>>268374291
The room scale thing was actually kind of misleading. Valve were pushing for "true" room scale that meant taking advantage of a big play space, but in reality most developers and people took the term to mean just being able spin around in one place with enough room to not bump into stuff when taking a step or two. In that sense, there wasn't really that much catching up Oculus had to do except for marketing, as their tech already allowed small play spaces that most would still consider room scale, but no one actually knew the sensors could be arranged that way and they didn't market it either so people just thought they couldn't do room scale at all.