Skip to main content
  1. Home
  2. Computing
  3. s

A rift in the Rift: Why room-scale VR is about to split Oculus fans apart

Add as a preferred source on Google

While Oculus’ Touch controllers may not find their way into homes until the end of 2016, we’ve already been spending time with them, and have been impressed with their consistently sharp tracking and intuitive gesture and action controls. But Oculus has a big problem on its hands. With the standard two-camera configuration, the touch controllers only work when you’re facing forward. Once the headset is on, it’s hard to tell which way forward is.

The result can be unsettling. Turn around too far, and your hands will disappear, stick in place, or drift off in random directions. That’s in stark contrast to the HTC Vive, which sports a full 360 degrees of motion and control.

Recommended Videos

To solve that, Oculus has introduced a compromise. Setup a total of three constellation trackers – two in front, one behind – and you’re off and rolling in full, 360-degree room-scale. Except it’s not quite that simple.

What took so long?

There are two sides to every story, and that’s certainly true with Rift and room-scale.

The Oculus answer to questions about its lack of room-scale has always been simple – it’s not something users want to do. Clearing everything from a room except a computer desk and a tripod is a luxury that most people don’t have. According to a quote from Oculus founder Palmer Luckey obtained by Road to VR back in December of 2015, “You have people who have PCs that are powerful enough to run VR (or willing to buy one), then of that set, people who are interested in virtual reality.” Instead of trying to chase a market that might not exist, Oculus is first focusing on just putting headsets on faces.

There are two sides to every story, and that’s certainly true with Rift and room-scale.

To be fair, that’s a perfectly reasonable assumption. But it isn’t the whole story. The other major reason the Rift isn’t designed for room-scale VR is a technical limitation.

The Vive’s Lighthouse trackers are wireless. They send timing information back to the system as they blast the area with IR rays, and the headset and controllers have sensors that see those lines and report back their location to the computer. The Rift uses the opposite approach, with IR tags on the headset and controllers that the cameras see and send to the system. That means the Constellation trackers included with the Rift require a wired connection, and a fast one.

Why it won’t work

We’ve found that adding your own physical locomotion to the VR experience is a big deal for immersion, and it helps prevent nausea. But outside of a few games that have already been developed with room-scale in mind for the HTC Vive, like Job Simulator or Fantastic Contraption, it’s bound to fail. Luckey himself explains why in the very same interview.

“[Developers] don’t want to narrow it then down to people who want to clear out large spaces in their homes […] Most of the developers we’ve talked to don’t want to limit their beyond a subset of a subset of users.”

Luckey didn’t like the idea of room-scale VR because it meant splitting the user base. And that’s exactly what Oculus is now doing.

While many Rift owners will shell out $199 for the touch controllers, which include a second camera, there are some who won’t. That’s the first subset of Rift owners. Then, Oculus is charging $79 for an extra camera – not an unreasonable asking price at all, but one that a lot of users won’t bother with. That creates a third sub-set of users.

Suddenly, we have three categories of Rift owners, each of whom have a Rift with different capabilities. Developers are faced with a tough choice. They can either design for everyone, and drastically limit the experience. Or they can design for the more limited subsets of owners with Touch, or room-scale, and risk crippling their sales.

The way the news goes

It’s reminiscent of the Xbox Kinect. It was a well-intentioned peripheral with advanced capabilities, but without a large user base to draw from, few developers were tempted to build games or experiences that utilized it, much less relied on it. Had Microsoft included it at a low price as part of the Xbox 360 eco-system, it might have caught on. By adding it well into the Xbox 360’s life, and charging a high price, Microsoft hobbled Kinect before it had a chance.

Room-scale’s positive effect on the Touch controller can’t be overstated.

Oculus is staring down the barrel of the same virtual gun. A subset, of a subset, of a subset of users will have the time and space for room-scale, after a year of telling potential adopters that it’s a feature they don’t want. When they finally set it up and realize few games on the Rift store support it, they’ll warn fellow Rift users not to bother. And less room-scale owners means less developers working on games that support it.

Which is not to say that isn’t the right move for Oculus. The lack of 360-degree support only becomes more obvious as SteamVR games leverage the Vive’s unified hardware base, and its positive effect on the Touch controller experience can’t be overstated. But whether developers bother to enable Touch support in Rift games remains to be seen.

Brad Bourque
Brad Bourque is a native Portlander, devout nerd, and craft beer enthusiast. He studied creative writing at Willamette…
HP has a new $799 mini PC for fans of the Mac mini form factor
The OmniDesk Mini puts Wildcat Lake inside a tiny desktop that starts at $799
HP OmniDesk Mini Desktop

HP has a new mini PC on sale in the U.S., and it is difficult to look at the machine without thinking of Apple's Mac mini. The OmniDesk Mini has a similarly compact footprint and starts at $799.99, making it $100 cheaper than the recently announced M6 Mac mini.

The similarities mostly stop there. The base OmniDesk Mini is powered by Intel's Core 3 304, a five-core, five-thread Wildcat Lake processor. It comes with 8GB of LPDDR5X memory and a 256GB SSD. HP also offers Core 5 320 configurations with up to 16GB of memory. So, despite the Mac mini-like dimensions, this is better viewed as a compact Windows PC than a direct rival to Apple's latest desktop.

Read more
Exclusive: Microsoft explains why RTX Spark’s Prism emulation is about more than higher FPS
Because an erratic 80 FPS will always feel worse than a silky-smooth 60.
ARC Raiders with Anti-Cheat Support running on NVIDIA RTX Spark Laptop

NVIDIA’s RTX Spark may pack a powerful Blackwell GPU, but its ability to run the massive library of existing PC games on Arm depends on a quieter piece of technology: Microsoft’s Prism emulator. Prism allows x64 Windows games and applications to run on RTX Spark’s Arm-based CPU without requiring developers to immediately rewrite them for ARM64.

During an exclusive conversation at NVIDIA’s private IFA 2026 demo, Microsoft’s Peter Dawoud explained that the latest Prism work isn't just about pushing emulated workloads to higher FPS. Microsoft is also focused on performance consistency, particularly in GPU-heavy games where the CPU still has to coordinate frames, physics, and rendering. Because a higher average FPS doesn't always mean a smoother experience, that could prove to be one of Prism’s most important improvements yet.

Read more
The best screenshot app for Mac just became a screen recording powerhouse
CleanShot X already made screenshots easy. Now it wants to make screen recording and editing just as painless.
CleanShot-X-version-5-running-on-Mac

CleanShot X is the best screenshot app for Mac. It's one of my favorite Mac apps, and I've already covered all its features in a previous article. The app just received its 5.0 update, and it's such a massive release that I had to write about it.

CleanShot X already had a built-in screen recording feature, but it was pretty bare-bones. With this update, the app has grown into a proper screen recording studio. You can now record your Mac's screen, edit that recording, add zooms and backgrounds, and do a whole lot more without ever leaving the app.

Read more