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by ohaal
3770 days ago
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Really what makes the Vive the superior option (in my eyes) is that you can have both a seated experience and a roomscale experience. A roomscale experience also removes any "VR sickness" because all your movements translate 1:1 with the virtual world, so anyone who struggle with movement while being seated won't have the same issues with the Vive headset (in roomscale VR). If you have tried VR, you will realize that one of the first thing people do, is try to look at their hands, only to be disappointed as they can't be seen. The Vive makes this possible on day 1. (Obviously not a 1:1 mapping of your hands, you'd need something like the Leap Motion Orion[0] for that.) Most everyone who has tried the Vive have not found the wires to be a problem. Also what you say about seeing the cord in VR is not true, there is however something Valve calls the Chaperone[1] system which activates the camera when you are too close to the edges of your play area. The picture has a bluish tint, because the resolution of the camera is sub-par, so this is a cool workaround. It also prevents you from going around "worrying" that you will break something outside of VR, because as long as the system doesn't warn you about anything: You are good to do whatever you want in VR. [0]: https://www.youtube.com/watch?v=rnlCGw-0R8g [1]: http://i.imgur.com/N5UQrk9.jpg |
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If you want a room size experience just hook up 2 OR cameras it will work the same way (but better) as the lighthouse approach that HTC took, and you can hook upto 50 of those cameras currently to track I believe up-to a 100 players.
As far as commercial room sized experience goes Vive is sub optimal, it's heavy, wobbly, doesn't have good audio support and you can't currently track more than 5 people at the time and since Vive only supports 2 trackers per space it's also going to have issues with commercial applications that aren't a single open room.