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Oculus Rift S tracking experiences.

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2-12-2019 05:39:29 Mobile | Show all posts |Read mode
Hi
I am posting here asking the question about confirmed tracking experiences of the rift S...... Generally the tracking reviews very well, but i am more thinking about edge cases.

according to the official forums, the rift S is struggling with games like in death (bow and arrow games) and I personally am very concerned with how games like sports bar VR will work.

I would appreciate the experiences of any 1st hand users here (rather than just hearsay and theory crafting )

Thanks
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2-12-2019 05:39:30 Mobile | Show all posts
Haven't tried any bow and arrow games yet but I'll try both In Death and Skyrim VR in a few hours and let you know.
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2-12-2019 05:39:31 Mobile | Show all posts
Sorry for the delay in getting back to you and it isn't good news either.

Just tried In Death and the tracking is fudgeed. I ended up having to fire with the bow held horizontally lower down and drawing the bow towards my chin to fire lol

I'm a bit pissed off tbh but it is what it is, still happy with my purchase despite that because the quality of the lenses and display are excellent and with a bit of luck Oculus will add sensor capability at some point. But if you ONLY play games with a bow and arrow I'd advise against getting one right now and wait for Oculus to sort the addition of sensors out.
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2-12-2019 05:39:32 Mobile | Show all posts
Hmmm...I've had a look on the Skyrim VR subreddit and people aren't having a problem with it.

I'm going to try it in a minute and see if I'm having problems there too. It might be an issue with In Death rather than Insight tracking, perhaps?
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2-12-2019 05:39:33 Mobile | Show all posts
Skyrim VR is A LOT better. You can draw the bow string to your ear like a real bow but you can't move your right hand once the bow is drawn. It isn't perfect but it's playable. I'm guessing that the prediction algorithms will improve with time too.

Not as pissed off as I was before now I know that Skyrim VR is playable on the Rift S!
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2-12-2019 05:39:34 Mobile | Show all posts
I have also heard that tracking isn't very good (in fact very poor) for those with motion rigs.
I think the inside out tracking uses the rig as a reference point, which is no good if its moving.
Might be something to bear in mind if you go for the spinning teacup.
Looks like its out of the question for me with the SFX100 too.
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2-12-2019 05:39:34 Mobile | Show all posts
Hmm with my penchant for Sportsbar VR I think I'll be sticking with the Rift or I'll be more Bill Werbeniuk than Jimmy White.

                                                                                                                                       
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2-12-2019 05:39:35 Mobile | Show all posts
Well hopefully it'll improve as time goes on, I might even try setting it up again later to see if that makes any difference because someone on the Oculus forum has said that he can play In Death fine so maybe it's a problem at my end.
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2-12-2019 05:39:36 Mobile | Show all posts
Apparently Carmack stated a few months ago that the tracking for the controllers close to the headset will improve:

Close-to-headset controller tracking “is being worked on, and I expect improvements” - John Carmack : oculus

Both the OG Rift and the Vive had tracking issues at the beginning of their lives so I'm quite hopeful that things will get sorted out!
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2-12-2019 05:39:37 Mobile | Show all posts
pinpoint tracking is so important.
however for pcvr, i think after having a quest.. the resolution/clarity is really much needed.

I might end up getting an Index and a Rift S (damn those occy exclusives) at this point.
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