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I currently use a Kinect 360, due to the massive complaints of the kinect one, and I have a bunch of troubles with tracking because for one: I have a 360 tracking setup with all four censors in each corner of my room but I HAVE to face the kinect for proper tracking. Supposedly it emulates the Vive Trackers and gives you full body tracking no matter what headset you using. Like falken76 said, there is a way to add a USB controller (I've never done it myself, but it doesn't sound too hard to do).
To be honest, the amount of time taken to set it up and maintain it seems more effort than it's worth. I'm open to hearing anyone's thoughts and ideas about Vive and their tracking system as well as whether or not Oculus will be willing to come out with full body tracking or not.I wasn't too sure about using two kinects just because of the fact of that they are older and were only meant to have one plugged into each system, that and I'm guessing my USB ports are already maxed since I've got everyone filled and a 4 port, 3.0 hub which is also fully used as well(probably explains why my two backwall censors won't work). Its really the best option for oculus right now now if you dont want to buy vive sensors and vive trackers.For a Vive to match it you'd need to buy 32 of the $100 tracking pucks. Of course, Body Tracking is the next level of immersion, and I'm pretty sure everyone is waiting for it ^^.You can get full body tracking with the Kinect, that's what I am using atm when going into VRChat, using a simple Kinect 360 and the driver Kinect2VR, Kinect from the Xbox 1 is definitely better but i need it for simple things I want to get into basic full body tracking for vr chat for my oculus rift s but I'm on a budget so I am buying an xbox one kinect with adapter. Thanks for the help!I've checked it out, and it dosen't look like what im looking for. As an Oculus user, I really love the feel of the controllers better over the Vive's but I feel like I'm really missing out on the ability of using full body tracking for games in VR.
I tried it and returned the Kinect within the same week. It looks like Kinect's poor tracking capability isn't enough, except to give fleeting glimpses into what fully body tracking offers with a much more reliable, full-blown tracking system like the Vive tracking … There's also the face that two of my censors will not turn on when my kinect is in use and one of the censors that are disabled is one I need for when I'm looking at my kinect. I wasn't too sure about using two kinects just because of the fact of that they are older and were only meant to have one plugged into each system, that and I'm guessing my USB ports are already maxed since I've got everyone filled and a 4 port, 3.0 hub which is also fully used as well(probably explains why my two backwall censors won't work).As most people know, HTC Vive is ahead and already allows players to use their full body instead of head and hands to interact with the games vive provides and give the players a bigger sense of an immerse gameplay. And if it does work, do I need an Xbox 360 Kinect or an Xbox One Kinect As an Oculus user, I really love the feel of the controllers better over the Vive's but I feel like I'm really missing out on the ability of using full body tracking for games in VR. If you have an old Microsoft Kinect kicking around, you can use it for full-body tracking in SteamVR experiences with Driver4VR's Vive Tracker emulation software. Close • Posted by just now. I decided to go with oculus knowing body tracking wasn't a thing I wasn't overly fussed.
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