| I have both a Vive and a Rift+Touch and to be honest the Vive handles tracking much better than Touch. I think Oculus is correct to classify room-scale as experimental with Touch. I think that Oculus is avoiding marketing room-scale because Touch legitimately does not do it very well compared to the Vive: * It almost certainly requires a third camera, which adds another $79 to the cost. * Even with the third camera, the controllers lose tracking fairly easily if they're oriented away from the cameras (e.g., orient them towards your torso, but with nothing blocking the line of sight to the cameras). * Even with the third camera, you end up with a smaller tracking volume than with the Vive. * Lots of Touch owners are reporting serious tracking issues by just setting up two sensors in opposing corners. Others say it works fairly well. Your results will most likely be random. * The Rift cable is barely long enough to work well if you're actually walking around your space rather than just standing still. * In the same vein, Oculus does not sell or endorse any extension cables for the Rift HMD. I've seen folks try out a lot of them with mixed success. * The sensors have to be plugged straight into your PC, which with three cameras uses up a lot of USB ports. * Even with the third camera, you'll only get one extension cable from Oculus, so the two existing sensors will still be pretty tethered to your PC. * Even with the extension cable, it's not easy setting up the cameras in optimal locations throughout the room. * Oculus does not supply any mounting brackets or sell any brackets on their website for mounting against the wall. * The Rift and Touch do not come with any linking box, nor does Oculus sell one separately. --- With all that said, Touch is a fantastic product and deserves the glowing reviews it's getting. It's just not designed for room-scale. It's workable, but not ideal. |