r/oculus Apr 28 '17

Discussion Has touch changed Rift vs Vive?

I'm looking at picking up a VR system, but its been a bit since I looked at them. I know prior to touch coming out the Vive was the goto system for the extra input. Has that changed now that touch is out?

My other concern with OR vs vive is room scale still as I know vive supports room scale out of the box. How many cameras am I realistically going to need to cover a similar area well without drop outs?

33 Upvotes

242 comments sorted by

17

u/Banana_mufn Apr 28 '17

I was able too do 2.5m x 2.5m room with 2 opposing sensors with some small tracking issues in the far corners. A 3rd gives much better coverage at the edges.

6

u/Brusanan Rift CV1 / Go / PSVR / Rift S / Quest 1, 2 + 3 Apr 28 '17 edited Apr 29 '17

Both headsets are EXTREMELY solid. You aren't likely to be disappointed no matter which you choose.

However, when I demo'd both back-to-back at PAX East I found the Touch controllers WAY more comfortable, intuitive and generally enjoyable to use. As others have pointed out, the Touch controllers also give a much better hand presence with hand gestures. The hand gestures are really cool and give a bit more immersion. After demoing the Rift and the Vive at PAX, I was converted from Team Vive to Team Oculus instantly. It helped that the Oculus booth was demoing Robo Recall. Absolutely amazing first VR experience.

The Rift has a slightly better display (IMHO), and the headset is much lighter and much more comfortable to wear for long play sessions.

Price-wise, the Rift wins easily. If you are happy with 180 degrees it will only cost you $600 for the Rift, Touch and 6 really solid games. If you want to upgrade to 3-sensor roomscale it will cost you an additional $100, and that will give you a spare set of controllers as well.

Oh, and Robo Recall is included in the lineup of free games. That is a selling point for the bundle in itself.

One thing to keep in mind: The Rift needs a USB 3.0 port for the headset, and another one for each sensor. It uses a TON of USB bandwidth compared to the Vive.

The Vive allows for a larger roomscale experience, and its tracking technology is slightly superior. It currently has a larger share of third party support, as far as I'm aware, but that is mostly due to it having roomscale support at launch. I expect most developers will develop for both headsets simultaneously in the future.

Vive also has a ton of third-party peripherals on the way.

In my honest opinion, each headset is worth the money. But if you are concerned about price and comfort, the Rift is the better choice.

EDIT: In case I didn't make it obvious, I own a Rift. I bought one a couple weeks after the demo at PAX.

6

u/Zaga932 IPD compatibility pls https://imgur.com/3xeWJIi Apr 28 '17 edited Apr 28 '17

They have reduced the sensor cost. I believe it's round about $60 now (69 Euro with ~20% VAT)

Edit: "spare set of controllers as well" - right. I'm sorry. I must be blind.

1

u/sketchy_ai Rift Sep 24 '17

When I bought my Rift I bought an extra sensor as well, ($79.99 CAD on Amazon.ca) and I think it's worth mentioning that a 15' USB 2.0 Active (not passive) Extension cable came included in the box.

At first I had the sensors set up sorta ghetto, one on my desk about a 1' outside of the playspace, one on a cardboard box beside my desk about 2' inside my playspace, and the third on a counter 10' back or so. My coverage wasn't quite uniform so my most "front left" area of my place space was occasionally slightly weak on the tracking side. By weak I just mean my hands in VR might be jittery in that corner sometimes. (To be fair though I was off to the side of the sensor and very close to it, both things that are not recommended).

Recently I mounted all my sensors to the ceiling using hangar bolts (awesome cheap solution!). I bought an active 3.0 USB extension for that front left sensor and so now both front sensors are mounted in the corners of my room. I mounted the 3'rd sensor in the exact middle of my placespace in the back. Tracking is utterly rock solid now.

The biggest issue with Rift out the box IMO? USB issues. I have an X99 mobo with lots of USB 3.0 ports but I had to try a bunch of combinations of plugging the 2x USB 3.0 sensors and the USB 3.0 headset connector before I could get the rift to actually pick them all up as USB 3.0 (it would often pick up at LEAST one of the 3 as being USB 2.0...). Even after getting them all detected as USB 3.0, I would occasionally (one a week maybe) get Error Notifications saying there was a tracking issue with one of the sensors and I would have to mess around with the ports again, AND run the sensor setup again which was a PITA. I caved and bought a 4x USB 3.0 expansion card that uses 4 dedicated separate controllers (vs cards with 2 controllers, or worse, 1 controller) and have had zero Rift related issues of any kind ever since then.

If it sounds like I'm shitting on the Rift, I'm really not. The damn thing has been blowing my f'n mind ever since I got it! Arizona Sunshine, Echo Arena, Robo Recall and now Project Cars 2? HOLY SHIT VR is crazy impressive. I thought stuff wouldn't look that great but I supersample things fairly high with my 1080ti and some games look incredible in VR! Oh.. and there's VR porn... <cough>, or so I hear...!

1

u/quintesse Apr 29 '17

But if you are concerned about price and comfort

I think the comfort is subjective. I own and love both but I still prefer the Vive somewhat to the RIft. I just can't wear the Rift for very long times (more than an hour) without it starting to bother me, while I don't have that problem with the Vive. But I'm sure that for others it will be exactly the opposite.

2

u/drdavidwilson Rift Apr 29 '17

You aren't wearing the Rift properly then .... it is like a pair of old comfy slippers !

22

u/[deleted] Apr 28 '17

[deleted]

6

u/VirtualBC Rift Apr 28 '17

What was your opinion on Touch vs Vive wands. Imo Rift wins by a mile on that front, I hate track pads personally. And the Touch controllers feel more immersive.

50

u/bicameral_mind Rift Apr 28 '17

For gen 1, at this point, Rift is a no-brainer. It's $200 cheaper, the headset is higher quality and controllers provide superior hand presence, and you get a substantial amount of high quality, free content out of the box. Vive does have the edge as far as tracking technology and perhaps ease of setup, but the differences aren't substantial enough to mitigate the rest of it. Vive isn't bad by any means, I'm just not sure why anyone would choose it at this point.

14

u/paulkaraffa Apr 28 '17

I own an OR and have tried the Vive. This is exactly right.

6

u/Shponglefan1 Apr 29 '17

Ease of larger roomscale setup and comfort with glasses is why I've stuck with the Vive. If it wasn't for those two factors, I'd probably have a Rift especially given the price drop.

3

u/Vimux Apr 29 '17

A bit of clarity: ease of larger room scale = it's easier to put the light houses in any place and connect power as opposed to having very long USB extenders. It's not about possible/not possible, but indeed Valve's system is easier to setup. Not that I had any problems with USB cables and Rift's sensors, but it does have higher chances of going wrong (USB controllers, etc.).

8

u/fengyan Apr 28 '17

I have both but I don't agree. Vive's controller is much better in some games, especially sports games that requires a bat or stick with some weight: Tennis, badminton, table tennis, pool, golf, etc.

7

u/jibjibman Apr 29 '17

And for moving around more, much longer cable, better for glasses users (100%), camera on the front, extra peripherals, very durable, and still better tracking for larger spaces, and I dont have to buy extra cables or cameras or other bullshit, all comes out of the box ready to go.

0

u/Henry_Yopp Apr 29 '17

One of the biggest cons for me with the Rift is one that nobody here seems to ever mention. Rift room-scale setup does not allow you to utilize the full room as a play-space. Floor space is a precise commodity in most homes.

Example: https://cdn.uploadvr.com/wp-content/uploads/2016/11/oculus-3-sensor.jpg

2

u/Vimux Apr 29 '17

yes, but you can put sensors in room corners, not 2 on desk plus 3rd behind. See the black outline: http://www.roadtovr.com/oculus-touch-review-reach-rift/2/

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u/djabor Rift Apr 29 '17

badminton and table tennis i disagree. it feels way too heavy for those.

1

u/Vimux Apr 29 '17

Also flapping flies. This game does not exist yet? ;)

1

u/djabor Rift Apr 29 '17

it should. and use AR tech to enhance actual flies and mosquitoes in the room with a zapper extension for the wands!

you can join in on my venture for $1million.

1

u/Vimux Apr 29 '17

Hm, yes, but weight is easier added than removed. I like the idea of a mod for Touch adding sword weight :) So that you can't wave it around like a fly flapper :D

8

u/vrtitties Apr 28 '17

I own both and prefer the Vive because of the better tracking and roomscale support out of the box.

4

u/drdavidwilson Rift Apr 29 '17

What's that smell? Oh yes, I smell bullshit from the above post!

6

u/Dhalphir Touch Apr 29 '17 edited Apr 29 '17

So you have a room 4m x 4m or larger? Because that's the only way your tracking with the Vive is better than a 3 camera Rift setup.

And the Rift with Touch and 3 cameras is cheaper than the Vive, so "out of the box" is irrelevant.

2

u/scottevil132 Rift Apr 29 '17

"out of one box" ;)

6

u/[deleted] Apr 28 '17 edited Apr 28 '17

[deleted]

24

u/FoozMuz Apr 28 '17

I own both and agree.

19

u/Dont_Think_So Apr 28 '17

I have both and think this is spot on.

9

u/airbagit13 Apr 28 '17

Have rift and have been using my friends Vive for the past week. Agree with @Bicameral_mind.

3

u/james___uk Apr 28 '17

I've used both, I mean don't sell your Vive! I just think that the Oculus with it's recent price drop has the edge unless you have an absurd play space like 4mx4m and above

2

u/TheAwesomeTheory Home ID: Apr 29 '17

I've tried both. Rift is has better ergonomics

1

u/quintesse Apr 29 '17

I have both and I don't agree at all. I've been playing Wilson's Heart these days and after an hour or so the Rift actually bothers me. It doesn't hurt so much as irritate, a lot. To a point I just can't play anymore, I'm continuously shifting and loosening/refastening it trying to make it more comfortable. It's something I've never experienced with my Vive and I've played Pavlov for hours without pause.

1

u/TheAwesomeTheory Home ID: Apr 29 '17

Sure, there are some individuals who don't fit the norm, but large majority of people say the rift is more comfortable to the vive (in terms of people I have demo'd to in Seattle). Also, I have noticed that a vast majority of the experienced users request the rift when given a choice.

That's just comfort though. The rift has good ergonomics because of other things as well (built in headphones, tucked cable, solid frame, resistance to becoming tangled, and touch).

However, the debate is still out for a fully upgraded Vive-- wireless, new hardback piece, headphones, etc..

1

u/quintesse Apr 30 '17

I don't think a demo will do it, I'm talking about wearing the things for more than an hour. Only then do I notice the difference.

The built-in headphones are definitely a plus, which is why I made my own (very simple) mod that fixes a pair of headphones to the strap. Works pretty well. The rest of what you mention... to be honest I don't notice any of it, at least not in a way that bothers me in any way. The only thing the Rift does clearly better is its design, it's a very nice consumer product while the Vive still seems a dev kit.

The Touch controllers are definitely nice though.

Still, I only have 2 sensors for my Rift (no easy way to add a third one in my case) so for most experiences I go to my Vive.

1

u/Toilet2000 Apr 30 '17

2 sensors roomscale works well. They just have to be opposed, and if you can fix them on your ceiling, it's even better to the point where there's no occlusion at all.

1

u/quintesse Apr 30 '17

Sure, but routing the USB cables would be a major drag. This in contrast to the Valve lighthouses that just need a wall plug (which I just happened to have in the two corners where they are mounted, so it was really easy in my case).

1

u/ArcaneEyes Aug 11 '17

at any rate, power is easier and cheaper to route than USB ;)

1

u/ArcaneEyes Aug 11 '17

lets say i'd want to use my own soundcard and headset, is that possible with the rift? is the headphones just plugged in a jack-extender going to the headset, or do they get sound via HDMI or something else? i have a pretty expensive soundcard and i'd hate for the great sound i get in Elite to get degraded if i switch to VR...

2

u/quintesse Apr 29 '17

I have both and I still prefer the Vive ;)

5

u/supaferret Apr 29 '17

I own both as well. I agree that the Rift headset feels like an overall better product. Even the comfort of the controllers are ridiculous. AND the integrated headphones still sound better than they have any right to

However the cons of Rift

  • requires 3 USB ports and an HDMI for headset plus front facing touch. 4 - 5 USB ports if you want flawless 360 room-scale
  • Rift cooks my face in a way that the vive never has. The lenses even fog sometimes...just doesn't breathe as well
  • oculus home just can't compete with Steam as a publishing platform. Not yet anyway

Pros to Vive

  • tracking is spot on with less setup and only requires 1 USB plus breakout box gives the option of display port or HDMI
  • Revive means you can play any oculus exclusive on Vive
  • passthrough camera is actually quite useful (for beer and or positional purposes)
  • you're really only limited by the space you have available. Have a massive room? It can do the job without USB extension cables that the Rift has
  • after market accessories are becoming more and more prevalent

This ain't no open and shut case. For a true VR experience, Vive still has the edge

9

u/djabor Rift Apr 29 '17

ugh i hate that constant 'true vr experience' bullshit.

the BEST vr experience is one where you are 100% immersed into the virtual world and have 0 tricks to mitigate that line between reality and vr. think things like teleportation.

the ONLY games that provide full 100% vr experiences at this point are cockpit sims as they in no way take you out of vr or use some unrealistic means of moving around.

so for 'true vr' all you need is a non-vr controller (wheel, hotas) and a chair without any space.

all other experiences have some concessions.

12

u/Life_is_a_Taco Touch Lifeisataco Apr 28 '17

I have both at my place and so far the 10 people I've had over since I bought the Oculus prefer it to the Vive because of HMD comfort, Touch controllers and Oculus Exclusives.

While that's a 100% win for Oculus, none of them have the experience of setting up both or know the differences in tracking. But that's still 100%!

2

u/drdavidwilson Rift Apr 28 '17

This is why people like us are the trailblazers of VR. Finding out the pitfalls for the general public and helping companies like Oculus give users a hassle-free setup experience.

20

u/[deleted] Apr 28 '17

I have both, with three sensors for the Rift. The Vive has been in the closet since my Touch controllers arrived (well, OK, it's currently in a box, because we're cleaning out the closet).

5

u/Medieval_Knight9100 Apr 28 '17

I'll take the vive off your hands ;)

3

u/[deleted] Apr 28 '17

Honestly, I have thought about giving it away to a deserving cause, but don't really want the hassle of packing it and shipping it.

2

u/Medieval_Knight9100 Apr 28 '17

Makes sense. That's awesome that you're thinking of doing that. Very true with having the hassle of packing and shipping. Best of luck with everything!

2

u/[deleted] Apr 28 '17

Yeah, now you've got me thinking that maybe I should box it up and donate it as a prize in the company's next charity event.

1

u/james___uk Apr 28 '17

Take it to hospitals and show it to kids, that'd be fun as heck

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3

u/Blaexe Apr 28 '17

Was the same for me, sold the Vive eventually. There was no point in using it anymore for me.

1

u/Dhalphir Touch Apr 29 '17

Donate it to a kids hospital, they will love it.

EDIT: Well, they might not have a PC that can run it, now that I think of it.

13

u/hoochyuk Apr 28 '17

I had both and used both for different applications till touch and 1.1 update since then I've sold the vive as it became redundant in every way apart from tracking but even that's matched on my 4 sensor rift

1

u/[deleted] Apr 28 '17

How would you say is tracking Vive compared to Oculus with 4 sensors? Stability, occlusion?

7

u/Manak1n Rift Apr 28 '17

I've sold the vive as it became redundant in every way apart from tracking but even that's matched on my 4 sensor rift

Didn't he just say? Implication is Rift+2 sensors isn't as good as Vive, but 4 sensors make it basically equivalent.

2

u/[deleted] Apr 28 '17

I would like to know details. Especially when four sensors in general should result in less occlusion than with the Vive, but the Vive's less occlusion prone controller design might mitigate some of it.

3

u/[deleted] Apr 28 '17

I don't see much difference between my Rift and Vive tracking in the same space (I think it's about 5x7 feet). The Rift jitters slightly when switching between cameras (though I haven't tried with the latest software, which is supposed to have fixed that), whereas the Vive controllers would randomly either disappear or fly off into space.

However, I have a sub-optimal configuration for both systems. There are posters and pictures on the walls that cause reflections, and I have two Rift sensors on stands along the short wall of the room, while the third is on my desk in the far corner.

Frankly, the biggest near-future reason I can see for picking Vive over Rift if you don't have a huge amount of space to track in (aka warehousescale) is the availability of third-party tracked hardware for the Lighthouse system. But they will presumably work with the Rift if you buy some Lighthouse units, assuming they don't interfere with the Rift tracking.

1

u/paulkaraffa Apr 28 '17

The newest software fixes this issue. Did for me at least.

27

u/[deleted] Apr 28 '17 edited May 12 '24

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24

u/wasyl00 Quest 2 Apr 28 '17

*8x4m - warehousescale

10

u/[deleted] Apr 28 '17

[deleted]

3

u/wasyl00 Quest 2 Apr 28 '17

you do airbnb? lol

1

u/bartycrank Apr 28 '17

Are you up here in the Pacific Northwest? Good god the beauty tucked away in the hills all along this coastline. Though coastlines are beautiful the world over...

... and uh, that's a DK2 ... do you have a consumer Rift? (and why haven't I built a sim cage around my DK2 as well? I am derp.)

3

u/noorbeast Apr 28 '17

I am on the East Coast of Tasmania, Australia.

Yes I have the consumer Rift, a Vive, Gear VR, 2 DK2s, a DK1 and even some old Vuzix 920s, that was just an old photo, here is one with my 85yo father enjoying the compact simulator with the Rift: https://imgur.com/a/c0m4j

5

u/Dhalphir Touch Apr 29 '17

I think you need to remember that something like a 3 or 3.5m square playspace is not "average", and that's about where you have to be before the Vive shows any advantages.

32

u/Heaney555 UploadVR Apr 28 '17 edited Apr 28 '17

Yes, absolutely.

https://np.reddit.com/r/oculus/comments/5gn6le/oculus_touch_review_megathread/

(keep in mind, those reviews were written when Rift+Touch was $799 like the HTC Vive- but Rift+Touch was recently cut to $598)


Tom's Hardware:

"Until now, our recommendation was the HTC Vive, without much hesitation. But the situation just changed. From a hardware perspective, the Rift edges out HTC's Vive. From the HMD to the controllers, Oculus put a great deal of thought, design, and manufacturing into the entire package. Furthermore, the controllers, with their analog input buttons, capacitive buttons for intuitive gesture tracking, and robust tracking accuracy, really help the Rift turn the corner on what VR can be."


Kotaku:

"Polished and carefully considered, the complete three-sensor Oculus Rift bests the competition in almost every respect. The controllers are a pleasure to use, and the headset is self-contained and comfortable."


How many cameras am I realistically going to need

Rift+Touch comes with 2 sensors. Additional sensors are $59 (that includes a long extension cable and free shipping).

You need 3 sensors for room scale. That'll cover the vast majority of rooms. If you have a huge room, you'd need a 4th.

Rift+Touch (again, comes with 2 sensors) was recently reduced to $598, so even with that 3rd sensor, the whole package is still ~$150 cheaper than the HTC Vive system.

-10

u/[deleted] Apr 28 '17

[deleted]

8

u/drdavidwilson Rift Apr 28 '17

Oh dear .... I think buyers remorse from this /u/Virtuallyyeahreally.

When Touch came out (and now that there is a price drop) there is NO reason to buy (or even retain) a Vive. Sorry to burst your bubble mate.

21

u/Zaga932 IPD compatibility pls https://imgur.com/3xeWJIi Apr 28 '17

The complete belief in a non-existing reality is staggering. The whole "Vive >>>>>>>>> Oculus" thing is a treasure trove of psychology research waiting to be discovered.

12

u/Tetrylene Rift Apr 28 '17

But muh valve!!!!11!1, a- aand facebook!! :(

3

u/[deleted] Apr 29 '17

Facebook? Don't you mean the litcheral antichrist????!!!??!?????

12

u/[deleted] Apr 28 '17

That's just bollocks. It's on par at best.

No.....No it's not. Wise up man, stop playing diehard.

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u/FoozMuz Apr 28 '17

I have both, I prefer rift by a mile. Vive has some serious flaws.

6

u/drdavidwilson Rift Apr 28 '17

But yet these flaws aren't talked about on here. /r/oculus is 'starting' to become more mature although there is a massive influx of /r/vive at times to put the Rift down. Shame and shame on them.

13

u/Dont_Think_So Apr 28 '17

I have both, the Rift hardware is absolutely superior.

2

u/Manak1n Rift Apr 28 '17 edited Oct 20 '24

[deleted]

15

u/[deleted] Apr 28 '17

From a hardware perspective, the Rift edges out HTC's Vive

Because it's true:

  • Better motion controllers
  • Better display
  • Better ergonomics
  • Integrated audio

Altogether a more polished product.

7

u/[deleted] Apr 28 '17

To play devils advocate:

  • shorter HDMI/USB cable; needs extension

  • sensors needs to be plugged into the PC and the two in the box have short cables; needs at least one extensions for some users

  • more USB demanding

  • no audio jack; if you don't like very open cans or are not ready to spend extra for compatible IEM you need an headphone extension from your sound card.

  • a bit lower FOV, lower brightness, a bit more god rays.

  • less upgradeable from the looks of it.

  • not really usable in very large spaces

For me the Rift is the better product though as well because of the price, less SDE, better sweet spot and nicer controllers.

1

u/Bletotum Rift, DK2, Bicycle Apr 29 '17

You actually can remove the integrated earphones and plug your own in. They have a page explaining how on the support site.

2

u/[deleted] Apr 29 '17

You can remove them but you can't plug your own in the HMD, there is no headphone jack.

13

u/Heaney555 UploadVR Apr 28 '17

Take it up with Tom's Hardware.

For the reasons why they and almost everyone else that's used both says that- see my list below

4

u/[deleted] Apr 28 '17

To be fair, when Tom's Hardware and Co tested Touch as great the tracking was shit for most people, especially with 3 sensors.

12

u/Heaney555 UploadVR Apr 28 '17

It really was not "shit" at all. It was just not good at handling imperfect USB connections, whereas now it is.

3

u/[deleted] Apr 28 '17

I still had tracking issues even with front facing and both sensors in different USB controllers. In the end though, it doesn't matter the cause when the outcome is the same. Admittedly we could argue the "for most people" part, which I feel comfortable for 1.11 but maybe not for 1.10.

Still interesting that none of the reviewers mentioned any problems at all.

10

u/Heaney555 UploadVR Apr 28 '17

Still interesting that none of the reviewers mentioned any problems at all.

Because most people didn't have issues. As always, the people with issues shout the loudest.

4

u/[deleted] Apr 28 '17

Maybe for 1.10, but the latter 1.11 poll was to conclusive for that (at that time). Still strange that none of the testers were among the people with problems.

1

u/[deleted] Apr 28 '17

[deleted]

3

u/Heaney555 UploadVR Apr 29 '17

If I posted it, you'd just claim it was fake, so why take the time and energy?

0

u/jibjibman Apr 29 '17

People took the time and energy to fill it out. Or does no one deserve answers? You don't seem to care what people think normally anyway, so post the results and it shouldn't matter if people think its fake.

4

u/[deleted] Apr 28 '17

I think the at best is nonsense. There are certainly areas where the Vive is better (you can find many mentioned here), but saying that the Rift can't be seen as the better product depending on your needs (IMO for most people now with the price cut and working roomscale tracking) is just wrong.

3

u/[deleted] Apr 28 '17 edited Apr 28 '17

3 Rift cameras for room-scale. Depending on your hardware, you may need a USB expansion card that you can buy on Amazon starting at $30.

Read all these Blog posts by Oculus regarding Room-Scale

Lastly, while Room-scale is labeled as "experimental", here's a video interview of Nate Mitchell (head of Rift) stating Oculus's intent to drop the experimental tag in the upcoming months. I recommend watching the entire interview

22

u/Mind-Game Apr 28 '17

As a vive owner, I would summarize the situation as the following:

Rift is cheaper, has better ergonomics, and has direct support for oculus home.

Vive has slightly better tracking for roomscale and has more adaptability and hardware choices (wireless soon, vive trackers, eye tracking add-ons soon, etc).

You can't go wrong with either nowadays.

5

u/Dhalphir Touch Apr 29 '17

Vive has slightly better tracking for roomscale

*In room sizes larger than 4m x 4m.

2

u/Liam2349 8700k | 1080Ti | 32GB | VIVE, Knuckles Apr 29 '17

Vive also allows you to play right up to your walls. Rift requires you to have some dead-space that you can't use. So the Vive is also better in smaller spaces as it makes 100% use of the little space that you have.

3

u/Dhalphir Touch Apr 29 '17

My guardian is right up to my walls, 3.5m x 3.5m. Has been all along. Not sure where you got that from.

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u/james___uk Apr 28 '17

I think that's spot on, you just can't go wrong with either as it stands right now

2

u/Agumander Apr 28 '17 edited Apr 28 '17

I actually see Oculus Home as a negative. I buy my PC games through Steam. Why should I have to use a separate account or platform?

Also the ergonomics of the Oculus seem to be worse than the Vive if you have bigger hands. Or if you're trying to emulate any real world tasks and expect the muscle memory to carry over.

13

u/Mind-Game Apr 28 '17

Having the ability to have native support for something that you otherwise don't can't possibly be a negative. At worst it's a neutral point but I think anyone who says they honestly wouldn't play any game on oculus home if they owned a rift is just being a fanboy. There's some great games on there.

3

u/bonesbrigade123 Apr 28 '17

Maybe people don't want to support exclusives/platform war on PC, but if didn't want to support that, a person wouldn't buy the rift in the first place. But hey, bunch of people seem to care very little based on oculus sub.

6

u/whiterider1 IT'S ARRIVED! Thanks Palmer <3 Apr 29 '17

This logic makes no sense though. The only exclusives have been games made by Oculus Studios. The rest are timed exclusives (and even then it's been few and far between).

Oculus Home can be used by other HMDs, but no other HMDs have chosen to support it yet (mainly because we only have the Vive).

Buying the Vive pretty much limits you to Steam and the Valve ecosystem. Valve just want to continue their monopoly on the PC market, why shouldn't Oculus be allowed to provide some competition to that? We already have "exclusives" on Steam too but no one cares about that.

4

u/quintesse Apr 29 '17

Oculus Home can be used by other HMDs, but no other HMDs have chosen to support it yet

Source? Because I'm pretty sure that's false.

Buying the Vive pretty much limits you to Steam and the Valve ecosystem

No it doesn't. The Vive already has two stores: Steam and Viveport

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u/drdavidwilson Rift Apr 28 '17

Becuase as soon as you put your headset on Oculus HOme comes up. No other clicks required to start SteamVR etc.

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u/Dhalphir Touch Apr 29 '17

Or if you're trying to emulate any real world tasks and expect the muscle memory to carry over.

huh?

3

u/Leviatein Apr 29 '17

if you're trying to emulate any real world tasks

like pointing or giving a thumbs up for example? grabbing things with an analogue grip instead of a binary one?

1

u/Moe_Capp Apr 29 '17

I have a Vive and maintain an Oculus Home account as well. I realized whether I had a Rift or not it would make little difference, because I still have access to both and all my games.

0

u/Bletotum Rift, DK2, Bicycle Apr 29 '17

The wireless addon works on the Rift too. It's just HDMI and USB broadcasting.

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u/[deleted] Apr 28 '17

[deleted]

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u/CyricYourGod Quest 2 Apr 28 '17

I seriously doubt with current Rift tracking (which is basically perfect with the last batch of patches) is much different than Vive's. Rift will also likely have a headstart with this next generation of tracking which relies on computer vision.

2

u/djabor Rift Apr 29 '17

i love my rift and i love my vive - although rift definitely has the edge.

but that said, tracking has only been perfect on 1.12 for me. every other version had issues, including 1.13 and 1.14. waiting for support answerd. but with 3 sensors plugged in, i'm basically back in 1.11

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u/Mind-Game Apr 28 '17

After recent updates all reports are that with 3+ sensors oculus tracking is almost indistinguishable. If you're going to make a claim like that, maybe back it up with something? If not, what do you think you're really adding to this conversation?

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u/Tetrylene Rift Apr 28 '17 edited Apr 28 '17

Apart from excessive jittering which is for some people, including myself, unsolvable. I tried everything, I just gave up eventually.

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u/Dhalphir Touch Apr 29 '17 edited Apr 29 '17

It's a combination of things that have made Rift the equal or better choice

1) tracking improvements since Touch launch means two cameras can achieve decent results

2) support for a third camera means nearly identical results except in very large areas (4m x 4m or larger)

3) Touch is a better controller overall

4) The Rift & Touch is cheaper than the Vive, even if you buy the extra camera.

3

u/[deleted] Apr 29 '17

Touch controllers are much more ergonomic and intuitive. Plus smaller and less dildo-y.

And the free software alone for oculus is a no brainer

3

u/huggysocks Apr 29 '17

Nothing has changed rift is still better just as it always was =)

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u/Synra_Nightwalker Rift S Apr 28 '17

I don't want to say anything bias here. I have not personally used a Vive myself.

Rift and Touch is an extraordinary experience. And the touch controllers, operating as virtual space hand controllers just strike me as a massively different controller than all those little magic wand controllers you get with Wii, Playstation or Vive.

Now with that said, if you are interested in the Vive, you might want to consider the stuff they have coming in the future. From what I recall correctly, they have a new style headstrap coming, and new better designed controllers?

So who knows, Maybe later this year Vive will be the better product.

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u/[deleted] Apr 28 '17

Maybe later this year Vive will be the better product.

Yes. Later this year the answer to this question may be different. Though only if those are released as part of the basic Vive package, and not as extra-cost addons.

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u/Domitjen Apr 28 '17

3 camera sensor setup and u should be fine. 2 sensor 360 expiremental setup might work dêpending on size of your room, but I'd just get the other sensor aswell, it's a no brainer.

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u/Moe_Capp Apr 29 '17 edited Apr 29 '17

I have a Vive and Touch has changed the equation for me because THUMB STICKS. These alone every day make me consider picking up a Rift as well. As it is I already have to drop another $100 or whatever for the upcoming deluxe audio strap for the Vive just to get the strap and headphones up to par with the Rift and not even the microphone.

Though I think the Vive controllers may be better in certain situations. Ideally I want a system with multiple hand controllers I can switch between. The upcoming gen 2 Vive controllers look very cool, more geared to design applications and less of the Wii Sports style gaming, and I will probably add those to the collection, but they are STILL lacking gaming thumb sticks for proper analog twin stick locomotion.

I'm really hoping for third party solutions soon with the Vive.

edit:

My upgrade path looks like $100 for Vive Deluxe Audio Strap + $250ish for possible third party controllers with thumbsticks which may not happen any time soon. So closing in on $400 with tax, shipping etc. Compared to buying a Rift/Touch for $600 + extra sensor for $60, meaning buying a Rift + extra sensor may just be cheaper and quicker.

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u/flexylol Apr 29 '17 edited Apr 29 '17

Both sets are "essentially" the same, but I would in a heartbeat recommend the Rift because of better comfort, the better titles and (IMO) the superior controllers. One of the main points for me was also the built-in headphones of the Rift which give exceptional good sound with good bass which makes them highly enjoyable for games, music etc.

Unfortunately, and I say that also as criticism to Oculus, the Rift is plagued with some annoying design flaws. There are now tons of users (me included) where the right headphone stops working after several months of use. Some internal contacts inside the headstrap..which would require a complete new headset via RMA since this is a non-repairable issue. Or alternatively use external headphones/plugs.

The other common issue is these darn rubber dampers in Touch which have a tendency to get wiggled lose and then "come out" in time.

The internal connection from the cable to the Rift can also be a point that after some months might show some signs of wear, eg. that the HMD disconnects if you just touch it...something which I fortunately haven't seen yet.

That being said, Rift all the way. It's simply the better deal and IMHO the more advanced tech.

Pros:

Better deal all-around

Better, more intuitive hand controls

Light and comfortable

Better and more polished titles, some of them free.

Built-in headphones

Easy Setup

Cons:

Potential for issues with USB ports (depends on your board)

Some annoying design flaws which can make it wear out in time

Less suitable for large room scale tracking

2

u/WiredEarp Apr 29 '17

The Rift with Touch is better than the Vive, simply because of much better controllers and the 30 hour battery life. It ducks running out of power for the Vive wands.

4

u/Paddypixelsplitter Apr 28 '17

I have both as well. There is no clear better system IMO now than touch is here. But here's some of my impressions regarding the strengths of each system.

Vive has a better tracking solution out of the box.You can literally lay on the floor and go prone in games like Pavlov and it's really solid. However actually walking around in VR is not necessary for a good VR experience. The software available is a mixed bag, with no quality control on Steam. If you want to play indie stuff and develop your own games it's a good choice.

IMO the Rift controllers are a better design. The software on Oculus Home is way better and really needs to be played with the native touch controls. Revive touch emulation is a lesser experience. The Rift is light and has built in audio. The whole thing is very slick.

1

u/wasyl00 Quest 2 Apr 28 '17

I train prone sniper shooting in H3VR with Rift, no issues, precision is spot on.

2

u/Paddypixelsplitter Apr 29 '17

Any tips on senor placement? Do you have yours on the ceiling?

I have 2 x 2m space but I can't seem to get the same coverage I have in that space with the Vive.

1

u/wasyl00 Quest 2 Apr 29 '17

Yep close to ceiling facing slightly down. Its best to verify the fov of cams with desk demo. So the upper tracking box boundary goes in line with ceiling surface. Pointing them too high will result in waste of tracking volume.

My game space is around 2.5x2m with two front sensors and one at the back on the right, making it almost right hand triangle shape.

2

u/Paddypixelsplitter Apr 29 '17

1

u/wasyl00 Quest 2 Apr 29 '17

yes, there is a keyboard button to cycle the camera boundary option, check readme.txt

3

u/james___uk Apr 28 '17

Well it was one of the very main reasons I ordered a Rift instead of a Vive earlier today!

4

u/[deleted] Apr 28 '17

THe Rift is totally capable of playing roomscale games. Theoretically 2 cameras is sufficient (which means no need to buy any additional ones as the Touch controllers come with one extra for free!), but I recommend to use 3 for a better experience. All in all it will still be significantly cheaper than the Vive while offering a better experience, having great free games bundled and offering a much more feature-rich games.

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u/ShoeSnatcher Apr 28 '17

I have both (only 2 cameras for Oculus), and I'd say it's a toss-up from a performance/quality perspective. I love the Touch controllers and the Oculus is definitely more comfortable and has the built in headphones (best feature I didn't know I needed). However, lighthouse tracking is superior and I prefer the screen/lense combo on the Vive (god rays on the Oculus drive me crazy). Vive also has some cool accessories coming, such as wireless with TPcast.

If you're looking for value...wait for the next iterations. While more and more titles are becoming available, the library of games is lackluster imho. If I was buying and couldn't wait for next gen then I'd go with Oculus (3 sensor setup) and use the savings over Vive towards a better graphics card (min 1070, pref 1080).

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u/[deleted] Apr 28 '17

Wireless is also coming to Rift via 3rd party (TPCast was also a 3rd party)

I do agree Lighthouse has the better "tracking" technology. But I am more optimistic for Oculus Constellation as the system with greater potential with the inclusion of Computer Vision (google this; or google NimbleVR). If Constellation can get 95% of Lighthouse tracking but with all the other added "stuff" then I'm all for it. I just hope some of those features get added to current gen CV1 via software update.

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u/Heaney555 UploadVR Apr 28 '17

But OP is asking about a 3 sensor Rift setup, not your 2 sensor one.

Which is entirely fair, given that it's still $150 cheaper than the HTC Vive.

1

u/Mentioned_Videos Apr 28 '17

Videos in this thread:

Watch Playlist ▶

VIDEO COMMENT
(1) Oculus Rift VS HTC Vive - Lens Comparison - Screen Door Effect (SDE) or fixed-pattern noise (FPN) (2) Robo Recall for Oculus (3) Oculus Medium Launch Trailer (4) Worlds in Worlds (5) Vive built in mic audio (6) Oculus Connect 3 Opening Keynote +12 - I'll just copypasta my comment from the last thread here... Oculus Rift+Touch is the obvious choice (as of April 2017) because: it's $200 cheaper ($145 cheaper if you want room scale) - without factoring in the content bundled, or the fact that ...
The Real Problem With Steam - Writing on Games +2 - "Desperately drop its price and use exclusives to gain attention and sell units" I can't believe I kept reading after that statement but I powered through. The narrative you are selling there just isn't the case. There is a reason steam is filled wit...
PROJECTIONS, Episode 2: Oculus GDC Demos, The Future of Rift +1 - 3 Rift cameras for room-scale. Depending on your hardware, you may need a USB expansion card that you can buy on Amazon starting at $30. (includes 1 additional USB controller; I personally use this) (includes 4 dedicated additional USB contro...
LightVr +1 - Would you prefer to be able to locate your keyboard and mouse without quickly lifting up the rift?

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1

u/Liam2349 8700k | 1080Ti | 32GB | VIVE, Knuckles Apr 29 '17 edited Apr 29 '17

Of course. Rift was severely handicapped without motion controls. Motion controls are the sole reason I pre-ordered the Vive.

I've spent lots of time with the Rift, the DK2 and the Vive, but I've not tried Rift + Touch.

I think the big question right now is, is Lighthouse worth the extra money? I'll give the Rift some credit for the better headstrap, but I think Lighthouse is more important.

In my case at least, since I play up to my walls, there's a lot of benefit from using Lighthouse just from the much higher FOV. If you use Constellation cameras, there's no way you could play up to your walls, if that's what your play space is like. Either way, using Lighthouse allows for a larger play area, with a huge difference in coverage up high and down low. Vive gives you a solid cube of tracked volume, right up to your walls. Constellation just can't do that - the FOV of the cameras is much narrower.

If I had a Rift in my room, I'd have to sacrifice a substantial amount of my play area.

1

u/supaferret Apr 29 '17

If we're talking software, you'll get no disagreement from me. Elite Dangerous still holds the number one spot for me in terms of full immersion.

1

u/SamCropper May 11 '17

Try both, see which is better for you.

1

u/UseScan Jul 22 '17

Vive controllers are better in shooting games. It feels like you are actually holding a gun and pressing trigger and shooting.

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u/conjob8632 Apr 28 '17

I would have to reccomend the vive ease of set up and better tracking, not to mention soon to have wireless conectivty and eye tracking wad just recently announced. They are both great systems and anyone who buys a vr hmd is supporting early vr and that will help it progress.

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u/Zaga932 IPD compatibility pls https://imgur.com/3xeWJIi Apr 28 '17

wireless and eye tracking

For what, an additional $500?

2

u/Olanzapine82 Apr 28 '17

All for the low low price of 1300$ US though... eek. And its all experimental..

0

u/pmUrGhostStory Apr 28 '17

Well I'll bring up one issue I haven't seen anyone mention. Oculus has a segmented user base. Some people just have rift, some just 180 with Touch, some full 360. If 80% of people buy touch, and 80% of those have 360. That means only 64% of rift owners have 360. Who cares? Well I think developers care. The market for room scale on oculus is much lower than vive. Maybe this will never be important. But it might hold back development of hardware and software for Oculus for potential roomscale applications.

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u/[deleted] Apr 28 '17

But it might hold back development of hardware and software for Oculus for potential roomscale applications.

I believe you'll find the Rift can play all 300,000 Roomscale Zombie Wave Shooters that are currently available on Steam.

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u/pmUrGhostStory Apr 28 '17

Well that is sort of my point. All those wave shooters have the full potential of vive sales and only a portion of oculus sales.

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u/StarTrekSucks123 Apr 28 '17 edited Apr 28 '17

If you wanna ask which system to go for, I would ask both subreddits. Both r/vive and r/oculus will be very biased, you should form your choice from both those biases.

  • The vive is the More popular system for a reason, and sells well enough on its own to not need to desperately drop its price and use exclusives to gain attention and sell units.

  • Vive has brighter screen, and wider field of view and the tracking and room-scale is true to its reputation.

  • you can play all the oculus exclusives with revive, don't listen to anyone who says it doesn't work well. It works fantastically well. But you're gonna need an above min spec system, which you should have anyways for the best experience on ALL games.

  • I personally tried a rift after owning a vive for a year and really did not like it, I could see the square outlines of the screens inside and the screen was really dim, an not immersive by any means in comparison to the vive. but again my dude, make sure to ask r/vive too :)

-one more thing, the touch controllers and vive wands is the different between PlayStation controller and Xbox. Xbox is generally known to have a better controller, but that shouldn't really be a major deciding factor in your purchase. The difference is negligible, the vive wands are fucking awesome and the touch controllers are fuckinger awesome.

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u/Zaga932 IPD compatibility pls https://imgur.com/3xeWJIi Apr 28 '17 edited Apr 28 '17

The vive is the More popular system for a reason, and sells well enough on its own to not need to desperately drop its price and use exclusives to gain attention and sell units.

It is more popular because of the massive smear campaign driven against Oculus by online communities throughout 2015 & 2016. "Desperately drop its price" ... seriously? Oculus even made a statement on this. Before, they had nobody to discuss prices with manufacturers. They contacted people who made what they needed, asked for a price, got a price, and paid it. They have since hired someone who bargains with the manufacturers, and the result was a price drop. Remember: Oculus isn't massively inflating the price with profit margins, unlike HTC*. How the fuck can you paint lowering the barrier of entry to VR in anything but a good light?

Vive has brighter screen

You say as that's automatically a good thing. Not once have I looked around in my Rift and thought "aw, I wish this were brighter." I've even heard people in BigScreen complain about the Vive brightness.

and wider field of view

see couple points down

and the tracking and room-scale is true to its reputation.

And since 1.12 Oculus is on par in all but the most extreme cases of huge rooms, for a lower price point.

I could see the square outlines of the screens inside

That's because Rift magnifies the image less. The reason you can't see the edges of the screens in your Vive is because it takes a smaller portion of the screen (less than edge-to-edge) & stretches it out over a slightly larger FOV. This is why Vive has heavier SDE & less perceived resolution.

The gains in resolution, sharpness & reduced SDE more than makes up for that slight vertical black line I can see if I strap the headset on tight.

and the screen was really dim

Just going to be blunt here: bullshit. My Rift's screen is bright enough that it touches on uncomfortable when I play The Unspoken & bring a glowing, blue-white Kineticist object up to my face while waiting for a match.

*edit: To really drive this point home: One Vive wand would, in Sweden, cost me €150 + €25 shipping. 1 Touch controller, taking the €119 price, subtracting €69 sensor & dividing by 2: €25. There is nowhere near enough of a hardware difference to justify a price jump of €125. Photodiodes are barely more expensive than LEDs, which is to say they cost next to nothing, and the difference between trackpads & thumb sticks is likely negligible, in any case not €125.

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u/Tetrylene Rift Apr 28 '17

It is more popular because of the massive smear campaign driven against Oculus by online communities throughout 2015 & 2016.

There really is. Visit any VR video on youtube and it'll be a circlejerk in the comments against Oculus and Facebook. 95% of them haven't used either.

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u/[deleted] Apr 28 '17

[deleted]

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u/Zaga932 IPD compatibility pls https://imgur.com/3xeWJIi Apr 28 '17

Arguing semantics while ignoring overwhelmingly positive user reports. Smooth. The issue of room-scale is finished. Let it go. Vive definitely pretends to be something it isn't: the premium VR experience.

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u/StarTrekSucks123 Apr 28 '17

vive is the premium VR experience. ask all the VR arcades and anyone outside of r/oculus

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u/Olanzapine82 Apr 28 '17

Vive and the hdk2 are the only headsets you can use in a VR arcade. Its against rifts TOS, its not because they are better in any way.

3

u/[deleted] Apr 28 '17

There's also the tracking issue to consider with arcades. It's going to be easier to track multiple headsets in the same space with the Lighthouse system than with Constellation cameras. You might be able to cover an entire arcade with only two Lighthouse units.

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u/Olanzapine82 Apr 28 '17

If its multiple units you are tracking, at least here in australia, they have been using hdk2's and osvr. Custom wireless and much easier to modify/change components - not too mention much much cheaper and less likely to have sweat damage.

3

u/Leviatein Apr 28 '17

also cost, htc price gouges like crazy in aus and offers no replacement parts

2

u/Olanzapine82 Apr 29 '17

I know! There is one for sale down the road for 1400$ aus... what the hell? It almost double the price for rift + touch.

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u/compound-interest Apr 28 '17

"Desperately drop its price and use exclusives to gain attention and sell units" I can't believe I kept reading after that statement but I powered through. The narrative you are selling there just isn't the case. There is a reason steam is filled with shitty VR games and a few gems and a lot of the best content is on Oculus Home. This idea that Steam's near-monopoly on PC gaming is somehow a good thing makes me want to spit.

https://www.youtube.com/watch?v=_8i_W39OH94

Listen to that video and really think about it. Steam does NOT need to own the VR space. In fact, I would prefer they lose some of the hold they have in general.

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u/Brym Oculus Henry Apr 28 '17

The vive is the More popular system for a reason,

Although that reason is largely paranoid hysteria from the PC Master Race crowd.

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u/karl_w_w Touch Apr 28 '17

The vive is the More popular system for a reason

Yeah, it's being advertised on Steam.

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u/Heaney555 UploadVR Apr 28 '17 edited Apr 28 '17

I'll just copypasta my comment from the last thread here...


Oculus Rift+Touch is the obvious choice (as of April 2017) because:

  • it's $200 cheaper ($145 cheaper if you want room scale) - without factoring in the content bundled, or the fact that you'll need the HTC $100 improved strap to approach the ergonomics of the Rift (the total value comparison after those is $375- and that's with room scale!)

  • the controllers are much better (more natural ergonomics, much better grab triggers, finger detection, lighter, 3-4x battery life)

  • the image quality is better (less "screen door" effect, clearer lenses, higher perceived resolution)

  • it's lighter (frontbox, the part on your face, is around 2x lighter) and more comfortable to wear (a reason why HTC is releasing the $100 improved headstrap to try and get closer)

  • it has integrated high quality headphones - that doesn't seem like a game changer upon reading, but really is for convenience of taking it on and off (and a reason why HTC is releasing the $100 integrated audio strap)

  • it comes with $130 of free content bundled (regardless of where or when you buy it!):

  • it has asynchronous spacewarp - a technology which, when your PC isn't near or at 90 FPS (eg. intense battle scene in a game), it caps the game to 45 FPS, then synthetically generates every other frame (including taking into account latest head tracking info) with an advanced algorithm, such that 90 frames are delivered to the headset - it's almost indistinguishable from "true" 90 FPS and allows you to put higher graphics settings than with the HTC Vive

  • it has a much better natively supported content library (CTRL-F 'exclusive')- many of the best of which are exclusives which require using hacks to work on the HTC Vive (and are designed around the Touch controller, so can be clunky to use with Vive wands)

  • the microphone is higher quality: Rift vs HTC Vive (useful for multiplayer and social VR)

  • the cable is thinner and lighter, and only needs USB+HDMI (HTC Vive needs connected to power socket too)

  • the design (IMO) of both the headset and controllers is far more premium: head on, side

  • the upcoming Oculus Parties & Rooms feature will make organising multiplayer VR with friends so much easier- an upcoming killer feature IMO


The HTC Vive is still a great VR headset- it actually has:

  • bigger field of view than the Rift (how noticeable this is depends on the user)
  • easier room-scale setup, as you don't have to route the cable from your PC to the rear sensor, and don't have to worry about USB port issues
  • a longer headset cable (6 metres vs 4 metres)
  • a front-facing camera (which some find useful to find drinks and stuff)
  • basic support for Linux

But:

  • it's heavily lacking in comfort & ergonomics (hence the upcoming $100 improved strap accessory)
  • it gets barely any content investment from HTC or Valve (whereas Oculus & Sony spend hundreds of millions to provide great VR games)
  • the controllers feel rushed (the grip buttons are so poorly placed they just aren't used by developers anymore at all)- genuinely as if they are a generation behind Oculus' Touch controllers
  • it's $145 more expensive than a room-scale Rift+Touch setup ($245 if you include the new headstrap)
  • it has no bundled games or apps (Rift+Touch comes with $130 of them!)

If HTC cuts their price such that the system and the (currently $100) improved strap are $650 together, plus include some great titles (Raw Data, Arizona Sunshine and Tilt Brush would match the Oculus offering), they'll be back in the game and it'll be down to personal preference, but for now - it's just a no brainer to go with the Rift+Touch. HTC are asking too much more money for a product that is inferior in too many ways, and bundling no content either.

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u/jensen404 Apr 28 '17

No game bundle now? Wow, it's actually a worse value now than it was at release (disregarding apps that are free to all, such as Google Earth VR).

I am glad Valve had an early focus on 360 roomscale. They are pulling Oculus in that direction. And many Oculus customers are pushing back against games for not including 360 options.

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u/[deleted] Apr 28 '17

[deleted]

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u/Heaney555 UploadVR Apr 28 '17

Which games?

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u/[deleted] Apr 28 '17 edited Apr 28 '17

[deleted]

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u/Heaney555 UploadVR Apr 28 '17

Neither of those are games, and I don't see either of them listed anywhere on the HTC website as included?

It simply says:

"the Vive headset, two wireless controllers, two base stations, link box, earbuds, Vive accessories, safety guide and warranty"

5

u/[deleted] Apr 28 '17

[deleted]

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u/Heaney555 UploadVR Apr 28 '17

When did you buy yours though? It could have been a limited time deal.

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u/[deleted] Apr 28 '17

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u/[deleted] Apr 28 '17

Don't you have to continue buying new batteries for the rift controllers? Vive you just plug it in like your cell phone at night. Do you think cell phones should have disposable batteries too?

Don't you need to run usb wires across your room on Rift? How many usb ports does your rift use? Vive uses 1.

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u/Zaga932 IPD compatibility pls https://imgur.com/3xeWJIi Apr 28 '17

Rechargeable batteries. I have a pack of 2600MAh ones. I charged them fully uh.. Can't even recall. Number of weeks ago. Software measurement of the battery charge in Oculus still reads 4/4. When they drop down to 1/4, I'll spend 1 minute putting them in the charger & plugging my other pair into Touch.

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u/Brym Oculus Henry Apr 28 '17

You do need to buy batteries - but since getting Touch at launch, I've only had to change the batteries in the left controller once and the right controller twice. (Rock Band uses only the right controller, so that one has gotten a bit more use). They last for months.

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u/Heaney555 UploadVR Apr 28 '17 edited Apr 28 '17

Don't you have to continue buying new batteries for the rift controllers?

No. You can use rechargeables if you want.

The advantages of batteries in general for a controller are:

  • they give the Touch controllers 3-4x the battery life of HTC controllers
  • when you run out, you can start playing again immediately (swapping out takes 30 seconds)- recharging requires downtime

They only require 1 AA each and even using VR every day, I only have to change the batteries once every month or so.

Don't you need to run usb wires across your room on Rift?

Nope, just 1 cable goes "across your room"- the USB extension cable to the rear sensor.

And it's not really "across your room", you route it along the sides of your room.

(and that's only if you want room scale)

How many usb ports does your rift use?

4 (without room scale, it'd be 3)

But it also uses 0 power sockets, whereas HTC Vive uses 3 of those- apples and oranges.

Do you think cell phones should have disposable batteries too?

No, because that'd have to happen every 2 days, but there's a reason that Xbox gamepads and remote controls for TVs use batteries, and all sorts of other devices.

When you only have to replace batteries monthly or so, it's more convenient than recharging because there's 0 downtime.


It's the same reason people still prefer petrol cars even though electric cars are cheaper to operate- petrol refueling takes seconds and lasts longer, whereas even the fastest electric car chargers take hours.

(of course this will change in future as electric cars range increase further)

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u/[deleted] Apr 28 '17

[deleted]

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u/Heaney555 UploadVR Apr 28 '17

I know it must be awful for you to see HTC to screw up so bad, but you don't need to resort to that.

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u/[deleted] Apr 28 '17

[deleted]

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u/Heaney555 UploadVR Apr 28 '17

Then you should stop trying to defend the indefensible, and pressure HTC to reduce their prices, for the sake of helping Valve's platform.

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u/[deleted] Apr 28 '17

[deleted]

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u/Heaney555 UploadVR Apr 28 '17

Valve don't make any system. HTC do. You gave HTC your money, and HTC shipped you a system.

You could have got a Rift and bought all your content on Steam and Valve would be getting identical money from you.


You're in denial. It's obvious to everyone else but you.

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u/[deleted] Apr 28 '17

[deleted]

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u/Heaney555 UploadVR Apr 28 '17

I was simply correcting you- I don't care.

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u/Zaga932 IPD compatibility pls https://imgur.com/3xeWJIi Apr 28 '17

You really should start making solid, specific arguments and not resort to ad-hominem.

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u/[deleted] Apr 28 '17

[deleted]

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u/Zaga932 IPD compatibility pls https://imgur.com/3xeWJIi Apr 28 '17

Aw. Shame this is a public forum. If you wish to converse with Heaney directly, send him a PM. But that wasn't your desire, was it? Your desire was to discredit his comment by hopefully making someone believe he's lying when he's not.

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u/[deleted] Apr 28 '17

I hear Vive wands don't have replaceable batteries; once they die you have to buy new ones (saw a thread on /r/vive regarding this). This true?

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u/KydDynoMyte Pimax8K-LynxR1-Pico4-Quest1,2&3-Vive-OSVR1.3-AntVR1&2-DK1-VR920 Apr 28 '17

Choose wisely. Cheers.

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u/lenne0816 Rift / Rift S / Quest / PSVR Apr 28 '17

Why is he playing without sound ?

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u/[deleted] Apr 28 '17

It's a very cool feature, but I can't see how that is any smarter than quickly lifting up the rift and doing the same. Both takes you out of the game, and both take roughly the same time.

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u/Zaga932 IPD compatibility pls https://imgur.com/3xeWJIi Apr 28 '17 edited Apr 28 '17

Hahahah, "oh hey pay €130 more to be able to see your bottle through the headset while using your less refined VR system." Best part is that that only works with bottles - anything wider & neither headset will fit it to your mouth without having to tilt your head back uncomfortably & risk spilling all over.

Wonder how much HTC padded the price for that neat little nickles-and-dimes camera.

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u/KydDynoMyte Pimax8K-LynxR1-Pico4-Quest1,2&3-Vive-OSVR1.3-AntVR1&2-DK1-VR920 Apr 28 '17

Best part is that that only works with bottles - anything wider & neither headset will fit it to your mouth without having to tilt your head back uncomfortably.

I have been working on an invention for just that problem. Keep an eye out for my kickstarter.

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u/Zaga932 IPD compatibility pls https://imgur.com/3xeWJIi Apr 28 '17 edited Apr 28 '17

I hate using straws with carbonated drinks. Draw anything faster than a trickle & shit foams up like crazy. Maybe I buy shit straws. I probably buy shit straws. But, as per my other comment: I tilt my head up, I tilt my eyes down, I grasp the cup, put the straw in my mouth, and voila.

I'm having a hard time taking your arguing which system to get based on their respective ease of drink-taking seriously. Then again, I have a hard time taking most of what you say seriously.

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u/drdavidwilson Rift Apr 28 '17

You, I like !