The helmet was purchased primarily to hone skills in cutting cubes. This helmet does the job perfectly. There are problems with the software. Periodically, he simply refuses to see the helmet, and the only thing that helps is completely disconnecting the computer from the network. But maybe that's just my problem. Tracking. is a complex topic. On the one hand, everything is pretty good, tracking works briskly, you can calmly put your hands behind your back for a mechanic, ala get a thing out of a backpack. For tracking without cameras, everything is fine. Until you start comparing with a competitor from the oculus camp. First, it is very responsive to lighting, if you direct the controller towards the light source, it starts to distort. It's the same if the controller takes a not quite natural position and part of the controller is covered by a glowing halo. The second problem follows from this, if one controller is in line with the other in relation to the helmet, it again starts to distort (which, let's say, is important for aiming from a two-handed weapon). More budget oculos have much less of these problems. Have to regularly reset the environment. In general, the problem with htc tracking was indirectly recognized by the release of an add-on that allows you to use space with standard vive controllers, and moreover, it began to sell (not yet in the CIS) cosmos immediately with them. But the cost of this upgrade is comparable to buying a new kit (if you buy new controllers and cameras). There was hope for the software, but despite the regular finishing, there is no feeling that it has become better. Initially, I was going to get rift s, but the strange desire of oculus to make IPD fixed in rift s cooled my ardor. And the choice on the market of vr helmets, alas, is small. Tracking controllers greatly spoils the impression of a rather cool device as a whole. Sound, picture, fit are good. But the price makes you think very carefully and look towards more budget helmets.
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