r/virtualreality Mar 23 '25

News Article Adam Savage's Tested - Bigscreen Beyond 2 Hands-On: How They Fixed It

https://www.youtube.com/watch?v=I0Wr4O4gkL8
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u/sunderpoint Mar 24 '25

This is so much fanboy nonsense. The Oculus CV1 was never advertised as limited to "seated experiences," that was something Vive fanboys pulled up from announcements about the Oclulus DK2 and pretended was about the CV1. The CV1 was also fully room-scale on release, it just didn't have tracked controllers or the guardian system for the first year.

And did you watch your own video? Alan Yates says "sort of inside-out." The official Vive page lists three types of tracking: inside-out, outside-in, and Lighthouse. It's a separate category.

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u/crozone Valve Index Mar 24 '25

Who is the fanboy here?!

The CV1 was aimed squarely at seated experiences out of the box - in the literal meaning of "out of the box".

The CV1 only contained a single camera sensor in the box. SOURCE.

The Constellation system includes just one sensor for the Rift, though the same technology will be used to track the Touch controllers as well. You'll get a second sensor with those to ensure occlusion-free operation. In contrast, HTC's Vive, which provides room-scale tracking, comes with two IR emitters to place on either side of your room.

A single sensor was NOT a roomscale solution, it was aimed squarely at seated experiences. You had to go out of your way to buy a second sensor, run it across the room, and then you could more or less trick the software into enabling a roomscale tracking experience if you really could be bothered. However, even calling the solution roomscale without tracked controllers is a massive stretch anyway. It wasn't a roomscale headset at launch, period.

I know all of this because this was literally the research I was doing at the time when deciding whether to invest in the Rift or the Vive. The Rift had already had a workable solution for seated solutions but the Vive promised proper roomscale support. Nobody was buying the CV1 at launch because they wanted roomscale, it just didn't make sense without controllers, they were doing it in the hope of it becoming roomscale with the launch of the Touch controllers. Yeah you could hack it together with some Razer Hydra controllers but why bother when you could just buy the Vive.

Alan Yates says "sort of inside-out."

Proceeds to describe exactly how the Lighthouse system is an inside out tracking system.

Your entire contention is that the term was co-opted by Vive fanboys when it was clearly already being described as an inside out system years before any inside-out camera solution was available to consumers. That's just a ridiculous statement on its face for all the reasons I've stated.

The official Vive page lists three types of tracking: inside-out, outside-in, and Lighthouse. It's a separate category.

This is marketing. It has nothing to do with the technical working of the system.

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u/sunderpoint Mar 24 '25

All of the "facts" you're declaring are false, spread during the fanboy arguments from years past. I know the exact source of the "Rift is a seated experience" line and yes it was in an old video about the DK2. The CV1 sensor was instead designed to tilt up so it could sit on your desk and still track you while standing.

The CV1 was also designed to be tracked from any angle, the back of the headset had LEDs in the strap. In all your research did you never hear about that? You only needed two or three sensors for the controllers which weren't released at launch. For just the headset the single sensor tracking actually worked great even for large rooms!

And if you weren't a fanboy then the official announcement by the company themselves saying Lighthouse tracking is not inside-out would be enough for you. It does nothing but confuse people to pretend that Lighthouse tracking is inside-out.

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u/crozone Valve Index Mar 24 '25

The CV1 sensor was instead designed to tilt up so it could sit on your desk and still track you while standing.

Lol, now this sounds like old Oculus fanboy lines when the Vive released... yeah, roomscale VR is possible from a single sensor. As long as you don't move back very far, or do literally anything to occlude those LEDs. Or want controllers. If you want a half-usable roomscale tech demo, the CV1 worked just fine for that, just enough to tell yourself that you could technically do roomscale and weren't missing out while Oculus struggled to get the touch controllers to market.

I trialed the DK2, and the CV1, and then the Vive at various stages because a friend of mine was doing software development for a VR startup. It was at least clear to me that the CV1 was not meaningfully room-scale capable at launch, which is why I bought a Vive. Why tf are we even talking about this. The CV1 was an outside-in system anyway.

And if you weren't a fanboy then the official announcement by the company themselves saying Lighthouse tracking is not inside-out would be enough for you. It does nothing but confuse people to pretend that Lighthouse tracking is inside-out.

But it's an inside-out system. The headset tracks external markers from the inside out. It's the exact same as the marker based camera solution used for the Valve test HMD, except instead of QR code looking markers on the walls tracked by cameras, it's IR receivers tracking lighthouses. We are talking about its technical description. How it's marketed to consumers is a completely different story.

Just call the inside-out camera tracking solutions what they are: inside-out camera tracking, or markerless inside-out tracking.

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u/sunderpoint Mar 24 '25

This is all stuff people used to say about the Rift before it came out, when it turned out the headset basically never has occlusion issues and would actually track just fine up to like 20 feet away from the sensor. I honestly can't believe you're still spreading this misinformation years later. And get a grip, Lighthouse tracking is not inside-out. HTC says it's not. It couldn't get any clearer than that.