09-28-2019 11:16 PM
09-30-2019 12:51 AM
09-30-2019 02:25 AM
09-30-2019 03:44 AM
09-30-2019 03:45 AM
SkScotchegg said:
I bought Rift S and I am more concerned with the fact that Oculus has not released an add on for sound yet?
They need to release an addon for built in earphones or a whole new deluxe audio strap of some kind. I don't know what's taking so long.
09-30-2019 03:49 AM
Spuzzum said:
One thing mentioned was that it works best with the Qualcomm chip in the Quest, as it's specifically designed for VR and AR, as well as having the camera tech already in phones, that's already being used to track the controllers. Doing it on the pc 'should' be possible, but would take a different code than what's being used for the Quest. I mean they have Leap Motion, which is pc based, so it's definitely possible.
https://www.theverge.com/circuitbreaker/2018/5/29/17405186/qualcomm-xr1-virtual-reality-ar-chip-anno...
https://www.cnet.com/news/qualcomm-new-phone-powered-eye-tracking-vr-and-ar-headsets-are-coming-in-2...
Yeah, I assume its just a question of which they focused on first. Maybe Quest is seen is the priority for getting it working as that may have needed more work so as not to impact on the limited processing power, so makes for a more impressive feature.
I like to do the difficult tasks first and leave the easy things until that's done! Donno really, I'm rambling.
09-30-2019 04:31 AM
09-30-2019 06:33 AM
Another thing to consider; when the Rift S was announced, they said that it would in no way make CV1 obsolete, and that there wouldn’t be anything on Rift S that couldn’t be played on CV1. They may be reluctant to start introducing new features that divide the PCVR base, and if they did release it on the Rift S, they might want to keep its use limited to non-essential functions that can also be achieved with controllers.
Now that's an interesting comment, I hadn't thought of that. It's logical I guess but would be a hell of a shame if it turns out that's the deciding factor.
09-30-2019 07:44 AM
DaftnDirect said:
Another thing to consider; when the Rift S was announced, they said that it would in no way make CV1 obsolete, and that there wouldn’t be anything on Rift S that couldn’t be played on CV1. They may be reluctant to start introducing new features that divide the PCVR base, and if they did release it on the Rift S, they might want to keep its use limited to non-essential functions that can also be achieved with controllers.
Now that's an interesting comment, I hadn't thought of that. It's logical I guess but would be a hell of a shame if it turns out that's the deciding factor.
09-30-2019 07:58 AM
nalex66 said:
DaftnDirect said:
Another thing to consider; when the Rift S was announced, they said that it would in no way make CV1 obsolete, and that there wouldn’t be anything on Rift S that couldn’t be played on CV1. They may be reluctant to start introducing new features that divide the PCVR base, and if they did release it on the Rift S, they might want to keep its use limited to non-essential functions that can also be achieved with controllers.
Now that's an interesting comment, I hadn't thought of that. It's logical I guess but would be a hell of a shame if it turns out that's the deciding factor.
On the other side of that coin, it would be a shame for CV1 users if we suddenly saw a lot of Rift S games that made use of passthrough camera views and/or hand tracking features that the CV1 couldn't do.On a new platform like Quest, or a true Rift 2, that would be another thing, because there would be no promise of compatibility for older systems, but Rift S was specifically not supposed to upset the apple cart for the Rift ecosystem.
09-30-2019 08:15 AM
Yep, I'm with Mradr on that one... don't let old tech hold up the new.
The problem is that if it proves useful, and it's not implemented on PC for Rift-S, it's the kind of feature that could attract more people to Quest instead of PCVR which would have a detrimental effect on PCVR development overall, and that wouldn't' be great for CV1 owners either, who must want to upgrade at some point, presumably to a headset that has a feature like this.
The best solution I think is for software developers to allow for both Touch and hand tracking options within games.