![]() You can also access the camera by double-tapping a button on the controller. Valve has taken its safeguard technology to the next level with the front camera, showing the outside world in an inky-blue tint that saves you from crashing into any nearby obstacles. As far as GPUs, you'll need at least an Nvidia GTX 970 or AMD Radeon R9 290. The Vive can function with a minimum Intel i5-4590 or AMD FX 8350, 4GB of RAM with either HDMI 1.4 or DisplayPort 1.2 and at least one USB 2.0, with a Windows 7 operating system. There are a few key differences in the two headsets' requirements for gaming desktops, namely CPU, RAM requirements and ports. On the laptop front, both headsets require at least an Intel Core i7-6700HQ processor, 8GB of RAM, an Nvidia GeForce GTX 980 GPU (although we recommend Nvidia's 10-series Pascal GPU), two USB 3.0 ports, HDMI 1.4, a 1920 x 1080 display, and Windows 7 or above. The room-mapping Vive needs a bit more room for users to walk around, which is why the headset needs a space of 15 x 15 feet. If you want to give the two-sensor, room-tracking setup a try, you'll need 4.9 x 4.9 feet for two sensors and 8.2 x 8.2 feet for a three-sensor setup. However, with an extra sensor now available for the Rift and the Touch controllers, the space expands to 6 feet x 6 inches x 5 feet. MORE: The Best Headsets for Immersive Gaming ![]() Most of the Rift's experiences are seated affairs, meaning it doesn't need more than 5 x 11 feet of space to operate properly. The Vive swaps out the magnetometer for a laser-position sensor and a front-facing camera. The Rift features an accelerometer, a gyroscope, a magnetometer and 360-degree positional tracking.
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