides to 360 degree and Roomscale VR
« Reply #2 on: December 18, 2016, 02:00:25 am »
Links don't work
Weird. Oculus must have moved/deleted them...

Offline Lithium

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Don't believe everything you think.

Offline Tbone

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Re: Oculus' Guides to 360 degree and Roomscale VR
« Reply #4 on: December 18, 2016, 12:37:21 pm »
Fixed the links.

Offline Tbone

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Re: Oculus' Guides to 360 degree and Roomscale VR
« Reply #5 on: January 03, 2017, 11:40:23 pm »
After experimenting quite a bit with a three camera, roomscale setup, I believe I've found the optimal positioning of the sensors. Your mileage may very, but this is what worked for me in about a 2m x 2m space.

I have the left front sensor at about eye level on the left corner of my play space. It is angled mostly straight on vertically while aimed at the left quadrant of my plays pace. My right front sensor I have mounted at ceiling level pointing in the right quadrant of my play space. My back sensor is mounted at ceiling level in the back right cornera and is angled to point right behind the back of my head. This configuration seems to give me perfect tracking of my head and hands save for the very bottom corners (essentially directly underneath any sensor). This has yet to be a problem for me in any game, however.

Pointing the front sensors at more of a diagonal, or "crossing streams", seems to cause a hiccup towards the middle which is very annoying. Most attribute this to both cameras "fighting" over who is doing the tracking. Keeping them more forward facing as Oculus recommends eliminates this problem.

Lowering my left sensor to eye level seems to eliminate any near floor tracking issues that could happen when the back camera is occluded by my body. The right front tracker can remain high since the right back sensor is not occluded by the body and, therefore, keeps tracking optimal.

Having the back sensor in the corner gives optimal tracking when turned around 180, even when near the floor.

Everyone seems to have a configuration that works better for them, but I found following Oculus' recommended setup pretty quickly was the best way to go, with just some slight tweaking.

 

 

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