An error occurred while saving the commentDave commented
I too would like this feature added. It's not like the 2 systems aren't still practically and technically the same. They both use plain web cameras to track IR LEDs and they both are still USB bandwidth and power hogs.
RiftS actually seems to use far more bandwidth and power in my testing than the Rift CV1 with 3 external camera sensors but they both still come near the USB 3.0 spec so running them off a USB 3.0 powered hub is still the correct course of action to ensure the headsets have enough clean power and should be included at time of purchase.
After trying the rift s for a week I had to go back to the rift cv1 because I kept losing tracking when my hands are at my sides or behind me, this may not be as big a deal for those who are ultra-skinny or have not experienced full 360 degrees tracking with no occlusion but it is a pretty big deal-breaker when you realize you have to settle for a worse tracking experience, more fragile controllers and still no full body options without going to Valve, HTC or Microsoft. All of these tracking issues could be fixed with the addition of one or 2 optional external cameras without creating an undue burden on anything.