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I'm sure you're points are valid for your setup, but just a few notes: - The Oculus Touch controllers will require placement of two cameras (when they come out
by carlosdp 10y ago
I'm sure you're points are valid for your setup, but just a few notes:
- The Oculus Touch controllers will require placement of two cameras (when they come out), similar to the two Vive base-stations. You're currently comparing the setup of a seated Oculus experience to a Room-Scale Vive experience, it's like comparing setting up a Chromebook vs a Desktop computer. Yea, the desktop takes more setup, but it's more powerful.
- There's 1 3-in-1 cable on the Vive that has HDMI, USB, and power, and then there's a really short one that connects to earphones/headphones. Are you sure you are talking about the consumer version?
- If you lose tracking often, you probably need to alter your setup, or make sure you don't have a large reflective floor or mirror in your tracking space. The Vive uses lasers for motion tracking that have sometimes been interfered with due to high reflectance. I've personally never had tracking issues I couldn't resolve by repositioning.
You also don't need to put them at weird angles, mine are on either side of the room, basically 1 foot above my head facing each other. They have a rather wide 120 degree field of view.
- You can adjust the focus distance on the Vive, might want to check that if you are having blurriness. That said, the resolution on both devices is identical, but they are both not super-high as they are the first consumer devices of this generation, so it won't be picture perfect. That said, it doesn't generally hurt the immersion if the game/experience is well designed.
That's just some information / my experiences, the Oculus is a great device, I just personally think the Vive really leap-frogged them in this first round.
- cm2187 10y agoOn the set up, it might be right but unfortunately I do not have a room to spare for a full room VR. The odd angle I am refering to is having the sensors above the player. I used a bookshelf on one side but had to buy a tripod on the other side. On the cable, the problem is that even when seated, you end up turning on yourself, and then you don't have one but many cables to manage that you cannot see. It almost requires some assistant. On blury edges, it doesn't feel like a resolution problem, rather an optical problem. Perhaps my headset wasn't adjusted properly but I couldn't find a way to improve it.
- carlosdp 10y agoAh ok, yea I haven't really tried a seated experience on the Vive, I could see that being the case. I use command strips on the walls for my base stations in my bedroom, so no tripods take up any space and no damage to the walls =) The blurry edges could be a focus thing, could also just be how it is, I've personally experienced a better FOV on the Vive than the Oculus, but I could be mis-remembering. Blurriness can eventually be helped a bit by supersampling (already possible, just need a powerful system to handle it), and some work being done on things like foveated rendering [1] helping to create higher-res displays. [1] https://www.youtube.com/watch?v=GKR8tM28NnQ https://www.youtube.com/watch?v=GKR8tM28NnQ
- saluk 10y agoSetup can be full of issues for sure - but when it is working properly you should never be losing tracking. Are you using the sync cable? Things got a lot better when I started using that. I still am not understanding the "many cables" functionally there is only one. It is a pain to deal with, but if there is any roomscale with Oculus touch, you will run into the same issue until we can get wireless systems. Blurry edges depend a lot on where the headset is sitting on your head, and playing with the straps can really improve the experience (even the feeling like it's heavy). Mine is fairly tight on the sides and then long on the top strap, pulling everything back a lot further than it feels like you are supposed to. Anyway, not trying to criticize your preference, but hoping your Vive experience can get a bit better.
- driverdan 10y agoVive is not designed for seated use. You really need to use it in 3D space to appreciate it.
- cm2187 10y agoThat may be the case but VR manufacturers needs to think hard whether they will stand a chance to go mainstream if they require a full room with no furniture.
- 10y ago