There’s a new VR headset that’s just out, and it’s pretty great.
The Oculus Rift, announced at the Consumer Electronics Show last month, lets you control your own virtual world, with full 360-degree facial tracking, positional tracking, and positional occlusion.
You can control your game’s avatar, but you can also control your character, with a simple press of the Oculus Touch’s right trigger.
I can already hear some people crying out about the lack of positional tracking on the Rift, and the company’s response is simple: it doesn’t work on its first generation of hardware.
“There’s no reason to get the Oculus Rift,” CEO Brendan Iribe told TechCrunch at the time.
“If you don’t have the hardware, it doesn, too.”
The problem is that the Rift’s positional tracking is far from perfect, and you can only experience it when you’re inside a virtual space.
Oculus is aiming to fix this in the next version of its Rift hardware, which is slated to launch in the fall.
But that doesn’t mean that you’ll be able to use it to play virtual worlds with friends anytime soon.
In a blog post, Oculus says that “most of the positional tracking in the Rift is implemented at the start of the scene,” meaning that if you’re standing in front of a VR headset in your living room, you won’t see any positional tracking at all until you move around.
It’s unclear how many of you will see positional tracking when you try out the new version of the Rift in VR, but Iribe said that “we are committed to making positional tracking more seamless for all VR users.”
As for the next iteration of the VR headset, Oculus is also working on a camera that it hopes will be able “catch” objects and make it easier to track objects in VR.
It also says that it plans to add “near field communications” to the Oculus headset, meaning that your friends in your virtual space can be notified when you see them in VR when they use your VR headset.
But positional tracking isn’t the only thing the Oculus company is working on with the Rift.
Oculus says it’s working on “a number of other areas of hardware development,” including a camera for 360-degrees, an audio codec that can be used to transmit audio from the Oculus camera to the headset, and a sensor that could let you control virtual objects in virtual worlds.
It hasn’t specified how these features will work with each version of Oculus’s Rift hardware.