VR question. I need a usb 3.0 hub that works with Oculus Sensor?
1 / 2
I posted in the Oculus Vr forum this, but i figured i could post here as well since a lot of you are always very helpful.
"My computer only has 2 usb 3.0 ports. so I can't use the extra sensor for required for the touch controllers. Is there any usb hubs that could solve this issue for me?
Im looking at this would this work? https://www.amazon.com/4-Port-Portable-Charging-Supply-Adapter/dp/B0716HT1ZY/ref=sr_1_4?s=electronics&ie=UTF8&qid=1500510622&sr=1-4&keywords=usb+3.0+hub+for+oculus
thanks in advance."
I posted in the Oculus Vr forum this, but i figured i could post here as well since a lot of you are always very helpful.
"My computer only has 2 usb 3.0 ports. so I can't use the extra sensor for required for the touch controllers. Is there any usb hubs that could solve this issue for me?
Nah man I do but it is taken away by my Nvidia card. and another question can the Rift work over Display port? I only have one HDMI on my card its a pain to have to disconnect and reconnect again.
Nah man I do but it is taken away by my Nvidia card. and another question can the Rift work over Display port? I only have one HDMI on my card its a pain to have to disconnect and reconnect again.
What's your motherboard? You must have more than one PCIe slot.
You might want to get an adaptor for dispayport for your monitor and use the native HDMI port for the rift.
Try it with the two sensors on USB 3.0 and the Rift headset on USB 2.0. The USB 3.0 requirement is primarily for the sensor throughput on the cameras. The headset needs USB power, but most people find their USB 2.0 buses to be sufficient for that purpose.
Try it with the two sensors on USB 3.0 and the Rift headset on USB 2.0. The USB 3.0 requirement is primarily for the sensor throughput on the cameras. The headset needs USB power, but most people find their USB 2.0 buses to be sufficient for that purpose.
1. Touch controllers need no any connections to PC. For using controllers you need at least 2 sensors.
2. You need no USB 3.0 in order to use extra (3-rd) sensor or any sensors at all - you may use it with USB 2.0
3. VR Headset better to be connected to USB 3.0 (not sure VR Headset will work with USB 2.0 - i never test it)
1. Touch controllers need no any connections to PC. For using controllers you need at least 2 sensors.
2. You need no USB 3.0 in order to use extra (3-rd) sensor or any sensors at all - you may use it with USB 2.0
3. VR Headset better to be connected to USB 3.0 (not sure VR Headset will work with USB 2.0 - i never test it)
I'm considering too to buy VR, but why did You lean toward to Oculus and not HTC.
CPU: Intel Core i7 7700K
Motherboard: ASUS ROG Maximus IX Hero
RAM: G.Skill Trident Z 16GB 3866MHz
GPU: ASUS GTX 980 Ti STRIX
Monitor: ASUS VG248QE
Headset: G930 7.1 Wireless
I bought a rift last week and I'm running the whole lot through this:
https://www.amazon.co.uk/Inateck-4-port-Transfer-Laptops-Ultrabooks/dp/B01CHKN2Z0/
It's not powered and the sensors are picked up in usb 3.0 mode and the headset is picked up as usb 2.0.
Not sure if it's normal that the headset is only picked up as usb 2.0, but I tried another port and it was the same.
I've heard that a lot depends on the motherboard and the chipset providing the power to the ports, although that's anecdotal. My motherboard is a gigabyte and I've plugged the adaptor into my usb 3.1 port.
Anyway, for me it all works perfectly. Apparently if you're running a hub and add a third sensor, you should make sure the 3rd sensor is in usb 2.0 mode so as not to overwhelm the available bandwidth.
It's not powered and the sensors are picked up in usb 3.0 mode and the headset is picked up as usb 2.0.
Not sure if it's normal that the headset is only picked up as usb 2.0, but I tried another port and it was the same.
I've heard that a lot depends on the motherboard and the chipset providing the power to the ports, although that's anecdotal. My motherboard is a gigabyte and I've plugged the adaptor into my usb 3.1 port.
Anyway, for me it all works perfectly. Apparently if you're running a hub and add a third sensor, you should make sure the 3rd sensor is in usb 2.0 mode so as not to overwhelm the available bandwidth.
GTX 1070 SLI, I7-6700k ~ 4.4Ghz, 3x BenQ XL2420T, BenQ TK800, LG 55EG960V (3D OLED), Samsung 850 EVO SSD, Crucial M4 SSD, 3D vision kit, Xpand x104 glasses, Corsair HX1000i, Win 10 pro 64/Win 7 64https://www.3dmark.com/fs/9529310
I have headset plugged to USB 3.0 and all 3 sensors plugged to USB 2.0 and i can't say i have any problems.
So it is officially recommended to use 3.0, but i cannot really say is there any difference for real.
I have headset plugged to USB 3.0 and all 3 sensors plugged to USB 2.0 and i can't say i have any problems.
So it is officially recommended to use 3.0, but i cannot really say is there any difference for real.
https://www.amazon.com/gp/product/B00FPIMJEW/ref=oh_aui_detailpage_o01_s00?ie=UTF8&psc=1
Using this one since last year. Work great.
Install the latest driver from their official site: https://www.inateck.com/fr/pci-express-cards-hubs/pci-e-to-usb-3-0-express-cards/inateck-ktu3fr-5o2i-usb-3-0-pci-express-card.html
[quote="Skawen"]Hello Sebastatu!
I'm considering too to buy VR, but why did You lean toward to Oculus and not HTC.[/quote]
Price, controllers, games, comfort?
They are both great systems.
However, I would personally lean towards the Rift because it has better motion controllers and is more comfortable, and has slightly better image quality.
Now, the price too is a big bonus.
3 sensor Rift is meant to be as good as HTC lighthouse for room-scale now.
On HTC side, they are coming out with new knuckle controllers which are quite fascinating. I really like what competition is doing to both sides.
https://www.youtube.com/watch?v=kovhtH3r9o0
However, I would personally lean towards the Rift because it has better motion controllers and is more comfortable, and has slightly better image quality.
Now, the price too is a big bonus.
3 sensor Rift is meant to be as good as HTC lighthouse for room-scale now.
On HTC side, they are coming out with new knuckle controllers which are quite fascinating. I really like what competition is doing to both sides.
Windows 10 64-bit, Intel 7700K @ 5.1GHz, 16GB 3600MHz CL15 DDR4 RAM, 2x GTX 1080 SLI, Asus Maximus IX Hero, Sound Blaster ZxR, PCIe Quad SSD, Oculus Rift CV1, DLP Link PGD-150 glasses, ViewSonic PJD6531w 3D DLP Projector @ 1280x800 120Hz native / 2560x1600 120Hz DSR 3D Gaming.
The big advantage of the Rift was software support, prior to the big price disparity. Asynchronous timewarp and spacewarp are a lot of help for smoothing out the perceived framerate in games that aren't designed specifically for VR. Vive did not have timewarp for a good while and spacewarp is still in the works. As for the closed nature of the Oculus shop, with the Rift you have the advantage of being able to access those games that are shut off behind that wall natively, without recourse to hacks, while being able to play SteamVR games with what amounts to native support as well. This is maybe an unfair and detrimental practice, but for a consumer, the short-term benefits are pretty palpably worthwhile. In the long-term, maybe this is not the best thing for VR, but the stand was long lost before it came to Facebook and Valve, so you might as well enjoy what you can and pocket the difference in the here and now.
The big advantage of the Rift was software support, prior to the big price disparity. Asynchronous timewarp and spacewarp are a lot of help for smoothing out the perceived framerate in games that aren't designed specifically for VR. Vive did not have timewarp for a good while and spacewarp is still in the works. As for the closed nature of the Oculus shop, with the Rift you have the advantage of being able to access those games that are shut off behind that wall natively, without recourse to hacks, while being able to play SteamVR games with what amounts to native support as well. This is maybe an unfair and detrimental practice, but for a consumer, the short-term benefits are pretty palpably worthwhile. In the long-term, maybe this is not the best thing for VR, but the stand was long lost before it came to Facebook and Valve, so you might as well enjoy what you can and pocket the difference in the here and now.
[quote="RAGEdemon"]They are both great systems.
However, I would personally lean towards the Rift because it has better motion controllers and is more comfortable, and has slightly better image quality.
Now, the price too is a big bonus.
3 sensor Rift is meant to be as good as HTC lighthouse for room-scale now.
On HTC side, they are coming out with new knuckle controllers which are quite fascinating. I really like what competition is doing to both side.[/quote]
They are both good systems, with different strengths and weaknesses. At the current $400 on sale price, the Rift is probably the right call, if you can stomach supporting absolutely anti-consumer business practices.
However, having used both extensively, the real problem with the Rift is technical. Their tracking solution is notably inferior. Bad enough that in my opinion it's an insurmountable design flaw.
People talk about Rift having room-scale, and it just isn't. Using cameras instead of the laser tracking was a huge design error, and brings a lot of problems with it. Like needing to plugin a 3rd party USB card, because they use so much bandwidth that it otherwise breaks.
Angles are bad, so you can't reach things on the floor for example, or can't reach high, one or the other, because of this lame video camera based solution. If you can't push your cameras back, then you have a big dead spot close to the wall, so you can't utilize your full space. It's just a bad design, because their original plan was to only do seated gaming for the first-gen. Then Vive made them look bad, and they shoe-horned in this "room-scale" solution. It's weak.
Their room-scale is a distant second to Vive roomscale because of this flaw. Rift fan-bois will try to convince you they are the same. They aren't. (not saying RageDemon is a fan-boi, but you know the Rifters I mean, people who will overlook any defect in their chosen one.) I'm not a fan boi for either side, I actually think VR is more of a gimmick than 3D is accused of being. Game-wise, I'm just never satisfied with the quality of the experience on either Rift or Vive, and I am satisfied with my 3D projector.
If you only care about cockpit games, Rift is better.
However, I would personally lean towards the Rift because it has better motion controllers and is more comfortable, and has slightly better image quality.
Now, the price too is a big bonus.
3 sensor Rift is meant to be as good as HTC lighthouse for room-scale now.
On HTC side, they are coming out with new knuckle controllers which are quite fascinating. I really like what competition is doing to both side.
They are both good systems, with different strengths and weaknesses. At the current $400 on sale price, the Rift is probably the right call, if you can stomach supporting absolutely anti-consumer business practices.
However, having used both extensively, the real problem with the Rift is technical. Their tracking solution is notably inferior. Bad enough that in my opinion it's an insurmountable design flaw.
People talk about Rift having room-scale, and it just isn't. Using cameras instead of the laser tracking was a huge design error, and brings a lot of problems with it. Like needing to plugin a 3rd party USB card, because they use so much bandwidth that it otherwise breaks.
Angles are bad, so you can't reach things on the floor for example, or can't reach high, one or the other, because of this lame video camera based solution. If you can't push your cameras back, then you have a big dead spot close to the wall, so you can't utilize your full space. It's just a bad design, because their original plan was to only do seated gaming for the first-gen. Then Vive made them look bad, and they shoe-horned in this "room-scale" solution. It's weak.
Their room-scale is a distant second to Vive roomscale because of this flaw. Rift fan-bois will try to convince you they are the same. They aren't. (not saying RageDemon is a fan-boi, but you know the Rifters I mean, people who will overlook any defect in their chosen one.) I'm not a fan boi for either side, I actually think VR is more of a gimmick than 3D is accused of being. Game-wise, I'm just never satisfied with the quality of the experience on either Rift or Vive, and I am satisfied with my 3D projector.
If you only care about cockpit games, Rift is better.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607 Latest 3Dmigoto Release Bo3b's School for ShaderHackers
[quote="bo3b"]
Rift fan-bois will try to convince you they are the same. They aren't. (not saying RageDemon is a fan-boi, but you know the Rifters I mean, people who will overlook any defect in their chosen one.) [/quote]
I don't see any fanboy answer in this topic. Most of people who are speaking here have tried both Rift and Vive before answering(including me). Ragedemon answer is fully representative of what people think when they have used both system: Rift + Touch is obviously superior, even if Vive is not a bad product.
You are talking about the "weakness" of the camera tracking system of the rift, but it seems you are stuck in 2016: Oculus now can do 360° as efficiency as the lighthouses (unless you play in a big warehouse) and it has been proven many times by many qualified peoples (including developpers). Both systems sometimes loose track, but it remains very rare. 95% of the time when you play in normal conditions, they both work flawlessly.
And about these "anti-consumer business practices" BS, on the one hand you have Oculus selling a complete and better product at lower price, who is investing millions of $$$ in games creation in order to give to their users base real VR games.
On the other hand, you have HTC who is selling a product in kit (original HMD + new 2017 audio strap + new controllers + new lighthouse...), giving to its customers the feeling that they invested 900$ a few months ago in an imcomplete and already obsolete system, and asking them to pay hundreds additional $ to keep their purchase competitive. Not to mention that neither HTC or Valve have presented a real VR game more than 1 years after Vive release.
Who is fooling customers here?
If someone here plans to jump in PC VR right now, I suggest to read this article:
https://uploadvr.com/htc-vive-price-partner-problem/
Anyway. We'd better go back to topic.
bo3b said:
Rift fan-bois will try to convince you they are the same. They aren't. (not saying RageDemon is a fan-boi, but you know the Rifters I mean, people who will overlook any defect in their chosen one.)
I don't see any fanboy answer in this topic. Most of people who are speaking here have tried both Rift and Vive before answering(including me). Ragedemon answer is fully representative of what people think when they have used both system: Rift + Touch is obviously superior, even if Vive is not a bad product.
You are talking about the "weakness" of the camera tracking system of the rift, but it seems you are stuck in 2016: Oculus now can do 360° as efficiency as the lighthouses (unless you play in a big warehouse) and it has been proven many times by many qualified peoples (including developpers). Both systems sometimes loose track, but it remains very rare. 95% of the time when you play in normal conditions, they both work flawlessly.
And about these "anti-consumer business practices" BS, on the one hand you have Oculus selling a complete and better product at lower price, who is investing millions of $$$ in games creation in order to give to their users base real VR games.
On the other hand, you have HTC who is selling a product in kit (original HMD + new 2017 audio strap + new controllers + new lighthouse...), giving to its customers the feeling that they invested 900$ a few months ago in an imcomplete and already obsolete system, and asking them to pay hundreds additional $ to keep their purchase competitive. Not to mention that neither HTC or Valve have presented a real VR game more than 1 years after Vive release.
I am still wondering where PortalVR is, honestly. It seems obvious given the configuration of the Vive wands. Half-Life 2. Pick up that can, citizen. Maybe they will have that as a demo when the knuckles controllers come out. Valve is not exactly strapped for cash, but they don't seem to want to pay for the outlay when it comes to developing the content that goes with their devices.
I am still wondering where PortalVR is, honestly. It seems obvious given the configuration of the Vive wands. Half-Life 2. Pick up that can, citizen. Maybe they will have that as a demo when the knuckles controllers come out. Valve is not exactly strapped for cash, but they don't seem to want to pay for the outlay when it comes to developing the content that goes with their devices.
"My computer only has 2 usb 3.0 ports. so I can't use the extra sensor for required for the touch controllers. Is there any usb hubs that could solve this issue for me?
Im looking at this would this work? https://www.amazon.com/4-Port-Portable-Charging-Supply-Adapter/dp/B0716HT1ZY/ref=sr_1_4?s=electronics&ie=UTF8&qid=1500510622&sr=1-4&keywords=usb+3.0+hub+for+oculus
thanks in advance."
Windows 10 64-bit, Intel 7700K @ 5.1GHz, 16GB 3600MHz CL15 DDR4 RAM, 2x GTX 1080 SLI, Asus Maximus IX Hero, Sound Blaster ZxR, PCIe Quad SSD, Oculus Rift CV1, DLP Link PGD-150 glasses, ViewSonic PJD6531w 3D DLP Projector @ 1280x800 120Hz native / 2560x1600 120Hz DSR 3D Gaming.
You might want to get an adaptor for dispayport for your monitor and use the native HDMI port for the rift.
Windows 10 64-bit, Intel 7700K @ 5.1GHz, 16GB 3600MHz CL15 DDR4 RAM, 2x GTX 1080 SLI, Asus Maximus IX Hero, Sound Blaster ZxR, PCIe Quad SSD, Oculus Rift CV1, DLP Link PGD-150 glasses, ViewSonic PJD6531w 3D DLP Projector @ 1280x800 120Hz native / 2560x1600 120Hz DSR 3D Gaming.
2. You need no USB 3.0 in order to use extra (3-rd) sensor or any sensors at all - you may use it with USB 2.0
3. VR Headset better to be connected to USB 3.0 (not sure VR Headset will work with USB 2.0 - i never test it)
I'm considering too to buy VR, but why did You lean toward to Oculus and not HTC.
CPU: Intel Core i7 7700K
Motherboard: ASUS ROG Maximus IX Hero
RAM: G.Skill Trident Z 16GB 3866MHz
GPU: ASUS GTX 980 Ti STRIX
Monitor: ASUS VG248QE
Headset: G930 7.1 Wireless
https://www.amazon.co.uk/Inateck-4-port-Transfer-Laptops-Ultrabooks/dp/B01CHKN2Z0/
It's not powered and the sensors are picked up in usb 3.0 mode and the headset is picked up as usb 2.0.
Not sure if it's normal that the headset is only picked up as usb 2.0, but I tried another port and it was the same.
I've heard that a lot depends on the motherboard and the chipset providing the power to the ports, although that's anecdotal. My motherboard is a gigabyte and I've plugged the adaptor into my usb 3.1 port.
Anyway, for me it all works perfectly. Apparently if you're running a hub and add a third sensor, you should make sure the 3rd sensor is in usb 2.0 mode so as not to overwhelm the available bandwidth.
GTX 1070 SLI, I7-6700k ~ 4.4Ghz, 3x BenQ XL2420T, BenQ TK800, LG 55EG960V (3D OLED), Samsung 850 EVO SSD, Crucial M4 SSD, 3D vision kit, Xpand x104 glasses, Corsair HX1000i, Win 10 pro 64/Win 7 64https://www.3dmark.com/fs/9529310
So it is officially recommended to use 3.0, but i cannot really say is there any difference for real.
Using this one since last year. Work great.
Install the latest driver from their official site: https://www.inateck.com/fr/pci-express-cards-hubs/pci-e-to-usb-3-0-express-cards/inateck-ktu3fr-5o2i-usb-3-0-pci-express-card.html
Price, controllers, games, comfort?
However, I would personally lean towards the Rift because it has better motion controllers and is more comfortable, and has slightly better image quality.
Now, the price too is a big bonus.
3 sensor Rift is meant to be as good as HTC lighthouse for room-scale now.
On HTC side, they are coming out with new knuckle controllers which are quite fascinating. I really like what competition is doing to both sides.
Windows 10 64-bit, Intel 7700K @ 5.1GHz, 16GB 3600MHz CL15 DDR4 RAM, 2x GTX 1080 SLI, Asus Maximus IX Hero, Sound Blaster ZxR, PCIe Quad SSD, Oculus Rift CV1, DLP Link PGD-150 glasses, ViewSonic PJD6531w 3D DLP Projector @ 1280x800 120Hz native / 2560x1600 120Hz DSR 3D Gaming.
They are both good systems, with different strengths and weaknesses. At the current $400 on sale price, the Rift is probably the right call, if you can stomach supporting absolutely anti-consumer business practices.
However, having used both extensively, the real problem with the Rift is technical. Their tracking solution is notably inferior. Bad enough that in my opinion it's an insurmountable design flaw.
People talk about Rift having room-scale, and it just isn't. Using cameras instead of the laser tracking was a huge design error, and brings a lot of problems with it. Like needing to plugin a 3rd party USB card, because they use so much bandwidth that it otherwise breaks.
Angles are bad, so you can't reach things on the floor for example, or can't reach high, one or the other, because of this lame video camera based solution. If you can't push your cameras back, then you have a big dead spot close to the wall, so you can't utilize your full space. It's just a bad design, because their original plan was to only do seated gaming for the first-gen. Then Vive made them look bad, and they shoe-horned in this "room-scale" solution. It's weak.
Their room-scale is a distant second to Vive roomscale because of this flaw. Rift fan-bois will try to convince you they are the same. They aren't. (not saying RageDemon is a fan-boi, but you know the Rifters I mean, people who will overlook any defect in their chosen one.) I'm not a fan boi for either side, I actually think VR is more of a gimmick than 3D is accused of being. Game-wise, I'm just never satisfied with the quality of the experience on either Rift or Vive, and I am satisfied with my 3D projector.
If you only care about cockpit games, Rift is better.
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers
I don't see any fanboy answer in this topic. Most of people who are speaking here have tried both Rift and Vive before answering(including me). Ragedemon answer is fully representative of what people think when they have used both system: Rift + Touch is obviously superior, even if Vive is not a bad product.
You are talking about the "weakness" of the camera tracking system of the rift, but it seems you are stuck in 2016: Oculus now can do 360° as efficiency as the lighthouses (unless you play in a big warehouse) and it has been proven many times by many qualified peoples (including developpers). Both systems sometimes loose track, but it remains very rare. 95% of the time when you play in normal conditions, they both work flawlessly.
And about these "anti-consumer business practices" BS, on the one hand you have Oculus selling a complete and better product at lower price, who is investing millions of $$$ in games creation in order to give to their users base real VR games.
On the other hand, you have HTC who is selling a product in kit (original HMD + new 2017 audio strap + new controllers + new lighthouse...), giving to its customers the feeling that they invested 900$ a few months ago in an imcomplete and already obsolete system, and asking them to pay hundreds additional $ to keep their purchase competitive. Not to mention that neither HTC or Valve have presented a real VR game more than 1 years after Vive release.
Who is fooling customers here?
If someone here plans to jump in PC VR right now, I suggest to read this article:
https://uploadvr.com/htc-vive-price-partner-problem/
Anyway. We'd better go back to topic.