I think that sounds about right. In terms of tracking the controllers, inside-out has blind spots behind your back and real close to your face. The software tries to accomodate and does a pretty good job but it’s not perfect.
Though Tested mentioned that the inside-out headset itself tracked better at roomscale, and they wished the Index used it.
And looking at the video of the guy playing Blade and Sorcery on the beach with his Rift-S and a backpack… try doing that with lighthouse. :)
So yeah, lighthouse is room-scale but inside-out is world-scale!
Editer
2834
I went from a three-sensor Oculus Rift system to the Rift S.
The internal tracking in the S works better for me. The Rift would sometimes glitch, even when not using controllers, and sitting on a cockpit I’d suddenly find myself on the wing. Hasn’t happened on the Rift S.
Sorry for dumb question. Can you explain difference between the two?
I’ve yet to see anyone complain about the 80 Hz…?
No… I did see an Index review where the 120Hz was described positively though :)
Matt_W
2838
The Rift S is the newest version of the Rift. In context with the above discussion, the Rift (and the Vive) both use external “lighthouse” sensors to track the position and motion of your headset and sensors. You have to position 2 or 3 of the sensors around your play area in order to get an accurate position in 3-space. The sensors have to be mounted high in the room in order to get the best angle for tracking, and each they have to be plugged in and wired up to the PC.
The Rift S, in addition to a few other new and upgraded features, has “inside-out” tracking. That is, it has a camera on the front of it that continuously films the space you’re in and uses the geometry of the room and the objects in it to fix its position. You need no external sensors for full room-scale 6 degree-of-freedom tracking.
I was playing with Medium and Quill last night, and it hit me that these would be amazing on the Quest. Being able to lounge around anywhere and sculpt and paint in 3D with the controllers, just like on Rift.
But… gah!
The Rift app Oculus Medium won’t be coming to Quest. Facebook says it requires “the power and memory of a PC”.
And ooof!
Facebook’s other VR art app, Quill, won’t be coming to Quest either.
Man…
Matt_W
2840
Tilt Brush is available on the Quest.
Cool, how is that? Anyone used it?
Matt_W
2842
I’ve got it. It’s pretty cool. 3D painting in a variety of environments. It’s a Google project, so is quite slick.
Gedd
2843
Not to derail into a HOTAS thread, but that pack looks pretty reasonable. I think when I was looking at HOTAS stuff last year, there were two main complaints about the throttle unit. The first was that it slides instead of pivots, so it isn’t the most natural movement. The second is somewhat related, in that after a while it can bind in the track and start sticking. Have either of those been issues for you?
I’m on a bit of a break from Elite, but when I go back I’d really like to improve my setup some. At some point VR would be nice to get into as well, but not without trying it first. I get serious motion sickness with first person games, and I think VR would likely trigger that no matter what I’m playing.
I have the system and have since upgraded to the Warthog. Overall, it’s great. Regarding the Throttle, the sliding mechanic is just fine ergonomically, but it does stick. When you want to make fine movements (which you will), that’s a problem.
Fortunately there is a screw that allows you to loosen the action a bit and a simple way to unscrew the bottom and add silicon grease. After that, the issue was minor.
I love the rocker pedals on the throttle and the ministick is a whole nother universe better than the Warthog one. The rocker pedals especially are perfect for rudder; way better than a twist stick.
The stick does twist as well for another axis and is plenty accurate. The action is smooth as well. My only complaint is it doesn’t have enough accessible hats / buttons. The buttons along the bottom are pretty much useless if you are also using a Throttle and aren’t holding it with two hands.
Overall minor issue with the throttle which is otherwise fantastic and buttons. Definitely a great kit for the money and highly recommended.
Matt_W
2845
This happened to me last night. My left controller was just sitting there in space. All the buttons worked, but I couldn’t move it. So I reset the headset (quick power button off and then on), and the controller was still stuck there. I started doing stuff with the right controller, then I noticed that there was a light beam coming from the sky. I looked down and my left controller was just gone, but following the light beam up to its origin I saw my left controller way off in the sky and the light beam was its pointer beam. As I watched, the left controller descended slowly from heaven until it merged with the one I could feel in my hand. No problems after that.
It’s time hadn’t yet come. It had more work to do.
Editer
2847
Unlike @Anklebiter, I haven’t had any issues with the throttle sticking. (And I’ve used lots of throttles that are “flat” without a curve - my old CH was like that, and it doesn’t really affect usability.) But good to see his remedies if the problem crops up!
I bind these to things I use rarely in flight–gear/flaps/hook/water rudder/etc.
Spock
2848
Nausea is an issue for me with these things, but I managed a twenty-minute session with the Oculus GO okay. A felt a bit weird the rest of the day, but I wasn’t exactly sick. It’s got me thinking about getting a Quest (or asking for one for my upcoming birthday, lol).
A Google search tells me that one can “build up” one’s VR legs by starting with short, easy play sessions and gradually lengthening the sessions as one grows accustomed to VR. Maybe also by starting with stationary games. Or walking in place, or using games that simulate walking?
Do you guys find that you grow more accustomed to VR as you use it more?
Matt_W
2849
Yes. Though it’s also technology: better resolution, better optics, wider field-of-view, and less tracking lag all help with nausea. I’m slightly susceptible to motion sickness (i.e. I can’t read in a car, and have trouble on some roller coasters), but I’ve not had much problem with VR.
KevinC
2850
It seems that way to me, but I’m sure every person is different. Just identify what your triggers are and don’t push it. Sometimes little weird things help as well. For instance, I can play games where I walk around normally (i.e. not teleportation-based movement systems) now whereas previously they would make me queasy pretty quick. One thing that helps me is if I pick my legs up while I’m walking in-game. Just doing that while standing in place seemed to calm my brain a bit and make it feel more normal. Now I don’t need to do that too often.
It’s important not to push past your limits. If you start to feel queasy, just stop. Don’t try to soldier through. That worked well for me in any case, as I find VR to be a lot more intense than regular gaming and as such my gameplay sessions tend to be shorter.
A lot of people (most?) do, but some don’t seem to. Everyone is different and unfortunately it’s pretty much impossible to predict whether a person will adapt until they actually try doing it :(
Starting with short sessions and building up over time is definitely the most common recommendation, and stop as soon as you feel any hint of nausea. I’ve seen a number of people say that sucking on ginger tablets works wonders for them too.
Maybe you could wear these motion sickness glasses under the VR goggles? At least then nobody would see them!