As of the upcoming version 1.15, Oculus software will “fully support” the three-sensor room-scale configuration, giving VR players a large 360 degree playspace to roam, similar to the experience the Vive offered out of the gate. The update was revealed by Oculus staff on the community forum, and is now available in pre-release form for testing, available in the Public Test Channel of the Oculus software.

By going to the ‘Beta’ tab within the Oculus app’s settings, it is possible to enable the Public Test Channel, which will automatically download pre-release versions of the Oculus software. This allows Oculus to receive early feedback from user testing.

The standard Oculus Rift and Touch setup is still a two forward-facing sensor configuration which requires players to face the sensors in order to maintain tracking of head and hands. 360 degree tracking can be achieved with two sensors placed at opposite corners of the play space, but to achieve accurate tracking with minimal occlusion problems and a room-scale range to walk around, a third sensor is recommended. This three-sensor configuration has been considered ‘experimental’ since it was introduced at the launch of the Touch controllers, and Oculus has gradually optimised its software, and tightened its recommended hardware and setup procedures.

Since the rollout of the current version 1.14 in late April, Oculus software is already ‘fully supporting’ three-sensor configurations, including integration with the setup wizard, prompting users to run a new guided setup when a third sensor is detected. However, it remains ‘experimental’, with some users still experiencing tracking and calibration problems. Version 1.15 intends to “fully support three-sensor configurations for larger room-scale setups”, and the three-sensor setup wizard has been updated “based on the latest data”. Clearly further optimisations have been made, but we’ll have to wait until the patch notes for the full details.

Watch Us Test Oculus Touch Front Facing Tracking to its Limits

In addition, 1.15 allows disabling of the health and safety reminders when putting on the headset; simply acknowledge the new safety video and you’re allowed disable the message.

Out of the gate, Oculus was skeptical of room-scale sensor configurations, believing that the necessary space and complex setup would be a non-starter for many users. However, demand from VR’s early adopters led to the company taking a more serious approach to room-scale setups, with continued optimizations coming over the last few months.

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  • Sponge Bob

    3 cameras…4 cameras…and all the cables laying around … are you kidding ???

    How about 1 basestation and no cables ?

    NoloVR anyone ?

    • dogbite

      2 sensor 8×10 setup here. plenty of room for my real cabling issues and I don’t have to give up my Rift. no kidding. a chacun son gout mate

      • Sponge Bob

        me thinks you might have to go to ebay to buy your used rift with all its cameras sometime end of next year

        just what I had to do to get DK2

        • dogbite


          • Sponge Bob

            just pointing out that both rift and vive will be obsolete by then

          • dogbite

            still don’t know why your response was to me. had nothing to do with what I said

      • Sebastien Mathieu

        hi have 12×12 never been able to set mi rift correctly, my 3 camera setup was always a mess to setup on my notebook… sold the rift got the VIVE never had problem anymore.. mon gout est pour le VIVE :-)

        • @Serventine

          I currently have a Vive, debating on selling and switching to a rift. Were you able to get a 12 x 12 space tracking properly with a 3 sensor setup?

          • Sebastien Mathieu

            no, not at all tracking volume was really bad. And on my notebook usb was a problem when installing the third sensor…

            and you are very limited vertically unless you can setup the camera on the ceiling (like the vive)

            why do you want to switch?

            forgot… the rift cables a pain to manage and they are too short for a 12×12 area and finding working extention is a challenge.

            the rift was clearly tough as a standing or seated position and it shows in roomscale setup…

            can’t argue about the quality if the games tough…

          • @Serventine

            Yea I know I’d have to jump through some hoops to get a solid room scale experience with extension cabled and mounting the cameras near the ceiling etc. The constellation tracking system is a poor solution compared to the lighthouse tech, its not even close. Still undecided.

            I was recently doing some side by side comparisons with my Vive and the screen on the Rift is noticeably clearer with less SDE, albeit with a narrower square shapped FOV. That along side the ergonomics of the Touch controllers are making me lean towards the Rift, slightly.

          • Sebastien Mathieu

            i kept the VIVE (instead of the rift) because of the upcoming tracker and what i could mean of the future on FPS’s… but i agree that the optics are slightly better on the rift…. But what i’ve prefered of my rift was the integrated audio (so easy and quick to put on…) can’t wait to get the deluxe audio strap for my VIVE :-)

      • yag

        Same config and same space here. I just placed my 2 sensors in opposite corners, at head level and aiming down and the tracking is great, from the floor to my raised arms.

    • Get Schwifty!

      Cables are not a big deal to everyone, you cannot see them with the HMD I assure you … oh and it IS cheaper so it’s now a decent trade off. Just saying…

      • Dan

        It IS cheaper, until you factor in the extra sensors, the mass of extention cables, and at least one additional USB 3.0 controller to handle it all without throwing errors.

        Yeah, given the $200 price drop, that’s still probably slightly cheaper than Vive, as least for a 3-sensor setup. But man, it’s a stupid amount of faffing around compared to just whacking a couple of lighthouses in opposite corners and being done with it.

        And even now, I still get slightly jumpy tracking on days that the Rift arbitrarily just doesn’t feel like bothering… and that’s on a brand new RMA replacement unit, after the last one started randomly dropping the HDMI connection if I lightly touched the casing.

        No, cables aren’t really a big deal… but the rest is sure trying my patience.

        • Sebastien Mathieu

          100% agree!!!

    • Sorry for my english. Cables may be pain in the ass, but if you set up them right it’s not a problem at all, realy, sensors are just there, siting in one place all the time, you don’t touch them, or move. This is not a HMD, or a controller, or a prop. It’s like your ethernet cable attached to your PC, you simply don’t give a fuck, because you can hide them. At least most of them.

      • Sebastien Mathieu


    • Tommy

      More like Nogo.

  • Nairobi

    Thank god. Now people will stop falling for the idea that Oculus was always serious about room scale. You guys mistook effective marketing for an actual feature.

    • Get Schwifty!

      I don’t believe anyone who bought Oculus missed the “experimental” aspect of room scale, you must be referencing your own misunderstanding ;). There was never a question it supported room scale, however, optimal tracking or not.

  • RipVoid

    About time. Had to drag them into roomscale kicking and screaming.

  • killdozer

    Great, VR is moving, with or without deadweights

  • Randy V.

    Gotta say it is an adventure being part of this.

  • Nice. Shame I don’t really have the space in my living room, a good place to put the third sensor (I kind have an open plan living room and kitchen combo), or the money to spend on another third one. :-o

    PS. Can’t wait until someone figures out a way to make all of this entirely wireless and maybe even creates an entirely inside-out solution that genuinely works as well as having the external sensors does.

    • AnnoyedAnonymous

      They have. Company’s such as VRCADE and Vizuality have already started arena scale (read ‘arcade’) wireless VR experiences.

      • Yeah, but I mean a proper fully self-contained version inside the headset, without adding loads of other bulky part or requiring a PC in a backpack or any stuff like that, that’s available commercially for home use at an affordable price and basically works as well as the current outside-in method.

      • Andrew Jakobs

        it requires a laptop strapped to your back, so it’s not the kind of wireless he’s referring to.

        • AnnoyedAnonymous

          @Andrew, The two systems I have seen are just both HMDs only. No backpack required.

  • chuan_l

    Too many USB cameras —
    Too many dumb decisions from Brendan Iribe ! Now to wait until the Oculus walled garden fails , the hardware gets replaced and we can push forwards with some open source XR initiative. Talk about poison meeting well.

    • yag

      Indeed having to plug a few USB cables is unbearable.

      • chuan_l

        No its just incredibly poor design —
        An after thought from the whole seated and X360 controller future that we’ve already moved past. Adding another * optional camera * further segments the marketplace for developers.

  • Jason Mercieca

    I was going originally to buy oculus, thats until i tried the htc vive, why do people bother with oculus, if u want 360 room scale u need htc vive and not oculus, still at this point in time oculus still testing for good performance in tracking 360 room scale, really, htc vive did just that from day 1 and works perfectly, im glaf i did not get oculus :)

    • yag

      “why do people bother with oculus”
      maybe because the headset and controllers are better and cheaper and handling a few more USB cables don’t bother most people ?

    • xxHanoverxx

      Simple. People buy Oculus for it’s simplicity. It’s also more comfortable. I don’t have to feel like I’m getting ready for extended deep sea diving when I want to get into VR. Oculus Home doesn’t crash all the time either. It just works.

      Vive is for hardcore enthusiasts. Most of my gaming is still outside of VR. The VR “wow factor” wore off a long time ago.

  • Dan

    Kinda funny that you talk about a 3 sensor setup yet show 4 sensors in your photo which I don’t believe Occulus recommends.