Despite its ease of set-up, the Oculus Rift S did still suffer from some stability issues. Using a machine that greatly surpassed the system’s recommended minimum specs, we’d often find that Oculus would fail to respond when booting up its software, with its screen remaining black. Likewis...
but it will also support larger (potentially unlimited) playspaces, and also means ‘room-scale’ tracking out of the box, which is a big shift from the default ‘front-facing’ setup used by the original Rift (which did support room-scale with an extra sensor and a more complicated setup...
In the further out future it’s always possible that another technological development will show another way to do it. But nothing based on evidence for now. Also worth mentioning that a camera is a sensor. Sensor only means device which detects, it does not refer to any specific technology...
On the tracking side, the challenges he outlined were balancing IMU sensors, which have incredibly low latency but allow too much drift, and camera sensors, which are more accurate but introduce too much latency. His answer at the time was sensor fusion, the combination of some IMU elements a...
Whereas the Rift would have you struggling to position external sensors to track you and the playspace you were standing in, especially if you were attempting to play a roomscale game that required a sensor be placed behind you, plug the Rift S in and you’re up and running in minutes....
There are 2 different products, one that never took off, had the chance in it’s market to stall until it completely fail, the other is a completely new kind of product, that worked right away because it was perfectly conceived. It’s both a question of time (or context if you will)...