Which brings us into the negative portion of this hardware assessment. Lets start with the camera. Oculuss external position-tracking camera works by measuring infrared LEDs on the headset, some of which are now built into the rear of the Rift. However, I found the positional tracking to be slightly less accurate when your heads turned away from the Rift than when youre facing the camera straight-on, and theres still occasionally a jarring leap when you spin 180 degrees.
Furthermore, the Rifts camera doesnt actually track that large a space. Its generally big enough for Oculuss original goalsseated VR. But its clear that standing VR and room-scale VR in HTC Vive-esque fashion was (or maybe still is) an afterthought for Oculus. The amount of space tracked by the Rift camera is small, and makes standing-centric games like Farlands a bit of a chore as you try to stay inside the Rifts bounds.
It doesnt help that Oculus never really explains where the Rifts camera should be placed. The DK2 Rift camera mounted on top of a monitor; it was clear where Oculus expected it to go. The consumer Rift ships with the camera mounted on a pole, like a miniature desk lamp. I have no idea where to put it. On the edge of my desk so it tracks more of the floor? On the rear of my desk so I dont casually knock it over? And what angle should it be mounted at?
After a bit of fiddling I think I finally have it in an optimal position for my space, but its not as set-up-and-go friendly as the design first indicates when you pull it out of the box.