Ruggero Barone

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    0 comments  ·  Oculus Rift S and Rift » Home  ·  Flag idea as inappropriate…  ·  Admin →
    Ruggero Barone shared this idea  · 
  2. 398 votes

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    36 comments  ·  Oculus Rift S and Rift » General  ·  Flag idea as inappropriate…  ·  Admin →
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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.

    Ruggero Barone supported this idea  · 

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