But VR as a whole is still in its infancy. Some experiences don't work for users who are too tall or short (say, children). The install base is also still too small to run a profitable business creating just VR content.
But VR as a whole is still in its infancy. Some experiences don't work for users who are too tall or short (say, children). The install base is also still too small to run a profitable business creating just VR content.
Of course, people who have grown up playing on controllers with thumbsticks will disagree, but I suspect the touchpad comes more intuitively to the non-gamer market.
I first tried the experimental 2 camera 360 tracking which sort of worked but had plenty of dead zones. The official line on that is to add a third sensor, which I did. It came with a 5m USB extension cable which wasn't long enough to reach the back of the room so I had to hunt around for a 10m extension instead; that in itself is a gamble as everyone's mileage seems to vary as to what will work for them.
After setting up all the cameras I still had to ignore lots of "low quality tracking" errors reported by the setup - apparently that's because my motherboard couldn't provide enough juice for all the cameras and the headset.
The lighthouses in comparison are just great. I just screwed them into the wall, plugged them in to an outlet and that was it.
I do prefer the touch controllers. The capacitive buttons are superb and well used in many Rift games. The headset itself is more comfortable than a vanilla Vive, although the Vive's deluxe audio strap make them equally as comfortable for me (at significant additional expense!)