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- Rift: headset, headphones, tracking camera, headphones, xbox controller, bundled games: $600 - Vive: headset, 2 tracking cameras, 2 one-hand controllers, bun
by 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.