In fact, using the cable it is possible to reach bigger distances: one user reported putting the stations 7.5m one from the other and a group of crazy guys has also managed to put them more than 8 meters apart, using a wireless communication to avoid the cable being inside the play area! That’s insane! The two lighthouse stations, connected using the sync cable (Image by HTC) It seems that the cable is longer than the recommended 5m… and one of the reasons is that it can allow for bigger distances between the stations. HTC kindly provides all Vive owners a cable to keep the Lighthouses in sync when there are problems with the optical sync. To solve this, we can use the alternative way of syncing that these devices have, that is the cable. If the stations are too far away one from the other, they can’t sync properly because they can’t “see” each other, so everything will stop working. Some users report having gained some space by just trying to move the stations apart.īut if you need mooore space, we have to start understanding why there is the above limitation: it seems that it is mainly because of the sync between the stations. So, let’s try violating some rules.įirst of all, you have to know that there are some tolerances in the above numbers: so it doesn’t happen that when you put the station 5.05m away, everything will stop working… so if you just need a bit more extra space, for sure you can start by putting the Lighthouse a bit further apart and see if the setup still works. This is no good.īut… honestly, I’m not… I am a pirate, so I won’t let Valve telling me what I have to do □. Look, using an emulated infinite room scale, I’ve crossed the walls of The Price of Freedom initial room and now I can see all surroundings rooms. If you could walk for a 50x*50m area when the dev expects something a lot smaller, you’d violate any assumption that the game designer has made and so the game you’re going to play is expected to become strange or unplayable (see for instance what has happened when I simulated a similar situation using the 3dRudder controller or the WalkinVR plugin).
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