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The entire VR community is not against them. Certainly some are. They have the best VR now (modulo large room scale experiences), which has helped them lately.
by TwoBit 10y ago
The entire VR community is not against them. Certainly some are. They have the best VR now (modulo large room scale experiences), which has helped them lately.
- cookiecaper 10y agoI haven't used any VR besides my Oculus DK1, but I've recently heard that Vive is hands-down the best. Haven't heard anyone suggest that Oculus is competitive. I don't follow the VR community very closely. Would you say this sentiment is widely held?
- twostorytower 10y agoNow that Touch shipped last week, yes, it has changed and I would say that opinion is widely held. http://www.tomshardware.com/reviews/oculus-touch-motion-controller-review,4841-5.html http://www.tomshardware.com/reviews/oculus-touch-motion-cont... - "Until now, our recommendation was the HTC Vive, without much hesitation. But the situation just changed. From a hardware perspective, the Rift edges out HTC's Vive." https://www.wired.com/2016/12/review-oculus-touch/ https://www.wired.com/2016/12/review-oculus-touch/ - "this is the most natural and versatile VR control experience available." http://newatlas.com/oculus-rift-review-touch/46711/ http://newatlas.com/oculus-rift-review-touch/46711/ - "So Oculus Touch is a big ergonomic advantage for the Rift, and the additions of 360 tracking, room-scale and Guardian are effective as catch-up moves. But it's content that seals the deal for the Oculus Rift as our pick for best VR headset."
- croon 10y ago> "The optional dual-sensor, 360° setup works well for these games also, just with a smaller tracked area. Officially Oculus doesn't yet support 360° and room-scale configurations beyond "experimental support," but we recommend spending the extra $79 on that third sensor for the full experience." From what I've heard it doesn't really work that well, even with a third camera, with intermittant tracking issues, and with much less space than the Vive. Your quotes are either misleading or shill.
- sgift 10y ago> Your quotes are either misleading or shill. Or what you've heard is from Valve fanboys and these quotes are true. What I've heard suggests that it's this way, so .. we're stuck.
- croon 10y agoOf the articles above, only Tomshardware even tested roomscale.
- dkonofalski 10y agoI don't think it's that binary. The quotes are misleading because no one actually tested room-scale VR with the Rift except for Tom's and, of those that did, they tested it with the 3 camera setup that's not the standard config for it.
- moron4hire 10y agoI would say that Oculus taking 6 months to catch up to Vive, to only gain parity, to not significantly leap frog, and then only assuming you stand just so, puts them behind in the overall race. They've not demonstrated anything to show they have upped their R&D cadence. I expect we will have a Vive refresh in another 6 months and the Rift will once again be behind.
- dkonofalski 10y agoI own both the Vive and the Rift and I have no idea where these reviewers are coming up with this. The Rift absolutely needs to have the 3 camera setup in order to work well and, even then, it's still not as good as a 2 lighthouse Vive setup. On top of that, the timed exclusives are annoying to me because I can't compare the 2 systems against each other to really determine which provides the better VR experience. I might be in the minority, but the Valve Lab is still my favorite VR experience and Arizona Sunshine is quickly running up there for me. I don't like the locomotion AS uses, but the game is as close to the real-deal for VR as I've experienced so far.
- twostorytower 10y agoI agree Valve Lab is my favorite experience, but it's available natively on Oculus Rift as well through SteamVR. And I have no issues with the 2-camera setup for a medium-sized play area. At room-scale, Oculus already recommends 3 and is not trying to claim that 2 camera setup is ideal. I don't own a Vive but I've spent a good amount of time using my friend's and the display of the Rift is superior (and even he agrees). The Vive used to be a better overall package because of wands, but Touch is better (and battery life is FANTASTIC).
- dkonofalski 10y agoWhile I agree that the Oculus display is better, the pick up and go experience of the Rift is still better to me. Setting up the 3 cameras on the Rift and just getting everything to work well was a pain the butt. The Vive walked me through setting up the base stations and tracking the room and it was kind of fun to do it so it breezed by.
- eropple 10y agoTouch is the best part of the Rift, one hundred percent (the controllers are better than the Vive ones for sure)--but in practice I found that dealing with its cameras was a bear to the point that, while both the demo units I set up have gone back, I'm probably buying a Vive when I get into VR work. The Rift requires some long USB runs unless you've got an office/game room with a lot of space to burn, whereas you can be a lot more flexible with spacing with the Vive because the lighthouses are passive and the brains of the device are on the headset and the controllers. I have a studio space that is built on inadvisably long USB runs, but that's with gear that seems a lot friendlier to it; the third camera for the Rift was a real problem in terms of USB spacing and it wasn't the sort of thing I'd want to leave set up in any room I'd have any other people in. I don't personally agree that the Rift display is superior, but I think that's a reasonable-people-can-differ thing.
- shadowmint 10y agoGo to PAX sometime. You may even see the stray oculus in the field of wild vive games. I dont think there's a significant technical difference at this point, honestly, but the vive has won the hearts of the developer community, hands down.
- dkonofalski 10y agoWhy does this seem to be the completely opposite reaction to what I see on Reddit? Over there, everyone seems to think that Oculus' funding of VR titles means that Oculus has won the hearts of the dev community. I don't really see that myself, but it seems like it's constantly repeated over there.
- eropple 10y agoI have some dark thoughts about exactly who's still haunting Reddit these days, but that aside--how many of the people repeating that are developers? Every developer I know personally who's either developing or considering developing VR titles--sample size not large, but north of ten or so?--is considering, in order, PS VR, Vive, Rift. (PS VR is difficult unless you're an established developer, obviously.)
- radiorental 10y agoMeanwhile, Sony is outselling them both.
- moron4hire 10y agoI have to imagine Sony is over inflating their sales numbers somehow, because I don't know anyone with the Sony system, and I'm one of the organizers of our local VR meetup, so I would think that would get me in front of more VR consumers than average. In the past, I know Sony has counted console units that have left their warehouses as "sales", i.e. even the ones still sitting on retail shelves, having yet to be sold to a user.
- dkonofalski 10y agoThe only Sony system I've even seen out in the wild was at one of those video game bars that had it set up in a motion room with the Wii U and DDR where all the games were not seated. It was down for almost 50% of the time and, at least on the TV that was mirroring the view, there was stuttering every 2 or 3 seconds that someone was playing. I never got a chance to use it myself, so it might be awesome, but my initial cursory experience with it was not positive. I also do not know anyone that owns it personally and I am largely involved in my local VR community.
- eropple 10y agoThe social screen on PS VR is untethered from the headset display, so it's not really reflective of the performance of the headset itself. Also bear in mind that the baseline PS4 can barely hit 90FPS normally when it isn't rendering very much--this is why a lot of the early PS VR games are so visually simple. I think the PS VR stuff will heat up when more PS4 Pros hit the market.
- radiorental 10y agoI don't know. They've been on intermittent backorder since launch and scalps selling them for $800 on ebay (MSRP is 400) I don't doubt they're channel stuffing (who doesn't) But it's pretty well accepted that it's been a runaway success. It's consumer grade tech, your VR club is a different PCMR audience.
- moron4hire 10y agoI've spent significant time with both systems. Without a doubt, the Rift is the inferior system. The Rift is more comfortable to wear, but it comes at the cost of reduced Field of View. The Vive can really be strapped onto the face hard, giving a view that almost verges on providing peripheral vision. The Rift feels like looking through binoculars in comparison. The Touch controllers are much lighter and better balanced that the Vive wands. Personally, I found the grip gestures expected for the Touch to be very painful, but that will vary by person. I do think they are too clever by half. I got a better sense of "I'm holding a gun" out of gun-games on the Vive than on Touch. I also found the ability to aim at and hit targets easier on the Vive. Ultimately, I think the argument on which controller is better is missing the greater point though, as neither is an ideal design. A hand-tracking system would be much better (and no, not the Leap Motion, that thing is garbage, yes, even after the Orion update). Though Vive-centric games have always had both motion controllers and room-scale by default, whereas the Rift market is now fragmented between gamepads and Touch, and seated versus standing. Also, Touch is only just now out, whereas Vive has had developers working on content for over half a year. Indeed, Valve is already working on a new form factor for the controller. The two camera setup for the Rift is absolutely, hands-down awful. In a room dedicated to VR setup, I constantly lost tracking when turned to the left or right. The Vive's Lighthouse system is designed to be much, much more scalable. I've never had such pervasive problems maintaining tracking with the Vive. Yes, you're supposed to have three cameras for room-scale on the Rift. To me, that's another point against the Rift. It's a very complex system that is prone to failure. I can get the Vive to track a space about 20ft by 20ft on stock hardware, in default configuration, with no special finagling, just calibrate and go. I have to spend more money on an extra camera with the Rift, extra PCIe cards for all these USB3 cameras, and it's hit or miss whether or not I can get 10ft by 10ft working. The Rift's camera based system is limited by how high of a resolution they can pack into the camera, how sensitive they are to tiny IR LEDs across a room, and how many spare cycles they have to run the image processing algorithm on all those camera feeds. In comparison, the Vive's Lighthouse system is limited by how bright they can make the sync pulse, which basically amounts to an IR flash bulb. In general, I think this is indicative of a much larger problem in VR, consumer reactions, and journalistic reporting. These are all amazing pieces of technology. If you've never seen any VR system after 2015, then you're not prepared for the experience these things provide. It's really easy to get lost in the wow-factor and fail to evaluate the system as a whole. E.g. the Rift headset is more comfortable, but is comfort an important metric compared to FOV? Is it enough that the Touch controllers are theoretically "more ergonomic" than the Vive wands, or is application design built around the controller important, too? Or the MS Hololens: wave-guide displays and inside out tracking are craaaaazy! But they are also kind of janky, the FOV is unusably narrow, and Windows Holographic has terrible UI affordances. When I stop losing the forest for the trees and focus on a unified experience, the only system I have time for in my personal life right now is the Vive. We support "everything" in the projects we build, but if I'm just trying to relax and enjoy myself, I know the Rift and Gear VR and Hololens and Daydream are all staying on the shelf.