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Help and Support Forums => All things VR => Topic started by: MADe on April 01, 2017, 11:51:59 PM

Title: Occulus Sensors
Post by: MADe on April 01, 2017, 11:51:59 PM
You's Rift flyers, how many sensors you using to play and whats your positioning?

 :salute
Title: Re: Occulus Sensors
Post by: Skuzzy on April 02, 2017, 06:24:55 AM
The Rift "sensors" are built into the headset itself. The remote units are cameras.  Usually only two are needed, unless you have the touch controllers, which has its own unit.
Title: Re: Occulus Sensors
Post by: N95KF on April 02, 2017, 10:49:17 AM
I have the two cameras near my monitor, but you only need one.  I have two setup because the Oculus Touch came with one.
Title: Re: Occulus Sensors
Post by: Kanth on April 02, 2017, 11:00:03 AM

me too.

one is left side of desk high, and the other is right side of desk lower.


I have the two cameras near my monitor, but you only need one.  I have two setup because the Oculus Touch came with one.
Title: Re: Occulus Sensors
Post by: FLS on April 02, 2017, 03:19:48 PM
I have my FFB wheel setup off to one side so I just rotate my chair 90 degrees to drive instead of fly. I had one Rift "camera", Oculus calls them sensors, centered above my monitor and it worked fine for both positions, front and side.

Now I have two sensors, one on each side of the monitor and they still work fine for both positions.
Title: Re: Occulus Sensors
Post by: MADe on April 02, 2017, 09:14:07 PM
The Rift "sensors" are built into the headset itself. The remote units are cameras.  Usually only two are needed, unless you have the touch controllers, which has its own unit.

if I understand correctly, the headset itself has a gyro, and a magnetometer for motion, and a accelerometer for motion............
the additional accessory sensors then are not a must?
or does having them increase the experience to a point that they are a must?

I will not be standing, just sitting my flight chair. But I expect to be able to look over my shoulder, up, down, anything you would do in a normal sitrep situation. so if I am pushing it, 1 or 2 accessory sensors?
 :salute
Title: Re: Occulus Sensors
Post by: Skuzzy on April 03, 2017, 05:54:01 AM
I have the two cameras near my monitor, but you only need one.  I have two setup because the Oculus Touch came with one.

You are right.  I forgot we had two to start with due to the SDK kits we went through.

if I understand correctly, the headset itself has a gyro, and a magnetometer for motion, and a accelerometer for motion............
the additional accessory sensors then are not a must?
or does having them increase the experience to a point that they are a must?

I will not be standing, just sitting my flight chair. But I expect to be able to look over my shoulder, up, down, anything you would do in a normal sitrep situation. so if I am pushing it, 1 or 2 accessory sensors?
 :salute

You can look backwards in the RIft.  The side sensors on the headset (IR emitters) give the camera enough information to know when you are looking back.

The single tracking camera works fine.  Surprisingly well.
Title: Re: Occulus Sensors
Post by: N95KF on April 03, 2017, 11:08:59 AM
I dont believe the headset has a gyro built into it.  It uses the constellation tracking system with multiple dots as points of reference which are picked up by the camera.  You are thinking of accelerometer and gyro built into the phones which are use for head tracking.  Samsung GEAR, Google Cardboard, etc...
Title: Re: Occulus Sensors
Post by: Skuzzy on April 03, 2017, 11:12:56 AM
I dont believe the headset has a gyro built into it.  It uses the constellation tracking system with multiple dots as points of reference which are picked up by the camera.  You are thinking of accelerometer and gyro built into the phones which are use for head tracking.  Samsung GEAR, Google Cardboard, etc...

Yep, you are correct.
Title: Re: Occulus Sensors
Post by: MADe on April 03, 2017, 12:04:51 PM
I very well may have muddled info, been perusing a lot.

But I did read where the rift itself shipped with no sensors, that the accessory sensors were for game room where you moved around upright, the constellation tracking.

Does it come with a camera/sensor itself? No where did I read you have to have a sensor to use rift in a chair..........still learning.

I will not be getting a Touch. I will just adjust my diy rig for flying blind and ditch kb.
Title: Re: Occulus Sensors
Post by: terrydew on April 03, 2017, 12:59:15 PM
I very well may have muddled info, been perusing a lot.

But I did read where the rift itself shipped with no sensors, that the accessory sensors were for game room where you moved around upright, the constellation tracking.

Does it come with a camera/sensor itself? No where did I read you have to have a sensor to use rift in a chair..........still learning.

I will not be getting a Touch. I will just adjust my diy rig for flying blind and ditch kb.

Yes it comes with one sensor (camera)
Title: Re: Occulus Sensors
Post by: Gman on April 03, 2017, 03:35:34 PM
I've been running single camera mostly, I have 2 Rifts, and could use the camera from the other one if it wasn't in use, for room scale, but I haven't even bothered trying that yet, as the only room scale game I play was Vive only until recently.  Pretty incredible how good both Rift and Vive work on a single camera/sensor, when sitting the Vive will work with just one of cams picking up, I know this as I had a ceiling fan blocking the far corner camera line of sight to my desk, and it would still work while seated when the #2 Vive camera was unable to track the headset properly.

I didn't realize the touch controllers for the Rift came with another camera, I wasn't going to bother with them, maybe I'll give them a whirl now.
Title: Re: Occulus Sensors
Post by: MADe on April 03, 2017, 08:43:13 PM
ok ty

 :salute
Title: Re: Occulus Sensors
Post by: TequilaChaser on April 08, 2017, 07:06:56 PM
not sure if this deserves it's own thread  or not, but seemed like it would fit in with this thread's title/topic

New article about Oculus came out at tom's Hardware website yesterday....

Oculus Files Patent For Tactile VR System
http://www.tomshardware.co.uk/oculus-patent-tactile-vr-system,news-55293.html

Title: Re: Occulus Sensors
Post by: Kanth on April 08, 2017, 07:14:49 PM

That's pretty interesting though.  Not sure I could handle that, FFB sticks freak me out even..but maybe it won't be that horrific.


not sure if this deserves it's own thread  or not, but seemed like it would fit in with this thread's title/topic

New article about Oculus came out at tom's Hardware website yesterday....

Oculus Files Patent For Tactile VR System
http://www.tomshardware.co.uk/oculus-patent-tactile-vr-system,news-55293.html
Title: Re: Occulus Sensors
Post by: FLS on April 08, 2017, 07:35:17 PM
I tried my FFB stick with VR, it was pretty cool but if you turn up the stall buffet you can trigger the "don't move your stick so fast" lock.  :D

I wouldn't want to drive in VR without an FFB wheel.