USB ports: 3x USB 3.0, plus 1x USB 2.0 portīased on my time with the Oculus Rift, I was fairly impressed with the headset.Video output: Compatible HDMI 1.3 video output.CPU: Intel i5-4590 equivalent or greater. Graphics card: NVIDIA GTX 1060 / AMD Radeon RX 480 or greater or NVIDIA GTX 970 / AMD Radeon R9 290 or greater.Limited one-year warranty, except if purchased in the EU which grants a two-year warranty.As with other PC-based VR headsets on the market, a fairly beefy PC is required to power the Oculus Rift, although the company has worked to bring the minimum spec down so more gamers can access it. Integrated stand, 1/4-20 camera mount-compatibleġ index trigger, 1 grip trigger, 2 action buttons, 1 home or menu button, 1 thumbstick with click buttonĢx2 meters for front-facing two-sensor content 1.5x1.5 meters for two-sensor 360° setup 2.5x2.5 meters for three-sensor 360° setup With the Touch controllers, you can simply replace the battery and get back to gaming. If you kill the batteries in a Vive controller, you're forced to wait as they charge back up. Naturally, powering the controllers with replaceable batteries has advantages and disadvantages.Ī built-in, rechargeable power source frees you from maintaining an inventory of batteries at home, but you also have to remember to plug in between uses. MORE: Nvidia GameWorks VR Explained No Internal BatteriesĮach Touch controller gets its power from a single AA battery that fits into the handle under a magnetically-sealed cover. In addition to gesture-tracking sensors, the Touch controllers include rumble motors in the handles that vibrate to help you “feel” the virtual world you’re touching. As a result, you can point, give a thumbs-up, make the finger-gun gesture, open your hand to wave, and even make a fist. Oculus then mapped this information to your avatar's digital hands. The controller can tell when your thumb, index, and middle finger are on it. Oculus put all that effort into balancing the Touch controllers for a reason: It added capacitive touch sensors to them, enabling natural hand gestures in virtual reality. You don’t even need your thumb pressing on the controller's face. In fact, Oculus designed the controllers to be held comfortably with just your ring finger and pinky. Most of their weight comes from the battery, so the palm of your hand wraps around the heaviest part. For comparison, if feels a lot like the trigger on Microsoft’s Xbox One controller. The trigger under your index finger has a firm spring inside that provides tactile feedback. The triggers on the Touch controllers are analog the harder you pull, the stronger the input. You get the A and B buttons, and the Oculus Home button. The right-hand Touch controller is a mirror of the left controller, except it has different face buttons. On the handle, you’ll find a trigger button for your index finger and a grip button for your middle finger. The face of the left controller includes the X and Y button, the Xbox menu button, and the thumbstick, which doubles as the sixth button input. Each Touch controller features six buttons and a thumbstick. Touch controllers include the same inputs found on Microsoft's Xbox One controller except for the D-pad and Xbox Home button. Each device is form-fitted for a specific hand, and both controllers have slightly different configurations. You get one controller for your right hand and another for your left. As you no doubt already know, the Touch controllers are tracked wands that complement Oculus' Rift headset, utilizing the Constellation tracking system to provide six-degrees-of-freedom (6DoF) movement for your hands in VR.
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