Oculus; Xbox Controller or OR Controllers?

Cylocybin

Limp Gawd
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Jun 3, 2018
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Thinking of picking up a OR secondhand to tinker with but the ones I see for under $300 on sale near me include the xbox controller. I was wondering how well the experience is using the controller vs the two motion controllers or whatever?
 
Thinking of picking up a OR secondhand to tinker with but the ones I see for under $300 on sale near me include the xbox controller. I was wondering how well the experience is using the controller vs the two motion controllers or whatever?

honestly the motion controllers are so immersive...its ridiculous. If you have never experienced VR yet using motion controls, you are doing yourself a disservice. The motion controllers is the other 50% of the VR interaction.
 
Okay i think i'll try to pick them up later as ive been wanting to get a xbox controller for gaming on pc anyway. thanks for the input
 
You will want both. The Touch controllers for sure, you need to have, as said it really REALLY makes the experience. But for many games, the controller still makes more sense. Examples: flying games. Minecraft, Lucky's Tale.

For the Touch controllers you will need at least 2 cameras. 3 if you think you will want to ever turn away from the "front". Your hands get wonky if you block them with your body and only 2 cameras. I mean it's still respectable how well it can track with just 2 though. With 3 I have yet to see hand tracking get lost.

Additionally if you go with 3 cameras, you may need to consider a USB expansion card with dedicated controllers per port. I have the Startech one (PEXUSB3S44V) and it's been wonderful. Can plug in all the USB stuff for the Oculus right into this device and it doesn't wince. Before that I had a 2 cheap dedicated USB boards and still had to spread out the Rift devices across ports on the computer or else I would get disconnected devices. I also saw a Vantec one at Microcenter, UGT-PCE430-4C.
 
ok when you say cameras you mean the sensor thingies you setup?

Yes that is what he means, they really are camera's. With two "sensors", arranged good, its pretty darn good but three it is seamless. You can run the third camera in a usb 2.0 port or even use a usb extension to help move it towards the back, and it will perform great. The headset and the other two sensors does need to be USB 3.0, they send alot of information.
 
I'd suggest looking for deals over a used one. Oculus last week had a deal to give $75 store credit if you bought through their store. The controllers and sensor ad $100, so you'd need to get a used one for under $300 to be a "deal" of any kind.

I'd highly suggest the touch controllers. Most of the newer games use them. They are nice.
 
I'd suggest looking for deals over a used one. Oculus last week had a deal to give $75 store credit if you bought through their store. The controllers and sensor ad $100, so you'd need to get a used one for under $300 to be a "deal" of any kind.

I'd highly suggest the touch controllers. Most of the newer games use them. They are nice.

this, plus you get a bunch of free games which you won't get with a used one
 
Only two cameras needed, 3 or 4 only necessary for larger areas, 10'x10' or larger. I have an 8'x8' with two cameras and tracking is perfect.
 
Yeah you can get 360 degree with only 2 cameras by setting them at opposite corners of the room facing each other (ignore the setups complains about camera distances). Works really well for small/average size play areas.
 
Only two cameras needed, 3 or 4 only necessary for larger areas, 10'x10' or larger. I have an 8'x8' with two cameras and tracking is perfect.
I haven't explored VR at all yet, but I'm curious about the Oculus experience. You are still connected by a tether to the computer… Correct? Do you have an empty dedicated room to avoid collisions? When you near a wall is there a visual indicator within game?
 
I haven't explored VR at all yet, but I'm curious about the Oculus experience. You are still connected by a tether to the computer… Correct? Do you have an empty dedicated room to avoid collisions? When you near a wall is there a visual indicator within game?
Yes, no, yes.

You just need a clear area, then you trace the outline of it with the controller during setup and it will set up the "guardian" system which will give you a visual whenever you get close to the edge of the play area.
 
Yes, no, yes.

You just need a clear area, then you trace the outline of it with the controller during setup and it will set up the "guardian" system which will give you a visual whenever you get close to the edge of the play area.

I understood that Vive was best at open exploration, but that Oculus has caught up. Have you compared them?
 
I understood that Vive was best at open exploration, but that Oculus has caught up. Have you compared them?
Yes I have, the vive excells when you have massive play areas (as in larger than 15x15 feet) but even that is being changed (more on that in a few). If your less than that then the two of them are identical, as already stated for an area of 10x10 or less two cameras set up in opposite corners works great. Between 10x10 and 15x15 3 cameras are ideal. Beyond 15x15 some people have had success with 4-6 cameras but that is not officially supported (it works but your on your own lol).

My current play area is around 10x12 ft and my 3 camera setup works great. What's funny is one of my mounts loosened and my camera was pointing straight down. I almost didn't notice until I tried picking up a gun in a far corner and noticed tracking issues I had never had before. It was still 95% functional even with 2 cameras
 
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