Alright, time for a little more meaty writing on the topic.
So once I re-arranged the room to give me a roughly 10x12 area in my office (I should be able to get that to about 12x12 once I do a bit more cleaning and organization around the edge of the room if I give up the long-term plans to put shelves on that wall), I unpacked the Touch box.
Inside the box are the two touch controllers, 2x AA batteries (one per controller), an Oculus sensor camera identical to the one that comes with the headset, and a weird hunk of plastic that allegedly can attach to the head of an X-Box One Rock Band guitar, providing a cradle for a Touch controller for use with Rock Band VR.
I started by putting the batteries in the controllers. They've got magnetic closures that allow a plate to slide off the grip area, and the seams blend perfectly with the normal construction of the controller, so you wouldn't even know it's there. Very slick. One battery in each, and I'm assuming they communicate wirelessly with either the headset or the sensor cameras.
So I set up the second camera. I've got a 30" Monitor, with my computer tower along the back edge of my desk beside it. I rotated the tower so the cables feed out the top-outside corner of the case, through the cable management area. The Oculus Rift's headset cable, then, is placed central to my open space along one edge (since my L desk now defines two edges of that space). The camera cables are probably 3m, which means that I can put one along the inside edge of the monitor, and one sits directly in front of the computer tower, near the other end of the desk. Oddly enough, the Oculus sensor setup program discourages you from pointing them in a converging orientation, preferring them to be more parallel, which ended up cutting off one corner of my expected playspace because of the camera's FOV, but with a little manipulation, I was able to get it to recognize the system's "optimal" front-facing playspace, which is, I think, 5'x7'. (There is support for two "experimental" 360 degree configurations, a two-camera one that purportedly supports a 5x5 space, and a 3-camera one that supports 8x8. I opted not to try the 2-camera 360, as the quirks of my setup would probably require a USB cable extension I don't have, and I've got my order in for the third camera, now.)
Once I got the sensors placed, the setup program detected that I was setting up touches, and had me hold a button for about five seconds at this time (I think, it might have been earlier) to sync the controller communication. Next, it had me confirm my height in the software, then hold one controller at eye level and point it towards my monitor. After a little experimentation, I realized that "monitor" was really shorthand for the center of my playspace edge. This wasn't difficult to figure out, as it's showing you in real-time, an overhead view of where it thinks the sensors are relative to the monitor based on where you're pointing. Once you set the "forward" reference that way, it has you hold a trigger on one or both Touch controllers and walk around the perimeter of your playspace. The controllers vibrate if the cameras can track them, so when they stop vibrating, you backtrack a little bit until they start again. Like I said, I discovered that one corner was cut off a bit, but it turned out not to be a big deal. It shows your controllers' path around the room as you go, and once you close a loop, it fits a square to the boundary you've created and tells you the dimensions, along with ticks that show the "optimal" space that they recommend developers target. Despite the corner cut-off, I was able to fit an optimal space to my room fairly easily.
Next, it has you step to the center of that space, face forward, and then put on the Rift headset so it can calibrate itself vertically based on your stated height.
All in all, the initial setup took me about half an hour. Now that I know where my cameras need to go, I can re-calibrate the whole thing in five minutes if I have to move a camera or something.
I will say that I did end up having to buy a USB 3.0 controller card (though I knew this a while back) because the sensors are very picky about compatibility. They're especially picky about latency, is the prevalent speculation. Previously, I could get by with mere warnings, but it didn't want to register a second camera on what it deemed an incompatible port. It's okay with one sub-par port, but not multiples. So pay attention to the compatibility checker. The card it recommended to me was $25 on Amazon with Prime delivery. I borrowed my step-brother's, in the meantime, which it was okay with.
On to the software!
So right out of the gate, once you complete setup and have the headset on, they launch you into the "First Contact" app. It's a standing experience where a little robot gives you disks that you can pick up and insert into a 3-d printer that prints virtual stuff for you to play with, as a way to introduce you to hand poses and the buttons in a very natural and slick way.
First up is a set of holographic butterflies, that you can entice to land on your hand by pointing your index finger to create a perch. I should take a note here to say that the index and "palm" triggers (it's actually facing away from your palm, but whatever), as well as all of the face buttons and stick that your thumb can reach, are capacitative. So the capacitance information, along with the state of the trigger press, informs the software on how to model your hands. Gestures like pointing, thumbs up, fists, the "finger gun", and an open hand, then, are naturally mimiced very smoothly and intuitively.
Moving on, there are also disks that create a lightgun pistol, one of the spinning party clackers, little rockets you light by pulling a tab on a string, and then they fly around bumping into things, and a weird little glowy thing that introduces a control mechanic that I think a few games will eventually pick up, where you point to create a maybe 2-foot glowing beam that has some momentum (so think of a semi-stiff spring that you're holding) and can grab onto objects with a button press, and then whip them around. I Expect You To Die does something a little similar, already, but less physics-y.
It's worth noting that when the gun comes up (and targets start floating across the room at various positions), it took me 3 shots to hit my first target, and that was mostly just me getting a feel for the grip angle. The tracking is dead-on and it's just so natural. Once it registered to me that there were simple iron sights and I could, you know, just look down the barrel to use them... it was easy to be pretty darned accurate, even with my off-hand.
Once you run through all the disks, the room gets deconstructed in a little cutscene, and then it dumps you out into your familiar (if you've been using Rift previously) Oculus Home living room.
So I'm going to leave my final impressions of setup and function, and then make another post or three breaking out individual games.
The setup was very simple, and the experience was painless as all get out. I feel like Oculus is really going for, and largely nailing, the Apple user experience where your first interactions with the product are taken seriously, guided simply but clearly, and great care is taken in presentation. I'm slightly miffed that the Touch-included camera doesn't have the 5m cable that the standalone camera (for 3-camera setups) does, it would have given me some more options with desk configuration, I think, and potentially allowed me to not lose that one corner. I could also do with an official camera-stand. I think I've got a good location for the third camera on a dresser next to my desk, but this is something that I think the lighthouses have a leg up on (wall-mounting). Tracking is perfect and low latency. It's easy to re-center stuff if you get turned around, and the guardian system is unobtrusive and configurable. Depending on your environment and sensor placement, you might have a few blind spots on the floor near your desk with a front-facing setup, but I think that's probably common across platforms.
_________________ "Aaaah! Emotions are weird!" - Amdee "... Mirrorshades prevent the forces of normalcy from realizing that one is crazed and possibly dangerous. They are the symbol of the sun-staring visionary, the biker, the rocker, the policeman, and similar outlaws." - Bruce Sterling, preface to Mirrorshades
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