Oculus Rift

Can anyone shed light on to why the Rift would be better for cockpit games (and I don't mean comfort). I watched a video from UKRifter playing ATS and hating it on Vive.

Do you think this is more down to setup and bias or are there objective reasons?
 
Can anyone shed light on to why the Rift would be better for cockpit games (and I don't mean comfort). I watched a video from UKRifter playing ATS and hating it on Vive.

Do you think this is more down to setup and bias or are there objective reasons?

If you watch comparison videos from different people regarding sim/cockpit games, the Rift is generally accepted to be slightly clearer for making out smaller details, with the SDE being a bit less pronounced than the Vive.

As far as ETS2/ATS though, Vive implementation was reported as being off somehow, both in terms of 3d depth and scale, but that was quite a while back from what I recall and might be better these days. In those 2 games, it just seems the devs did a better job with the Rift when they added in support for VR.

edit - From what I recall, people also said Elite Dangerous suffered the same problems to begin with, but I think that has since been sorted out.
 
Weird one this:
I've not used my Rift for a while. I plugged it all together last night and now none of my sensors show as being connected to USB3 ports and instead all show as connected to USB2. I'm connecting them to the same Innatek card that is recommended by Oculus. Drivers on that card are all up to date.
In the past, my two front sensors always showed up as USB3 and the rear one as USB2. Now they all show as USB2. Everything seem to work OK though. The headset shows as USB3 and is plugged in to the same card.
 
Weird one this:
I've not used my Rift for a while. I plugged it all together last night and now none of my sensors show as being connected to USB3 ports and instead all show as connected to USB2. I'm connecting them to the same Innatek card that is recommended by Oculus. Drivers on that card are all up to date.
In the past, my two front sensors always showed up as USB3 and the rear one as USB2. Now they all show as USB2. Everything seem to work OK though. The headset shows as USB3 and is plugged in to the same card.

I have had that issue once or twice in the past, usually just moving the sensor to a different USB port resolves it as it re-detects and sets itself up again.

Do you have USB 3.0 ports on the motherboard you can plug it into?
 
I do, but that opens up a world of hurt as Oculus doesn't like the USB3 chipset on my mobo and throws a massive wobbly.
 
This seems to be a very common issue and one that had me hesitant of buying the Rift.

I've never had any issues with the USB 3.0 ports on my Asus Z170 Deluxe. I have the 2 sensors plugged in the intel USB 3.0 ports, and the headset in the Asmedia USB 3.1 port and its been more or less flawless for over a year now.
 
My mobo is very old so it's unsurprising it doesn't like it. It's an Asus Z68 Pro running a 2500k @ 4.6. Oculus home constant moans that my computer doesn't meet the minimum specs but everything runs just fine with no frame skips.

This is why I had to buy the extra USB3 card.
 
Well I think over the past 24 hours I've convinced myself I need a 1080ti and need to get a Rift (so I can decide which headset is best for me)

I did import the DK2 at one point (never tried it but that is another story lol)
 
I have purchased an Oculus (with 3 sensors and touch controls).. bet the guy I bought it off is on here too.

Hope I'm not back on here talking about USB issues :(

When plugging them in, make sure you don't plug more than 2 sensors into ports that are connected to a single USB controller and you should be fine. If you do have any problems, just run the setup with just the Rift and one sensor and make sure that works. Then add an extra sensor, make sure it works and repeat.
 
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