It's just a dedicated USB port I think. Have tried several though. Long night of tinkering..
I think steamVR breaks the floor tracking, which kills it for Oculus home also. But the hand tracking problem is terminal.
Screen goes black a lot too, saying to wear it, to wake it, but it's on and the blue light is on.
Maybe it's just a dodgy sensor, it's all boxed back up now.
Going back today, spent enough time with it.
Yeah, I don't think you get a say in it, it updated the helmet and the controllers.did you update to the latest firmware?
With official USB-C tethering on the Quest coming shortly is the Rift S still a viable purchase?
Vader Immortal Ep.2 - NOW
Asgard's Wrath 10/10
Stormlands 14/11
Medal of Honor - Above & Beyond (Respawn)- 2020
The camera arrangement on the Rift S may not be as optimal for finger tracking as the Quest, as it only has two front facing cameras, compared to the Quest's four. The Rift S also has side and top cameras, but these may be of limited use for finger tracking, which needs really at least two cameras viewing the hands at all times for depth perception.
In fact for shooters where the controllers are held in front of you the Quest's camera arrangement is possibly superior too.
I can't see the cameras been a difficult problem to overcome. In fact, the position of the Rift S cameras should make it more future proof.
After reading a bit more, it seems the biggest hurdle is that they have used the Hardware DSP of the Snapdragon processor to make finger tracking work. This will be difficult to emulate on PC. There might be more latency too.
Which makes me think I should revise my statement. Maybe they won't release it for the Rift S after all. It wouldn't come out until after it's released for the Quest. That means it will probably be later 2020. Surely there will be other headsets coming down the line by then? It might not be worthwhile for them to bother.
The issue is they use machine learning for tracking the fingers. This will have been tailored for the camera setup of the Quest, and probably can't be simply ported to the very different Rift S camera layout.
So what “technical challenges” is Facebook referring to? The only explanation we can think of would be that hardware acceleration features of the Snapdragon’s Hexagon DSP or Spectra ISP are fundamental to getting this working in real time. Perhaps achieving this quality in software on a regular CPU would just use up the resources of even a gaming PC. If that’s the case, it will require serious optimization or new hardware to arrive on PC.
I was happy with my wired CV1 and would be mostly happy with either a wired Quest or Rift S. The clarity and the comfort of the Rift S still make that headset appealing but the innovation of titles like Space Pirate Arena is exciting too. It's close to call though and I'm holding back until more titles get released, reviews of the Quest Link come through and the first price drop(s) hit. I might end up going with whichever product gets a price drop first.
I had a Rift and sold on as I wasn't happy with the resolution. Is the Rift S a big upgrade? Can a 1080ti drive it OK?
Yup bang onWith the Rift S I dont use any SS where as the CV1 needed around 1.5 to 1.6 depending on the title.