Allow Rift S to use external cameras from the original Rift
Everyone who has upgraded to the Rift S from the CV1 has encountered a downgrade in tracking in various games. A great example would be shooter games where you have to aim down sights, which causes you to lose tracking since the controller is too close to the headset. Supporting the external cameras would allow more people to upgrade from the original rift without sacrificing their tracking. Also people with the Rift S would have the option to purchase more cameras to “enhance the experience”. The only issues that can possibly be encountered would be USB bandwidth errors from having the sensors and the Rift S, however 1 or 2 external cameras should provide a more seamless experience to the Rift S.

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Ludvig Almvång commented
Using external sensors should have been an option from the day of release.
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Lewis McCaughey commented
Yes completely in favour of this. It sucks being a supporter of the original rift having all 3 sensors and all this tech is completely useless now going forward. I would definitely upgrade to a rift s if we had this option.
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Ruggero Barone commented
I believe it's not a matter of the visor or external sensor, it is how the new controller are. The rings go too close to the cameras and they even hit the visor. If the controller would be different probably the issue will be solved. The old controllers are also not an option since the ring would be covered by the hands and the cameras would not be able to see it. Using the new tracking system and the old together is also not an option we need to go forward and not backward. To reduce the amount of hardware is essential. Now I'm using a powerful pc but before I was using a gaming laptop and I was having problem with all the USB requirements and positions of them. I'm happy to have less cables around but the issue with the tracking gives me really bad mood. How they could say the new tracking system was better then the previous one? Actually the previous one was really good if not considering that was good only when in front of you.
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Ruggero Barone commented
The problem is generated by the new position of the rings that are too close to the visor and even hit it when you try to aim. The rings are inward because the cameras have to see them so I don't really know how to solve this problem. I wouldn't agree to add again external sensors or cameras but may be remove the rings and insert the IR LED in a kind of glove will improve the tracking, at least the ring will not hit anymore the visor and the IR LED would be a bit more far, may be just enough for the cameras to see them.
Also the new rings position make them collide each other when you extend your hands causing the lose of the tracking for one of the controller. Also to write on a virtual keyboard is bothering since they hit each other all the time. I really can't understand how the developers could make such mistake in the project, so many applications and games in VR require such movements. -
chuck commented
Please allow this there is nothing more annoying then having your hand float off during gun battle. It would make for an even better experience allowing the best of both worlds.
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Dazza commented
Hello, agree that extra tracking camera to eliminate FPS close up aiming would allow users to get the most out of the rift s. Sooner the better as this impacts the game play enormously. Is this something on the cards in the near future.
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Matt commented
I’d not be opposed to Oculus implementing one constellation tracking tower from the CV1 into the S system ...as an option for those who feel controller tracking is critical in preserving a full immersion experience. I mean, it could be used to just compliment the hand tracking in those dead-zones. The hand controllers still use IR LED patterns on the S’s rings, right?
I don’t quite got the “freedom from sensors” point when people talk about the S. I mean, it’s not like we’re taking our heavy tower PCs with us wherever we go, lol. My sensors stayed on my wall and the only time I notice there was anything hooked up at all is when I was looking for a free USB port (of which, I found I still had plenty). An untethered headset like the Quest could sport a word like “Freedom”, but mobility isn’t something I’m even considering while connected to a PC. Still, if they still wish to preserve that market demographic who find that “freedom” is important to them, then having a constellation tower option, as an actual “option” would still preserve that.
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Matt commented
I’d not be opposed to Oculus implementing one constellation tracking tower from the CV1 into the S system ...as an option for those who feel controller tracking is critical in preserving a full immersion experience. I mean, it could be used to just compliment the hand tracking in those dead-zones. The hand controllers still use IR LED patterns on the S’s rings, right?
I don’t quite got the “freedom from sensors” point when people talk about the S. I mean, it’s not like we’re taking our heavy tower PCs with us wherever we go, lol. My sensors stayed on my wall and the only time I notice there was anything hooked up at all is when I was looking for a free USB port (of which, I found I still had plenty). An untethered headset like the Quest could sport a word like “Freedom”, but mobility isn’t something I’m even considering while connected to a PC. Still, if they still wish to preserve that market demographic who find that “freedom” is important to them, then having a constellation tower option, as an actual “option” would still preserve that.
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Barz Attacks commented
They already have this to vote on, you should really consolidate these.
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Sparky Isbest commented
Cv1 touch compatibility with rift s needs to happen!
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Anthony van Niekerk commented
I'm really worried about this. It would mean lazy implementation of constellation along side Insight, instead of fixing insight.
I want my solid tracking. But don't I want to re-invest in Constellation. Even though it just appears to be the simplest solution.
The reason for the lost tracking is apparently how bright and glaring the leds are on the Touch S controllers are.
How bright do these things have to be??
I've noticed my sensors are still tracked when they're on the other side of the room from the HMD. I'm much more likely to use my hands close to my face, than 14 ft away from me. Why not tone it down and optimize tracking for more realistic arm length use.
Those sensors on the front need to track in a more downward position. It is where yo unaturally operate items in VR.
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Chance J. Ward commented
Not being able to use my existing sensors with the Rift S is the one and only reason I am not upgrading. I'll be buying a Rift S the same day this is fully implemented.
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Ajedi32 commented
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Daniel Gall commented
Love to have this implemented because I have no interest in the Rift S because of the hand tracking issues. I regularly am moving my hands out of the field of view of the cameras.
Most of the Rift S features seem great but from everything I've seen so far the poor controller tracking is the new headsets greatest downfall & the sales killer for me.
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Jason Denworth commented
With the release of the Rift SA smart choice for this company would be to make it so the extra satellite sensors are an option for those that want to increase behind the back tracking with it. It would differentiate the high end user from the causal. It would encourage people to invest more in a system. Plus if you don't some third party developer will and will make all that money oculus could have if they are smart. Plus it would increase the value of the system upon release compared to other companies. It would also continue to secure their use in vr esports which is a huge promotion of vr equipment. Without 360 degree tracking as an option oculus is under threat of being dropped for vive and other contenders products. If you did it right the manufacturing of the satellite sensors could continue as there still would be a demand. Also people who had the original oculous would be able to take advantage by keeping those sensors, and they would sell their old headset. Poorer people saving for the more expensive one, until they can afford it, can buy that headset, and then buy more tracking sensors from oculus. Then they will upgrade when they learn how much they love it and buy this headset, and they already have tracking sensors for it. But they will sell their old headset and continue the cycle. Does basic business need to be explained. People love the freedom of inside out tracking, plus it is nice to have less setup, and this is a nice starting headset with it. But many enthusiast crave just a little bit more. So the external cameras. Create supply and demand. This would flood the market with your product. Making you the first thing most people think about when they think vr, especially all the people new to vr. Everyone pass this on. This is what everyone is asking, and you need to listen to your customers.
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NihilisticWonder commented
It would be great if existing Rift users that already have a sensor setup can be able to use Rift S and those sensors for additional accuracy for controller tracking. Even better if existing users would be able to use both the CV1 touch controllers and new Rift S with Rift S and CV1 sensors.