While it’s true that the Oculus Rift didn’t initially support room-scale tracking, Oculus has embraced large-scale tracking, allowing for 360 degree tracking and room-scale gameplay at similar sizes as the HTC Vive. This guide will show you the easiest way to get up and running with rooms-scale tracking starting with just two Sensors (cameras) and no drilling holes.

You might be wondering why you should consider setting up your tracking for room-scale. The answer is simple: the default setup places two Sensors in front of you, meaning you have to stay mostly facing forward in order for the controllers to be consistently tracked. Changing to a room-scale configuration means you can physically turn 360 degrees around, making a world of difference in experience compared to using a thumbstick to rotate. Depending upon your Sensor setup, you can achieve a much larger tracking area than the default setup, meaning you can physically walk around your VR playspace which can greatly enhance immersion.

SEE ALSO
Oculus Rift and HTC Vive Roomscale Dimensions Compared

It’s actually quite easy to configure your Rift for room-scale tracking. You won’t need to drill any holes or mark up your walls, and you can get started with the two Sensors you already have and just ~$18 in parts!

Setting Up the Oculus Rift for Room-scale Tracking

Although Oculus recommends buying an extra Sensor to use three Sensors for room-scale tracking, the truth is that you can get a solid 360 degree tracking experience starting with just two Sensors.

What You’ll Need

Setting Up Your Sensors

You can reference Oculus’ official detailed guide here for a two-Sensor 360 setup, but if you’re already familiar with configuring your Sensors in the Oculus software then it’s just about placement.

  1. Find two corners of a square playspace with walls that will allow you to mount your Sensors in opposite corners about 10 feet apart (you may be able to push a little further, but tracking quality could be impacted).
  2. Follow the instructions on the Medium Command Hooks carefully (we don’t want your Sensors falling to the ground!) and place one hook at each corner where you want to mount your Sensors. These hooks hold strong and come off clean (when installed and removed correctly), and mean you don’t need to drill any holes.
  3. Remove your Sensors from their included stands by holding the head of the camera and twisting the base until it unthreads.
  4. Thread the Sensor’s cable behind the hook (as if hanging the Sensor by the cable) with the Sensor head’s stem on the opposite side. Lean the back of the Sensor against your wall at an angle pointing at the opposite corner of the playspace through the center; adjust the tilt of the stem to get the Sensor to stay at the desired angle. If your walls are slick and the camera doesn’t stay at the correct angle, use a small loop of scotch tape between the camera and the wall to provide enough friction for the camera to lean against.
  5. For the Sensor in the opposite corner, further from the computer, use the USB 3.0 extension cable to reach.
  6. [Optional] Apply the Command Light Clips every two feet or so along the path you’d like the Sensor cables to run. Slide the cable into the Light Clips for a cleaner look.

Configuring the Oculus Software

Once you’ve completed your Sensor placement, you’ll need to configure your playspace for this Sensor setup through the Oculus software.

  1. After launching the Oculus software, select Settings > Devices > Configure Rift > Sensor Setup.
  2. Follow the instructions until the Adjust Sensor Position page. (Note: If you get a error about one or both of your sensors not working correctly, place your Rift in the middle of the playspace in clear view of both Sensors).
  3. Ignore the warning about your Sensors being further than 6 feet apart, click Next. You will get another warning, ignore this warning too and click Proceed.
  4. Trace out your playspace in the next stage as large as you can based on what the Sensors can detect. Continue with the setup wizard to define the center of your playspace and complete the setup.

Now you’re ready to play!

Easily Upgrade to an Even Larger Rift Tracking Space with an Extra Sensor

Since you’ll already have two Sensors by the time you have an Oculus Rift and Touch controllers, using a two-Sensor setup is the fastest way to get up and running, but now that you know the process, adding a third Sensor for even better and larger tracking is breeze.

  1. Acquire an extra Sensor and Medium Command Hook (Note: When purchased from Amazon US, the extra Sensor comes included with a 5 meter USB extension cable.)
  2. Using the same procedure outlined in the two-Sensor setup guide above, mount your extra Sensor in the unoccupied corner at the front of your playspace (so that you have two sensors in the front corners and one sensor in one of the rear corners).
  3. The rear Sensor can be up to 14-feet away from the Sensor in the diagonal corner of the playspace, so consider mounting it further back for a larger tracking area.
  4. Oculus recommends that two of the Sensors be plugged into USB 3.0 ports and one sensor be plugged into a USB 2.0 port. See details on USB bandwidth balancing here.
  5. Run through the ‘Configuring the Oculus Software’ section on this page.

Now you’re ready to play!

Four Sensor Oculus Rift Setup?

So we’ve covered two and three-Sensor Rift tracking configurations… how about a fourth? While technically possible, Oculus’ recommendation is that four-Sensor Rift setups tend to be more problematic than they’re worth, so consider it experimental if you want to make the attempt. If you do want to try four Sensors with the Rift, consider reading up on USB bandwidth balancing first.

Finding Room-scale and 360 Games on the Oculus Rift

Generally speaking, any Oculus Rift game which works for the default front-facing Sensor configuration should work fine with room-scale Rift setups, but you’ll get the best experience from games that are specifically designed to support 360 and room-scale.

Every game in the Oculus store has an ‘Additional Details’ section at the bottom of its store page where you can see which Tracking Modes and Player Modes the developers have indicated support for, including 360 and room-scale.

You can of course also find games supporting the Oculus Rift on Steam, and—because Steam is the home of the HTC Vive which has room-scale tracking by default—you may find some games that take better advantage of your new room-scale tracking space. When you find a VR game on Steam, look on the right side of the Store page for the ‘VR Support’ section which specifies which headsets and tracking playspaces are supported by the game.


Oculus Rift Room-scale Setup Tips

  • If you want to optimize your tracking quality and playspace size, considering testing your setup with Sensors on tripods before mounting them to the wall. The threading in the stem of the Sensor is a standard 1/4 inch tripod socket.
  • If you’re wondering which USB extension cables to buy, make sure you purchase an ‘Active’ USB extension cable (we’ve had good luck with this one). Oculus recommends a ~16ft extension cable; greatly exceeding that could cause issues.
  • For a three-Sensor setup, Oculus recommends that two Sensors plug into USB 3.0 ports and one Sensor plugs into USB 2.0 port. Learn about why here. For a two-Sensor setup, you should ideally have both plugged into USB 3.0 ports, but you can get away with one of the two in a USB 2.0 port in a pinch.
  • If you want an even cleaner look when mounting the Sensor heads on the Command Hooks, consider mounting the hook upside down after drilling a hole at the base of the curve of the hook wide enough to fit the stem of the Sensor through. Or consider buying an adjustable gimbal mount.

This article may contain affiliate links. If you click an affiliate link and buy a product we may receive a small commission which helps support the publication. See here for more information.


  • NooYawker

    They should include extended USB cable. it seems a lot of people are having trouble finding the right extenders.

    • Aaron Dugger

      When you order a stand alone sensor it does come with an extended USB cable because the assumption is the 3rd extra sensor will be for the back of the room furthest from your PC while the initial two you get (1 with headset and 1 with touch) are supposed to be front left and right and presumably wouldn’t need one. In reality if you have a mid sized room even one of the front ones will probably need an extension cable as well but I’m just saying if you buy a stand alone sensor it does come with extension cable.

      • Luke

        My room is mid (maybe less), and I found that they really had to add 2 exstension cables for the 2 sensors,the cables are short. They are designed to be on the desk, not on the wall because the cable is damn short to place 2 of them that way (I would see diagonal cables running on the wall).
        The third sensor have a 5m extension cable, that is short, because the third sensor should be mounted far away from the 2 sensors, so this is very bad. It’s clearly that Oculus was confused when they started to think if to make or not a room scale option.Otherwise the cable were longer, and the third sensor had a 10m cable.
        I prevent to spend about 35 euro in cables for 3 sensors room scale (and 70 euro the third camera). I hope they will change this in the next sale, including a third camera for the same price of the summer’s sale, and cables.
        We have to study how and were to drill holes in the room, buy extra wall mount support for the cameras (not included, sorry I forgot), and then buy extra things: why?
        But the rift is awesome I can guarantee this, it probably worth any penny, but I wish just more fidélisation from them. I open the box but there missing objects substantially.

  • Get Schwifty!

    Still annoyed that many of us did purchase the 4th sensor and now that is effectively a not supported configuration. They have got to revise that in time as there is a slight warble some times when using the 3rd sensor when you are turning clockwise away from it before the front left sensor picks up.

    • Jason Lovegren

      I’m rocking a 4 sensor setup and it does make a difference. I use a vive break out box because its plugged into the wall and supply power and has a repeating signal to both the HDMI and headset 3.0 cable. I also use a separate usb3.0 card with the Frenso drivers. Everything is reading as 3.0 and I have zero blips or glitches (Very sensitive to it.) Anyways I highly suggest this and could send you links to the hardware I’m using and my tracking it flawless. (I truly means this to the point that I’m crawling on the floor looking for flaws) Oh and you get to use a 6 ft HDMI cable going into the vive box, then 6 ft extension cables and then the rifts default 12 foot cable, thats 24 ft of cable suspended to the ceiling. Again I can send all the links and I’m just trying to be helpful. (I promise I’m not trying to be annoying)

  • CoffeeBuzz

    Oculus 100% room scale setup fix.

    1.Sell Oculus and extra cameras.
    2. Buy Vive.
    3. Set up two lighthouse stations with no USB needed.
    (also has wall mounts included! what ?! )
    4. Enjoy amazing room scale tracking.

    You are welcome!

    • Walextheone

      Hehe but it not so much difference if you boil it down.
      You plug in some usb cables in one case or some power cords for the lighthouse.

      Both needs setup in software. The Rift need a little bit more thought with aiming the sensors, but it literally takes minutes then you don’t do it again.
      Not such a big deal. It’d be a bigger deal if you had to do it every session.

      • CoffeeBuzz

        The differences are that oculus needs more purchases for room scale, and cables running every wich way from every camera. When you set up many cameras it can have a “twitching/shuttering” effect when moving certain directions away from camera a – b – c. Vive is just superior in tracking and its lower price when compared to Oculus xtra camera purchases makes it a great alternative for better tracking. Just a fact. I own both as pointed out. Not a fanboy as the name callers are saying above.. just a fact-boy

        • Walextheone

          Nah there are no more twitching effect any more that was like half a year ago. You still come up short with other stuff on the Vive; audio, mic, ergonomics that will cost far more to buy to the same class if we are talking dollares.

          • NooYawker

            The suggested USB cable extenders are $14 bucks each and you’ll need at least 2. Plus the 3rd sensor $60.
            So the prices is essentially the same for the Rift and Vive. Where you’re getting that you need to buy audio , mic etc I don’t know. but let’s throw in the $100 headstrap. That makes the Vive $100 more. For me it’s well worth the extra money over the mess being shown in the article. I also have a large game room so I need the superior tracking the Vive provides.

        • polysix

          No, a FAN boy. You have not owned both. Again, if you had you’d know full well that the tiny tracking advantage that Vive has (and it does I admit) is massively offset by the many other things the RIFT does better inc in-game, ergonomics, controls, screen quality, sound quality, SDE etc. THOSE are more important to good/usable VR than having VIVE level tracking when RIFT level tracking now works ‘good enough’ in 99.9% of cases.

      • Mark

        the rift is way easier for me to set up than the vive

        • NooYawker

          In no way shape or form is the Rift easier to set up than the Vive. I’m not saying which is the superior product but to say it’s easier for you to setup a rift than a vive is complete bullshit.

      • NooYawker

        If you want room scale running a cable across the room and plugging something into the nearest outlet is not similar.

    • Get Schwifty!

      Ah yes, the mindless Vive fanboy contingent rears its ugly head…. you can go back to sleep now,

      • CoffeeBuzz

        I can sleep? thank you sooo much!

        The fact that you all get triggered so easily when someone points out how much easier Vive is to set up with less cables running around your room , and how much more reliable the tracking is, says it all

        Now when you consider the cost of extra cameras , + Vives new lower price? Come on! I dont see any “heres a trick to set up vive lighthouse system” tutorials because it doesnt need any, its already mess free out of the box.

        Stop getting so irate and just accept it my good sir. Vive has oculus beat with tracking, and setup. Oculus I do not think designed from the start for room scale and had to work backward = mess of cables and less than perfect performance.

        I own both as I already had to mention to said triggered oculus users above and prefer Vive. Settle down drink some warm milk and maybe feel better. Not everyone will agree with you its just the way it is.

        • polysix

          The problem is, that tracking aside, the VIVE is an awful janky POS that should never have been released to paying customers much less at the price it was originally (which *I* paid! then sold).

          While rift, which was cheaper by a massive way for ages and STILL IS even with the Vive cut is actually TECHNICALLY a much much better piece of kit in every way (except tracking in which it can easily match Vive 99% of the time in real world use). What you don’t get is that you sound like fanboy because you are ignoring all the massive pros the Rift has over vive and reduce it just to that small case scenario with large roomscale tracking.

          For me personally NO vive wasn’t ‘easier’ to set up for roomscale, it took me over an hour, the drilling alone was pretty hard cos my walls are made of kryponite it seems, I had jitter with it, gremlins, base stations not coming on, or not going off etc… it was a nightmare… and when working? yes it was really robust tracking, but it’s nothing you can’t get with the rift just by plonking down 2-3 sensors without ANY of that fuss and within 10-20 minutes max! And once set up? NO jitter, NO bluetooth comms problems etc.

          Then we have the HMD and Controllers themselves, absolute night and day in fit and finish, in quality, in reliability and in comfort over the VIVE! Rift wins outright here. Then in -game rift wins again with better blacks, much better SDE, nicer FOV shape (not a giant frikin circle like looking through a toilet roll), god rays which are soft and diffuse vs those HARD reflections on the lens rings that totally ruins any immersion in VIVE, ergonomics, weight, quality of software (inc home vs steam and how fast it is to get into it ) you can put rift on your head with one hand, inc sound, and you are into VR in SECONDS, no fuss.. that stuff is priceless.

          All this for now £100 LESS than Vive and people like you stil try to lie to readers about the so called ‘superior’ vive? Being more expensive doesn’t mean superior, it just means they designed it badly and can’t afford to sell it as cheaply.

          RIFT has WON gen 1, that includes those sub-part MS MR HMDS out soon. That’s it till GEN 2. Rift is the best all round VR solution right now at the best price too.

          Ignore it at your peril (and stop lying saying you have one, clearly you don’t or you’d forget all about the vive and sell it on ebay like I and many ex vivers did)

    • Jason Lovegren

      It is a bit of a pain, but the end results is awesome. If I bought a Vive I would be disappointed in the lack of content. Heavy headset, blurrier visuals, and I hate track pads over an actual joystick. The rift right now is killing it, We have lighter headset, the oculus tool is fantastic with real time FPS monitoring as well as Super sample. The controllers are better with more function. (We can point and give a thumbs up) We have built in headphones and our support is definitely better now. If I got a vive which is currently 600, then I must get that headset attachment which is another 120 or so and finally the vive knuckles which aren’t out yet for probably 400 to 500 dollars considering the default controllers cost 175 a piece. The Vive is awesome no doubt about that but my 4 sensor setup is right on par with it in terms of tracking. So get that nonsense of you should have bought a Vive when Oculus got a lot of things right, and in my opinion the go to headset.

      • Jerald Doerr

        Lol…… keep dreaming/telling your self you made the right perches…. but it’s awesome we have a choice and where not just stuck with one company owning the VR market. Kinda reminds me of Microsoft and Apple back in the days…

        • polysix

          YOu sound like you’ve owned neither, I’ve had DK2, VIVE, PSVR and Rift. I sold the first 3 and good riddance (well DK2 was cool for what it was and how little it cost) but Rift remains. IT *IS* the best all round HMD/Controllers on the market TODAY. GEN2 is where we’ll go next, nobody wants to use Vive over Rift if they have both *unless insane*.

      • CoffeeBuzz

        I own an oculus too, wich I find inferior to Vive. So when you say “we have” I guess you are including me too.. thanks for speaking for me but I dont agree with much of your view. I know many people that sold Oculus for vive already so you must not speak for them. Listen I am not here to say you shouldnt like it. Its VR its cool no matter what BUT if the big concern is tracking as the article indicates folks may concider saving the trouble of running 3 – 4 usb cables from across the room to your PC and get the Vive.

        Visuals? thats subjective they both have high and low points. I prefer vive it has less “scuba view/goggles” in a visibly larger fov , adjustable Eye distance etc. I prefer that.

        Making an argument on knuckles controllers for the headset cost? why? they arent needed, or even released. so guessing 500? for controller cost to justify an argument, laughable.

        I like the wands, and I also prefer trackpad for selection and the Haptic feedback the vive controllers offer.

        Bottom line Vive has better tracking with less mess. Fact.

        • Jason Lovegren

          I agree with the mess but not tracking because mine is perfect. Im highly enjoying min and don’t have to troll Vive forums and say hey you should have bought a rift. I tried both and was more impressed with the rift and you was more impressed with the Vive. I started this whole argument because of that comment you should have bought a Vive.

        • polysix

          No you haven’t owned or own rift. THat is obvious. YOu come from a place of ignorance and parrot ‘facts’ from over a year ago. There is NOTHING wrong with rift’s tracking and EVERYTHING wrong with Vive’s controllers, touchpads, ergonomics, SDE and build quality (and customer support) AND PRICING!! Even after they price cut.

      • Marco Dena

        Vive’s weight dropped by 15% so it’s not heavier anymore.

      • Zpfunk

        Jason Lovegreen, while I admire your appreciation of your selected hardware, the truth is you may not be as informed as you first thought.
        1. There is an endless stream of premier content for the HTC Vive. In addition to the free Revive hack that allows running Rift content on the Vive. Doom VFR, Skyrim, Fallout 4 have yet to be announced for release on Rift no doubt due to the lawsuit that oculus and facebook had with Zenimax. Nor has Rockstar’s L.A Noir been confirmed for release outside of HTC Vive.
        2.HTC Vive is actually 2 grams lighter than the Oculus Rift now and has been for quite some time. Rift weighs 470g, while the vive weighs 468g.
        3. I don’t know where the “Blurrier Visuals” information comes from so until either side in the debate has concrete proof that one far exceeds the other and isn’t just a matter of preference. Its a moot point. A debate which doesn’t for some reason include the ability to wear glasses with the HTC Vive, or make fine adjustments with its IPD and focus from the headset itself.
        4.Trackpads over raised thumbsticks is also a preferential thing, as the quality of interaction using either trackpad or thumbsticks would prove to be an application specific advantage.
        5. HTC Vive has Supersampling. *yawn*
        6. HTC Vive requires 1 usb… doesnt even have to be 3.0
        7. Once again, the controller debate is questionable. I do like the the ergonomics of the Touch Controllers, however, I feel that the wands give me more of the weight distribution i’m looking for in FPS’s. Most of the gestures that can be performed with Rift can be performed with Vive using button combinations or touch pad (such as pointing, and thumbs up). Although for first time VR interaction, the touch could potentially have a shorter learning curve due to its designated hand assignments, and intuitive gesturing.
        8. The headphones and headstrap on the rift are better out of the box. no debate.
        9. Those prices you give for the Deluxe Audio Strap and Knuckles Controllers are Inflated and fabricated respectively. The Knuckles Controllers are still in the prototyping phase of their life.
        10. Oculus customer support is some of the worst experience I have had with any customer support hands down. I cant compare it with Vive customer support, because i’ve never had to call Vive customer support for anything but to check the status of my warranty.
        11. Using 4 sensors and 5 usb 3.0 ports will never win an argument based on ease of setup and convenience, it just wont. So stop.

        • Zpfunk

          The thing to remember here is, if you’re playing online with somone, and you have to ask “Are you on Oculus or Vive” because you’re not sure. Then how much does it really matter in the end. Get what you like for the reasons you like, and have fun. Even if that means you have to setup 3-4 cameras, with wires all over your walls, or drill holes in the walls, or buy tons of extra cables and usb expansions.
          Before i entered the High End VR world. I came from using a Samsung GearVR with 3 PSeye cameras with constant calibration, like 5-7 different programs running on my pc, 3 ps aim controllers, 1 of which had to be Velcro’ed to my head. wires everywhere, usb expansions, and extensions, a dedicated cable modem. Just so I could play steam vr and oculus touch games wirelessly and a subpar frame rate… and it was Fu**ing awesome.
          Do what you do, I prefer Vive, to each their own, im just glad that after the oculus summer sale the VR community has grown.

        • Jason Lovegren

          Yes I agree setup is easier on the Vive, however I still preferred the rift. None of our faces are shaped the same and therefore the experience changes per user. I now have tracking that is on par with the Vive and have compared it side by side (My brother owns a Vive). This whole thing started because someone was asking for information and someone had to say, you should just buy a vive. My solution cost much less than buying an entirely different headset. And honestly you probably like Oculus too because lets face it Oculus studio games are the best AAA games out at the moment (Just my opinion). Yes you have revive but native is always better. Lone Echo is my go to game, yes steam has some cool games mixed with a lot of garbage but we can play those too. I’m really enjoying my setup and wanted to share with others because this is an Oculus forum. Soon inside out tracking and wireless will be standards and we can all dream of playing in our back yards. But until that happens I’m really enjoying my Rift and you obviously love your Vive. Happy!!! VRing!!!

    • Tyriel

      Are you really still doing this… c’mon… It was funny last year, not anymore :)

      If anyone is using a laptop I suggest the active Anker 7-Port USB 3.0 Data Hub, I connect in there a camera with a usb 3 extension cord, a camera with the usb 2 extension cord (the behind one) and a camera direcly, plus the usb of the oculus, and I never had a problem, I simply connect HDMI and the USB of the HUB and i’m good to go, like with my Vive (@disqus_Cv243CEDLq:disqus you see?? there is who like both without making a scene). I mounted my central left camera close to the ground so I can track better even when the controllers are on the floor. cheers!

      • Jerald Doerr

        Lol! Praise the lord baby Jesus himself … Can I get a hollya luya my brotha!!!

    • Raphael

      I’m a vive user and your cliche anti-octopus rift joke has brought us into further disrepute.

      I know the rift sensors look like funny little pedestal microphones but at least they achieve room-scale now.

      • CoffeeBuzz

        Did you read the description.. you need 3 and then if you turn clockwise away from 3 to 2 you get shutter? no thanks. I own both by the way.. thanks

        • Mark

          I never have stutter with my 2 sensor set up on my oculus so clearly your not putting them in the right places, I don’t go on my vive much due to the horrid controller length and smashing them on the ceiling

          • polysix

            I actually smashed one of my vive wands into a wall playing ‘vanishing realms’.. fixed it myself thankfully (HTC are useless) small ribbon cable got disconnected inside the wand. Then I sold it, i hated the VIVE in the end no matter what cool new tracking it gave (at the time), it just wasn’t ready for prime time with that awful strap, terrible front heavy weight, terrible ring reflections (far worse than the soft god rays on rift) no built in phones (pre DAS and no way spending another £100 on this POS), bad touch pads that were useless for actual movement only good as buttons (and prone to failure)…

            The SDE on the VIVE is a joke, it was barely better than my old DK2, everytime i put rift on now I’m blown away by how much higher res it looks even at the same technical resolution (thanks to the pixel packing in the middle). Very smart design and pays off in game time and time again!

            I can’t believe I bought RIFT on a whim during the $400 sale and was blown away by how much better it was than VIVE, I’d given up on gen 1 and avoided RIFT cos of Facebook (even though was an early supporter and had DK2), but for $400 I thought why not? glad I did, it’s everything I’d hoped Vive and PSVR would have been and way more. Anyone STILL living in 2016 and vouching for VIVE either has never even tried Rift or has serious taste issues.

        • Mark

          and your a lying idiot, if you own BOTH then why tell people to sell the oculus and get a vive

          • CoffeeBuzz

            because i have both and prefer vive.. duh

          • polysix

            You clearly do NOT own both, if you did you’d realise what BS you are talking and no way would you prefer Vive over Rift. I’ve ACTUALLY had both and I can tell you RIFT is so much better it’s almost a generation ahead, that includes the screens and clarity in VR.

    • xXx

      CoffeeBuzz – from what I understand you are advising to change top notch headset to some heavy, foggy headset with big and uncomfortable controllers, rigit cable and slightly more visible screen door effect? Are you serious?

      You don’t even suspect how much wrong you are in this your advices.
      https://www.youtube.com/watch?v=VkRkr0gKYwE

      Oculs has MUCH better/ergonomic controllers, it is more comfortable in use (lighter, thinner cables, integrated audio), less visible screen door effect and bigger “sweet spot”, works with Oculus Store and Steam without any problems.

      For now ONLY ONE plus of HTC Vive is more accesories (like tpcast) – but it is definitly not worth of money (with next generation of grphic cards we should see second generation of headsets – so no sense to buy expensive accesorice for current headsets iteration).

    • polysix

      LOL. I had vive and sold that clunky mofo pretty quickly, and I was a pre-orderer way back in spring 2016!

      I got rift in the sale and it’s beautiful vs the vive, beautiful as an object, beautiful as a thing to ‘wear’, beautiful controllers, beautiful in game gfx (SDE is MUCH better on rift), beautiful sound always there, beautiful to put it on and take it off (very easy and instant unlike VIVE).

      And the tracking? well I plugged my sensors into my USB ports, run setup and it’s been fine since. Vive? I had to drill holes in walls, run POWER extensions across walls diagonally because HTC saw fit to make base stations have very short cables.. .Rift is better trust me.

      Also Vive had awful controllers, ok for a couple of things but poor for everything else, janky touch pads (Sticks are so much better on touch!), silly built in batteries = recharging EACH TIME rather than the single AA in touch that lasts for weeks and can be swapped instantly.

      The list of positives of the rift are endless over the VIVE and VIVE has just one thing in its favour, slightly more robust large room scale tracking. Would I sacrifice all the rift’s tangible VR benefits for that .9% of times the Vive tracking may have been better? NO WAY!… even Norm at tested recently told his brother to get Rift (over Vive) as if was made to even consider VIVE now after the price cuts, and rift is STILl cheaper than vive and way better.

      I’ve had DK2, Vive, PSVR and Rift – sold them all except Rift, it’s a gorgeous piece of electronics amazing build quality and is a joy to use, makes VR fun again after almost going off GEN 1 completely after the janky VIVE which his basically a tarted up DEV KIT.

      You are welcome!

    • Romulo de Castro

      I did the same. So happy with my setup now.

    • PJ

      I sold my Vive and bought a Rift, better controllers, lighter more comfortable head set (for me at least) and I find Oculus home to be much better than SteamVR, to the point where I don’t care that steam doesn’t track my played game time when I launch a steam game through Oculus home.

      Each to there own

      • Jason Lovegren

        I agree, not sure why home is hated on. I find it extremely simple and find it a lot easier to find a game worth playing instead of going through Garbage in-order to find a GEM (I’m a steam fan too) Steam has dropped the ball on this in my opinion. A lot of games I’m notified by the internet and not by steam. (Accounting, Gorn are my biggest examples) When there is a new game in oculus home is displays it to you right away. I don’t like how the rating system is setup in home though, in this case steam is a lot better (Reviews and such).

    • Krzysztof Kiersznicki

      make oculus controllers work with with vive and maybe…..

  • Andreas Zetterström

    Does anyone know what happens to the sensor when you plug it into a USB 2.0 connection instead of USB 3.0? Does it run slower or what? What’s the advantage of USB 3.0 for the sensors when they obviously work fine in 2.0 mode?

    • benz145

      The bandwidth is less for USB 2.0 than USB 3.0, that means that the images the Sensor can send to the computer for tracking either need to be sent less frequently or at a lower resolution (or both, to balance the two). That means reduced tracking fidelity/performance, but it’s preferable to use USB 2.0 + USB 3.0 in cases where the USB 3.0 bus (where all the external USB 3.0 ports connect to inside the computer) doesn’t have enough bandwidth for as many Sensors as you have. Since USB 2.0 has its own bus, you’re maximizing the available bandwidth in your system.

  • Raphael

    I like drilling holes.

  • Usually those things fall on the ground once in a while… and this is not good for Oculus Cameras! Anyway, it’s an interesting VR life hack ;)

  • Konchu

    Nice to see an apartment friendly setup. Didn’t think of command products but they can handle some weight for sure. not sure if Command strips would work alone on the defacto mounts but would not be hard to make a wider mount bases maybe 3d printing or a small cut piece of wood/plexiglass etc. that could handle enough command strip surface area to mount the light houses making this a Vive option too.

  • Nick Sterling

    Can you use the Occulus Sensor without the headset? Example… standing in front of sensor and looking at computer screen for development purposes? Thanks!