Recently I managed to get a hold of three Microsoft Kinects. A few of my family members had one (including myself) and ended up not needing them since they never used them. Being the "techy" I am, the first thing I did was attempt to integrate them into my recent Oculus Rift projects. While the code seems to be correct, there was an issue from a hardware perspective that I was hoping to not run into. Alas, I have, and thus am writing this blog post about what exactly is going on. It's an interesting little hardware problem that I'm hopeful Kinect 2.0 will solve a bit more, and that'd I decided to do a quick write-up about.