The Rift first came out just as a headset, without controllers. It's initial base stations are two cameras that you place on the left and right of a desk; they point at the HMD and are used to position it in the world.
Soon after, Rift added the capability of third camera; with three cameras, you can do room-scale VR. The positioning of them is slightly different than the Vive; take a look at the Rift documentation for the best positioning.
Be careful with cables. As I wrote this book, the Rift is cabled directly into the back of the PC. If you trip over the cables, you could yank them out of the PC fairly hard, leading to damage.
The Vive has a breakout box, so if you trip over a cable, you'll hopefully pull it out of the box.
Don't trip over the cables.
The purpose of this book is not to be an analysis of why the Vive or Rift is better or worse than another; both of them work roughly the same way with the base stations/cameras helping the controllers and HMD to keep track of their position and rotations. Here is a typical setup:
In it, the Vive base stations are mounted on the walls; we have a desktop PC and a VR user viewing a 3D model as if it was real. The VR user is holding two Vive controllers; the virtual image is holding a Xbox-style game controller.
This image also shows an Oculus Rift 3 camera tracker system. They are the light-gray items sitting to the left and right of the screen, and on the credenza on the back side of the couch (right in front of us).
That's right, the cybernetic robot is the user. She doesn't need an HMD; the system pumps in the video straight to her eyes. The virtual object is the human seeming to sit at the desk.
The preceding figure is the view that a third person in front of the couch might see of the scene.
What the lighthouses see is actually a little different, but interesting. They actually have a couple of infrared bars that sweep across the view and the controllers see these lines tracking across. When they do, the controllers (and HMD) will resync their inertially tracked positioning. This means that even if a controller is out of view of a base station, it still keeps tracking, although you don't want to hide a controller for very long. Inertially tracked systems will drift. The visual issue with drift is that your arm would seem to slowly move away from your body - which is obviously highly disconcerting. The Vive lighthouses and Rift cameras keep the drift from happening. The Vive angle of view that a lighthouse projects is around 120 degrees. This is what the rear, rightmost lighthouse would see if there were a camera with this field of view at the lighthouse:
You can see both controllers and the HMD through this Lighthouse. There is, however, an issue. Notice the red circles--the large mirror on the left is actually a gigantic TV, but it's shiny. As a result, the Lighthouse IR beams will bounce off of it and the controllers will sense two beams: one directly and one reflection.
This may cause the HMD and your point of view to jump or your controllers to move about inexplicably.
Avoid shiny objects, mirrors, and windows in your VR room.
You might need to draw drapes, or even throw sheets over TV's, glass china cabinets, and the like.
Art requires sacrifice!
From the other lighthouse, one of the controllers is blocked, but it is still tracked 100% through its internal inertial tracking and the other lighthouse.