4 ms·
> Room scale works well in Rift. Notably, there was a 15×11 room-scale test by Palmer Luckey himself[1], and comments from several prominent game developers inc
by croon 11y ago
> Room scale works well in Rift. Notably, there was a 15×11 room-scale test by Palmer Luckey himself[1], and comments from several prominent game developers including Fantastic Contraption[12].
From your own sources, it's quotes from the Oculus founder, as well as game devs saying it's "almost as good" as the Vive, meaning Oculus DOES lag behind.
> If the launch lineup of 30 games[7] doesn't convince you, and you're not interested in Minecraft[9] or the full back catalogue of PSP[10] or Wii[8] games, you can play any existing game in VR either in a large cinema display[6] or with full immersion[5].
He's saying he was not convinced by the games line-up, yes. What you're listing is three third-party mods, two of which of questionable legality (emulators), when factoring in the access to ROMs. And playing games in cinema mode is equally possible on both, so the original argument stands.
> This is far from as clear as you're making it out to be. There's an significant amount of fanboyism and internet-defense-force allegations in various rift and oculus discussion forums, it's important to not get caught up in rumor and allegations.
Couldn't have said it better myself.
> Already, reviews uniformly state that the Rift headset has superior comfort[4]; that Oculus has a simpler out-of-the-box experience; that the integrated headphones significantly decrease complexity and cabling; and that Oculus Touch offers more precise control than the Vive wands, with full support for gesture detection[13] via the Half Moon ring.
The comfort does favor Rift on average, but it's not uniformly, as the Vive supposedly is more comfortable with glasses (I don't have glasses).
No citation on the simpler experience and more precise control.
Everything I've read and watched has said that the Vive interface is a lot better.
And "more control" I'm assuming you are referring to the Rift controllers that are not even released yet.
Your sources are questionable opinion pieces at best. Or reported press releases. Internet-defense-force indeed.
- elementalest 11y agoThis just goes to show the rift vs vive argument is very much a subjective matter. However, objectively, the vives tracking technology is superior in design (and elegance) to the rifts. Though they may effectively produce the same result in 90% of cases, the vive has way more potential (tracking multiple people and objects, as its passive). For this alone IMHO the vive wins. But of course, as there are many subjective factors to consider, so its going to be different for everyone. Having variety and choice is great for consumers though!
- croon 11y agoFully agreed. I'm not settled either way, I only hope it all gets better. I really do like the idea of finger tracking in Rift, I wish that was featured in both devices. Valve obviously has a vested interest in Vive, but I can't help but root for the more... err... open OpenVR.
- Tepix 11y agoBoth technologies have their advantages and disadvantages. Both allow tracking multiple objects (you need to add either LEDs or photodiodes to those objects) and adding more trackers (lighthouse towers or Constellation trackers). In practise I think for more cases they will be good enough, especially when the Oculus Touch controllers start shipping (they come with a 2nd tracking camera). I've experienced not-so-solid tracking on the Oculus Rift CV1 with a single Constellation tracker when facing away from the tracker. On the other hand, Tested.com reported in their HMD comparison that they have seen better tracking performance by Oculus than the HTC Vive. They are one of the few people seeing it that way, however - most reports indicate that the Vive tracking is superb. Whichever headset you buy, if you are aware that it is a first generation product and can live with the high price, you will not be disappointed.
- coldpie 11y ago> Both technologies have their advantages and disadvantages. I keep seeing this, but no one ever lists the Rift's advantages. Even in your post, you hedge on everything that might give the Rift leverage. At best it seems it will reach parity with the Vive when (if?) the Touch controllers ship, but even then I do think the Vive's fundamental tech is better designed. So, what is the Rift better at than the Vive?
- HelloMcFly 11y agoFor me, right now, it is only this: The Oculus is much more comfortable and much easier to get setup (both physically and on your computer). I didn't pay for either, I've just got a couple temporarily. So take that for it what it is worth.
- mappu 11y ago>it's "almost as good" as the Vive, meaning Oculus DOES lag behind. OK, you're not taken by those arguments. Try this one[2] or this one[3]. The Vive is marketed heavily on this point and a game targeting Vive might be able to assume a roomscale play area. But there are clearly no issues precluding same-quality room scale on Oculus. Chaperone might be more intuitive than calibrating room bounds. >the Vive is better for people with glasses as the lenses can be adjusted. I agree i've seen more anecdotes pointing pro-vive than the reverse, but this really isn't clear-cut either[6]. Oculus have at least published exact specifications about what size glasses will fit in the headset[5], so depending on the size of your glasses, the Rift may be more comfortable. The rift was originally going to bundle a larger faceplate for glasses wearers, but this seems to have been removed. Both HMDs have replacable faceplates so that larger designs can be accomodated in the future - and you could order a custom lens for either headset[4]. >No citation on the simpler experience This comment was specifically in reference to the setup process. Citations are available, here's one from a CV1/Vive review[1]. >and more precise control. Because everything I've read and watched has said that the Vive interface is a lot better. And "more control" I'm assuming you are referring to the Rift controllers that are not even released yet. That comment was about Oculus Touch, which despite not being publicly available for another 2-8 months (H2 2016 - inline with when you'd receive either HMD ordered today) is a real product that people have used. The information is based on trade show reviews. >Internet-defense-force indeed. It's a trend, not a personal attack. I think a lot of this stems from how most marketing is targeting the impressionable online-gamer demographic, and both Steam and Sony are heavily marketing their offerings. I am trying to cite sources as much as possible and only make/refute specific claims. --- 1. https://www.reddit.com/r/Vive/comments/4ds7ix/my_rift_vs_vive_experience_so_far/ https://www.reddit.com/r/Vive/comments/4ds7ix/my_rift_vs_viv... "holy mother of balls. There's no comparison here, setting up the Vive is a process." 2. http://www.roadtovr.com/oculus-rift-room-scale-tracking-volume-e3-2015-oculus-touch/ http://www.roadtovr.com/oculus-rift-room-scale-tracking-volu... "Oculus demonstrated to us at E3 2015 that their own tracking technology is capable of a similarly sized tracking area, and says that they aren’t emphasizing room-scale VR because of feasibility constraints, not technical ones." 3. http://www.polygon.com/2016/3/22/11283336/oculus-rift-room-scale http://www.polygon.com/2016/3/22/11283336/oculus-rift-room-s... "We have the tech ability to provide room scale. Our tech doesn't preclude that." 4. http://vr-lens-lab.com/ http://vr-lens-lab.com/ 5. https://support.oculus.com/help/oculus/1756184747952053 https://support.oculus.com/help/oculus/1756184747952053 6. https://www.reddit.com/r/Vive/comments/3x9lgr/i_tried_the_vive_oculus_and_gear_vr_ama/cy2q5f5 https://www.reddit.com/r/Vive/comments/3x9lgr/i_tried_the_vi...
- j_s 11y agoRe: glasses, I wish the various SDKs would include a control panel allowing input of glasses prescription numbers for an automatic final view adjustment. I guess they don't implement something like this because it might be abused to cheat?