crwdns2933423:0crwdne2933423:0

crwdns2933803:06crwdne2933803:0

crwdns2933797:0Andrew Optimus Goldheartcrwdnd2933797:0crwdne2933797:0

crwdns2936043:0crwdne2936043:0 crwdns2933505:0crwdne2933505:0 Andrew Optimus Goldheart

crwdns2933769:0crwdne2933769:0
crwdns2933771:0crwdne2933771:0
crwdns2933801:0crwdne2933801:0

crwdns2933807:0crwdne2933807:0

-[* black] Let us pull out the this insect-like array of LED's.
-[* black] We can see that these are visible light LED's. We suspect these are used due to Sony's existing technologies, but since they are not Infrared there may be issues in a brightly lit room.
-[* black] The emitters are on the headset, making this technology closer to the Rift than the Vive.
-[* black] There are way fewer LED's than we have seen on other VR headsets.
+[* black] After teasing the first bit free, we go for gold and take out the entire insectile LED assembly cable.
+[* black] Capitalizing on their [guide|3594|existing technology|stepid=17212|new_window=true], Sony chose to use visible light LEDs and the PlayStation Eye camera for position tracking.
+ [* black] Using visible light means the PS VR will have a harder time competing with ambient light in the room—maybe why Sony doubled up most of the LEDs, increasing the size and brightness of each light on the headset.
+[* black] This system is most similar to the [guide|60612|Rift CV1|stepid=126455|new_window=true], with a pattern of light on the headset scanned by a stationary receiver. The [guide|62213|Vive|stepid=130818|new_window=true], on the other hand, uses IR receivers on the headset, reading from stationary emitters.