I am leaning toward VIVE and the reason is because I don't want to play VR with a traditional controller. I am sure 3rd person games are great with Xbox controller but you can always do that with the Vive too. The fact that Oculus doesn't even include a Touch controller when they ship the product is a downer. I mean developers might not even develop games for them since they realize nobody is owning a Touch controller. I hate the fact that Oculus camera is not as accurate as Lighthouse and they emphasize a seated game play which mean they only ship with one camera and if you want to prevent any sort of occlusion, then you need buy another camera. And not to mention, their system doesn't support walking around with invisible wall integration. They even said it...they say they don't know about full room support. Basically, their cameras suck when it come to full room scale VR because it is just not as accurate and have the ranges like Lighthouse. But if you're person satisfied with just seated experience, then Oculus is the obvious choice, but i am not. I think VR is meant to be played and walked around like you're REALLY there. That's why Lighthouses is expensive. In terms of contents, most of them from Oculus i seen so far are NOT that interesting. Most of them are 3rd person games which have you control it using Xbox controllers, not the way to introduce VR to the world. And i look at VIVE's contents, they have some cools game like Arizona Sunshine, Assembly, Adr1ft, Tilt Brush, Blu, Google Earth and not to mention more from Steam. And who's to say that any contents play on Oculus can't be hacked and use them for Vive? This is PC format and there is no such thing as exclusive. If they ever talk about exclusive, it is probably between them and Morpheus. As far as control...some think the Touch control is amazing but you still have to press the button to control your virtual hands. It is no difference than Vive's controller. They added fingers gestures and stuffs but they're limited and you're not able to do anything you want with your hands anyway. I think the future of VR input is not there yet and it should probably involve a glove or something that allow you to do whatever you want with your hands with no limitation. So to summarize, the BIGGEST reason i don't want Oculus is because they don't support full scale room VR. As far as other stuffs like lighter headset, 3D audio and better optic, i am sure Valve is not done yet. They had already said they're going to improve and exceed in everything in the consumer headset. So the Valve's headset is possibly much much better than the Oculus when the final specs is revealed. One thing i am hoping for is "eye tracking," that will be cool to have that or even hap-tic suite or even modify their control to have more buttons and include thumbsticks.
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Oculus releasing with gamepad just makes sense at the minute, especially with devs building content for mouse+keyboard and gamepads (over the last few years) without having a reliable option for motion input so you'll looking at a " lets add it because we can now" rather than making the whole experience based on hand motion being guaranteed and a hmd from the beginning. while vive may have some titles built from the ground up for use with the controllers I hope they have replay value as pet rock might happen pretty quickly if there isn't numerous content or at least not gimmicky done as an afterthought (being it wasn't a root possibility).
I must say I'm in love with the oculus touch, and the cameras are more than adequate for most peoples current space constraints (I live and work in my bedroom for instance - sucks but most people won't have the space dedicated to vr). And it really will take something special to actually play standing up, it will be fun to try at first but if the content isn't engaging enough being seated is most likely going to be the default, after excitement has died down - and after the last few years I do realize the experience will have to step it up to get me out of the chair - but I'm open to it.
don't worry most devs will support both (and any that have a great easy to work with api) anyway so we will all be able to share the same content what ever brand is chosen for the most part.
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TBF, Oculus is rather new, and I'm expecting some bumps at launch. But then again, their entire business is VR, and if it's good enough for Carmack and Abrash, it's good enough for me.
TL;DR, as far as the devices are concerned, they both look pretty good. I expect some snags at launch from both companies, especially in the CS department, due to inexperience / casualness.
I Agree that Vive could be better in some ways but it's EVENTUALLY worse in some other and already worse for sure in other things.
VIVE Pros:
1) Better and more precise tracking
2) Solid room scale experience
3) Eventually better display of the CV1 (However it's gonna be even more expensive with a better screen..)
4) It will have bundled the controllers + light houses at launch
Oculus Pros:
1) EXTREMELY light and comfortable (I know Vive is not consumer yet.. but is still definetely not sure that they're gonna have the same comfort and weight)
2) Overall good and already sure visual clearity and quality (almost no pixellation)
3) In theory,should be much cheaper than Vive
4) The oculus touch seems better than the Vive controllers. They seems lighter,more compact and comfortable,and even if they've just "basic gestures" they've something more than Vive.. and they're still prototype so they could be improved even more.
5) Even if the room scale experience is better on Vive,i'm DEFINITELY happy to know that Oculus will give us the chance to have room scale experience with 2 cameras. I'm not worry about occlusion issues cause if i put two cameras on the opposite angle of the room i'm probably not going to have occlusion issues.
6) Oculus will probably have more games at launch
7) Iribe and Nate have spoke about something "more to know" in the time to come.. I think they're gonna talk about the standing + room scale experience in the next months.. and some cool stuff could be revelead.
However i think both headset are pretty similar and if i should do a vote to both they have almost the same number.. each of them for different reasons..
So.. the price definitely play an huge role here,and i'm definitely happy with a 400$ maximum price.
MIND UNLEASHED
With that said I'm probably gonna wait until CV1/Touch launch before I make my choice,
Knowing the Vive developers have proper input is a huge deal. You can bet they aren't wasting time creating rehashed 3rd person games because they have been given proper input from the get go. For VR, input is every bit as important as the HMD itself. The Vive controllers will also allow support for traditional games, so they can support all the 3rd person gamepad content as well.
We also need to see how many walls are around these gardens. Valve has traditionally been a very open ecosystem, offering their tracking solution and game engine to anyone. Oculus seems to be going a different direction, showing many exclusive titles. If I had to choose between a bunch of rehashed 3rd person gamepad content and a few made for VR experiences, I would go for the VR experiences every time.
I guess if I have to choose I'll pick...the best one.
By the way, I must say this thread is V)ery I)nformative and V)irtually E)njoyable.
In favour of the rift I am liking the idea of its comfort and ergonomics but something about the Vive (in theory) just hits me right, including robust tracking, standard VR controls for ALL, Steam and Open VR vs OculusHome(FACEBOOK) and closed walls, and Valve behind it and what that could mean for VR IP down the line.
I think valve have been doing a lot in quiet rather than shouting about it so maybe they'll have little content but it could be GREAT content (ie not 3 third person platformers played via gamepad) - we waited 20 years for VR so I'd give my $$$ to the company that gives me quality (1 GREAT VR experience with control, room tracking, walking and great graphics) over 100 casual type games that happen to run well... you know what I'm saying? I'm not buying VR to just be entertained, I'm buying it to be blown away and I think Valve may be in a better position to do that with what they have.
tl;dr? Vive... but will also consider CV1 (and if cheap enough will surely be buying one too but maybe only after Touch is available).
All this could change if Valve release some unsavoury news nearer launch time (ie the CV HMD weighs 2kg or something)
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I would imagine that we are due another monumental Nvidia vs AMD / VHS vs Betamax (look it up kids) / GM vs Ford struggle for dominance which will see-saw backwards and forwards for a few years with new innovations being introduced every year.
Guaranteed that people in 10 years will look back to the CV1 and Vive head-sets and be amazed that anyone actually used them for anything...
The Vive may end up being a preferred choice for Mac/Linux users with Oculus seemingly focused on Windows, or may be a better price point after CV1 drops and there's no way yet to tell if and what software will be exclusive to either HMD, or if that ends up being an issue at all. Hopefully the majority of software will be able to run fine on either unit in the long run, though there could be a few exclusive titles that swing favor in one way or the other.
For me personally I am pre-ordering and getting the CV1 and Touch for sure, As a VR geek I may pick up a Vive depending on everything from price or necessity for testing stuff in Unity. I love the DK2, I think it's awesome as is and its great for developing. As an end user I'm actually more concerned about available full software titles at this time than the improvements of hardware, though those will be welcome. I'm liable to eventually grab a PS4 and Morpheus as well just for games that won't be available on PC.
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HTC sources screens from Samsung so they probably worked out a way to also get the same kind of screen. While optics and orientation make a difference I think we can expect near parity on screen quality unless HTC really fucks up.
In the end Vive's success will really come down to whether their room level games work as well at home as they did in their demos. While I love the idea of room level, I am still not convinced that playing a room sized game with a cable attached to your head wont be a bitch.
Cable management and content to match Vive's vision are going to be critical factors in its success. I personally don't want to hang a super long DP + USB cable from the ceiling running to my computer but if it gives you a holodeck it may be worth it. Also it is still unclear how much more expensive light house will be. It may be more extreme than we think, its a very complex solution to manufacture compared to IR and camera tracking. Still it will be exciting to see Valves reveal.
BUT if I were interested in other sims/games IMHO the Rift inputs appear to be better suited for more games than Vive's wands, especially with its finger dexterity, and hand communication.
As far as the headset specs are concerned it looks like both will be quite similar. Although from listening to Palmer's info on their custom lenses, I have a hunch the Rifts optics may turn out to be better than Vive's.
I may buy the Vive aswell if there are any sims/games supported that I might be interested in, but haven't seen any yet.
Vive = 8
Rift = 6
Both = 2
undecided = 5
Are you sure about that?
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I will consider getting a Vive as well, budget allowing, and based off their consumer announcement and based off my final office setup. I may not have the room to enjoy its extra tracking features so there may be no point in the extra tracking features, especially if they release games that only work well in a larger space.
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I thought Valve was packaging a cable management robot? Don't tell me its not true.
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