Palmer Luckey Confirms Oculus Rift Supports Room-Scale VR
Image courtesy of: Oculus
It’s no surprise that the idea for “room-scale” VR appeals to many people who want to feel they are not just limited to seated or standing experiences. Being able to physically roam does offer a unique sense of freedom, however, while Oculus is choosing to remain focused on offering a practical approach to creating VR experiences that do not require users to clear out large areas of their homes, it doesn’t mean the Oculus Rift is not capable of doing so.
According to a recent tweet, Oculus founder Palmer Luckey posted an image demonstrating how two Oculus sensors placed on opposite sides of a “15 x 11 foot” room can easily support a large room-scale VR experience, similar to what Valve and HTC are claiming as a key advantage of the Vive headset. When it comes to the Oculus hardware and tracking capabilities in a room-scale environment, Luckey says, the setup “works fine.”
Threw Oculus Sensors in opposing corners of this room for the hell of it. Works fine. pic.twitter.com/i5svKQWelp— Palmer Luckey (@PalmerLuckey) December 14, 2015
Luckey also points out, that the setup is “limited by the size of the room, not the sensors,” which suggests that the hardware is quite capable of tracking a larger area—even though that is not exactly its intended design.
Oculus is expected to launch the consumer version of the Oculus Rift virtual reality headset early next year and will be positioning itself as the industry leader against the competition, as consumer VR really begins to take off in 2016. Get ready! Because it’s going to be quite an exciting year.