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Context for people not following VR religiously: the Vive is $200 more than the Oculus Rift however it includes hand controllers and an extra tracking device. B
by haydenlee 11y ago
Context for people not following VR religiously: the Vive is $200 more than the Oculus Rift however it includes hand controllers and an extra tracking device. Both come bundled with 2 games if you pre-order. The Rift also has integrated headphones that are attached to the strap whereas Vive has a headphone jack on the headset. They both have integrated microphones.
Edit: Rift also includes an Xbox controller in the $599 bundle and Oculus will be selling their own hand controllers (called Touch) in H2 2016.
- tmikaeld 11y agoI was just looking for how to get sound from the headset, thanks!
- haydenlee 11y agoNo problem! As a VR developer I'm pretty bummed that Vive isn't including integrated headphones. It's such a pain to put on headphones and the headset at the same time.
- gcb0 11y agobut that convenience will surely backfire if the included headsets are not super-ultra-hi-def-audiophile-yada-yada
- haydenlee 11y agoHaving tried the CV1 multiple times I can say the headphones are surprisingly incredible. Every time I use them I'm impressed. I doubt I will ever use other headphones with the Rift.
- eghad 11y agoThat, and at the price point of this gear, it's safe to assume they'll have their own preferred headset/earbuds. It's an additional wire, but really not a huge deal.
- djloche 11y ago- Rift: headset, headphones, tracking camera, headphones, xbox controller, bundled games: $600 - Vive: headset, 2 tracking cameras, 2 one-hand controllers, bundled games $800
- IshKebab 11y agoThe Vive doesn't use cameras to track.
- iLoch 11y agoTo elaborate, the base stations project infrared in a way that can be picked up by the HMD. The HMD then sends back position and orientation.
- rtkwe 11y agoTo further elaborate: http://gizmodo.com/this-is-how-valve-s-amazing-lighthouse-tracking-technol-1705356768 http://gizmodo.com/this-is-how-valve-s-amazing-lighthouse-tr... The exact design may have changed but the dual sweep is probably the same.
- eghad 11y agoIt does have a forward facing camera to enable AR/Hololens- like experiences though. But yeah, it's using the Lighthouses for tracking (relative for seated VR, absolute when standing)[1]. Fortunately for other VR systems they're open source and freely available to integrate into any hardware system. [1] http://metaversing.com/2015/03/23/examining-the-valvehtc-vive-ecosystem-basic-lighthouse-operation/ http://metaversing.com/2015/03/23/examining-the-valvehtc-viv...
- djloche 11y agoInteresting. I guess it's not really a good 1-1 comparison if Vive and Rift have such widely different tracking systems. I'd guess that Rift is less expensive to the end consumer thanks to Facebook subsidizing, and HTC/Valve waited to price their VR device higher so they could position their device as the 'expensive high end' gaming VR device. Both Rift and Vive are probably going to be sold at a loss for at least few years just so they can get the market segment to boom, so they can manufacture at a large enough scale to profit.
- IshKebab 11y agoBut you didn't even mention the biggest difference - the way they do positional tracking. The Rift uses a camera pointing at the headset to track it, which means you have to be in the field of view of the camera. It's designed primarily for seated experiences. The Vive uses two laser "lighthouses" and phototransistors on the headset to triangulate its position. It's actually really clever and allows room-scale VR. I somewhat suspect that the Rift will be more successful - not many people have an entire room to dedicate to VR, it's cheaper, easier to set up, the dangling cable problem isn't so severe when seated. I'm going to predict that Vive-style VR will be most popular in dedicated VR venues - i.e. instead of going to laserquest or paintballing, you go to a VR place. There are actually already some in the UK in shopping centres. I think they're called VR Zone or something like that. They're seated though, and I haven't tried them.
- haydenlee 11y agoThe Vive's tracking does not magically get around the constraint of having to be within field of view of the tracking devices. The lighthouses also have FOV.
- rtkwe 11y agoThe inverted tracking and placing the two in opposite corners does though. Going under one and facing away from the other will probably break the tracking but otherwise there's enough swept by either lighthouse to keep tracking. http://gizmodo.com/this-is-how-valve-s-amazing-lighthouse-tracking-technol-1705356768 http://gizmodo.com/this-is-how-valve-s-amazing-lighthouse-tr...
- haydenlee 11y agoBut that argument is true for the Rift cameras too. You can place Rift cameras in a similar setup to Lighthouses and achieve similar tracking volumes.
- rtkwe 11y agoIn theory yes you could but out of the box it doesn't support that. Is there any support for that currently or planned? I've never seen multiple cameras talked about with the Rift.
- rtkwe 11y agoI'm really interested to see what the gap will be once you include the Touch controllers into the Oculus's price. Under $100?
- Tepix 11y agoI expect the Oculous touch controllers to cost $199, this would make the Rift more expensive than the Vive in most parts of the world (you have to pay shipping twice).