&gt;Depends on the size of your play area obviously, but looks pretty good from this[0], and this &quot;crap&quot; you&#x27;re talking about doesn&#x27;t seem very bothersome.<p>That&#x27;s not a room experience they aren&#x27;t moving, rotation slight side to side movement isn&#x27;t an issue.
If you haven&#x27;t been to the demo&#x27;s look at the demo&#x27;s from CES&#x2F;PAX&#x2F;Gamescon for VR headsets that actually do whole room experience.<p>&gt;Vive only supports 2 trackers per space it&#x27;s also going to have issues with commercial applications that aren&#x27;t a single open room.<p>You can&#x27;t install more than 2 lighthouses it&#x27;s the current system limit I&#x27;m not sure what is surprising now, HTC said that future versions might have support for multiple trackers and that they are working with their commercial partners on another set of trackers that could both sense other trackers and have a wider spectrum range to support large scale commercial installations.<p>In the Vive demo&#x27;s I&#x27;ve been too they went as far as putting up partitions in order to prevent interference if they were running multiple demos at the same time.<p>&gt;Do you have a source for this? I can&#x27;t seem to find anything about this. Is it a limitation of the hardware or the software?<p>That was the figure that was talked about during the demos, upcoming promotional events like <a href="http:&#x2F;&#x2F;virtuallydead.co.uk&#x2F;" rel="nofollow">http:&#x2F;&#x2F;virtuallydead.co.uk&#x2F;</a> also limit it, I would say the limit is probably both in hardware and software but mainly &quot;hardware&quot; atm since the Vive room tracking only works when the room is upto 15 sq. feet anyhow (and technically only works when the room is at least around 15 sq. feet to begin with).