Oculus offers troubleshooting tips for trusty Touch setups

Now that Oculus' Touch controllers are out in the wild, the company has started posting blog entries that detail the best ways to set up the motion-tracking sensors. The first two posts, dealing with sensor placement and USB bandwidth management, are already up on the Oculus blog. Those instructions elaborate on earlier documentation.

In the first blog post, Oculus talks about the variety of possible sensor configurations for room-scale VR. Oculus still recommends that most players use two sensors directly in from of them on a desk. For those who want to dive into true room-scale VR, however, the company is changing its tune a bit. A while back, Oculus detailed an experimental room-scale setup with three sensors, as well as a setup with diagonally-opposed sensors.

Now, however, it seems that the company has settled on a room-scale setup that mimics the preferred placement of HTC's Vive Lighthouses: two diagonally-opposed cameras placed high on poles and pointed down into the play space. The company actually suggests that Rift owners 3D-print their own corner mounts to more easily set up the sensors in the corners of the play area. It'll have to be a pretty small space, though. The maximum play area remains five feet by five feet for two sensors, and eight feet by eight feet for a three-sensor setup.

This image apparently demonstrates the optimal three-sensor tracking volume.

For folks running into controller-tracking issues, Oculus advises that the individual Touch sensors can track "ideally" up to six feet away and "well" up to eight feet away, but it also says that the range increases significantly when a device is in view of more than one sensor. Using three tracking cameras likely increases the chance that a Touch controller can be tracked this way. Oculus doesn't recommend that users bother with setting up four or more sensors, though, due to performance issues that may crop up.

Those issues and the overall USB setup are the topics of the second blog post. Setting up a room-scale Touch experience requires plugging a whole bunch of cables into a PC, and some consideration as to how devices are connected can go a long way in providing a stable setup. Oculus recommends connecting the first two sensors to USB 3.0, but leaving the optional third sensor on a slower USB 2.0 port.

The reasoning behind that arrangement is that USB 2.0 ports are connected to a different host controller than the USB 3.0 ports. The company says it has seen  sporadic disconnections when driving three sensors off of a single USB 3.0 controller. The post goes into a little more depth about the bandwidth requirements of the Touch sensors and offers a few recommendations for the best experience, but the most critical tip seems to be sticking to two sensors per USB host controller.

There are still two more posts in this series coming to Oculus' blog, so Rift owners who are having troubles with Touch should keep an eye out for further updates.

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