Am I the only one who is afraid for that TV? I could see myself punching that.
As you mentioned, it was expected that roomscale wouldn't operate correctly with 2 cameras. Where exactly do you have the cameras placed? Do you have them on the ceiling, high up on the wall or just on a dresser of some sort?
Also do you plan to test the cameras in opposite corners? I would be interested to hear about the tracking volume and any tracking issues. They say 2 cameras is good enough for 360 tracking and tracking volume of a single camera is good, so I would imagine it would be good enough for a majority of play spaces.
Steam VR's Chaperone system (and soon Oculus Guardian) are made to avoid collisions while moving in VR. A grid that represents the limit of your playable area will appear when you go too close the the borders, so no worries for the TV. 🙂
My question from your diagram was whether the bad tracking region was because you were too far from the sensors, or because you occluded the Touch controllers with your body. The first result would be somewhat significant, especially since you said the HMD never had any real issues.
If the Touch controllers were simply losing tracking because you blocked LOS, I agree with Zenbane that you weren't really testing anything we didn't already know.
Line of sight tracking requires line of sight. Confirmed. No shit.
Since you have an extension, are you able to do an opposing corners test? That would be much more useful to many of us. Even if you can only support a smaller play area, the opposing camera setup is the one everyone seems most concerned about Rift being unable to support without 3 cameras.
Nice thanks for that. Good to see both configs tested in the same space.
The next big test will be does Oculus content made for stereo config work in this diagonal mode.
We will find out in about 7 weeks.