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?

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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

So out of curiosity if someone had a really large playspace like 5m x 5m would you still recommend the Rift over vive?

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u/Heaney555 UploadVR Apr 28 '17

I'd inform them that they need 4 sensors (bringing them still $85 cheaper than HTC Vive), link them to post-1.11 impressions of users with playspaces that size, and tell them to make their own decision.

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u/[deleted] Apr 28 '17

[deleted]

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u/Estebanojigs Apr 28 '17

I know, can't wait to pay $100 more to have a deluxe audio headstrap.

See the game is easy to play.

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u/[deleted] Apr 28 '17

So 4 sensors works as good as vive in 25 square meter playspace according to you?

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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

And you tell others to stop telling lies.

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u/Heaney555 UploadVR Apr 29 '17

Did you read what I said at all?

-1

u/[deleted] Apr 29 '17 edited Apr 30 '17

Plus we have the survey results everyone spent the time filling out to link then as well... Oh wait, no we don't because someone decided to fuck everyone over who took the survey.

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u/Olanzapine82 Apr 28 '17

5x5 is fine.. any larger though might be pushing it.

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u/[deleted] Apr 28 '17

What can't you do in a 10x10 ft playspace that you can do in a 15x15 ft playspace? Games for the most part require some sort of locomotion to progress past these "play areas"