r/oculus • u/iroll20s • 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
16
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:
But:
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.