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I 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
by dkonofalski 10y ago
I 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.