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HTC Vive Price Cut
- jahabrewer 9y agoI really wish I had bought mine on a credit card with price protection now.
- deleted 9y ago[deleted]
- potatolicious 9y agoHuh. Usually a price cut precedes a new generation of hardware - but the press release seems to go out of its way to dispel that notion. Personally I would love to see a new iteration of the hardware... The comfort level of the Vive leaves something to be desired IMO, and could do well with cribbing the ergonomics of PSVR.
- FLGMwt 9y agoVive does have new controllers in the works: https://www.vrfocus.com/2017/07/a-guide-to-the-htc-vive-knuckles-controllers/ https://www.vrfocus.com/2017/07/a-guide-to-the-htc-vive-knuc... Both HTC and Oculus have tried to say something along the lines of "a major shift isn't coming too soon. If you want VR in the next 2 years or so, don't hold out".
- stephengillie 9y agoIt's sad to see the technology plateau at the current level, with bulky helmets and clumsy controllers as the state of the art for the forseeable future. If only they could route the optics more effectively, using fiber or another medium.
- mquander 9y agoNew hardware is coming -- the next iteration is going to be wireless, inside-out tracked headsets and hand tracking, and it's going to be here in 2018. It's not on the shelves yet, but the prototypes work.
- stephengillie 9y agoDo you have information that GP and GGP don't? Please share your sources. > Huh. Usually a price cut precedes a new generation of hardware - but the press release seems to go out of its way to dispel that notion. > Both HTC and Oculus have tried to say something along the lines of "a major shift isn't coming too soon. If you want VR in the next 2 years or so, don't hold out". > They don't actually say that there won't be a new generation of hardware. If you read it carefully they just say that they're going to keep selling the current one.
- rjvs 9y agoIt's not plateaued, both manufacturers are simply trying to establish a solid platform for content to be targeted at. Think of it like game consoles; the idea is to make content easier and more profitable to create, in order to provide more value for consumers, creating a virtuous cycle. Fragmenting the market further by announcing marginally better hardware is not helpful for that goal. Both HTC & Oculus have already shipped improvements to their existing hardware and I expect that to continue until the next generation of hardware is announced. Specifically: - HTC has upgraded the tether, audio & head strap, revamped the packaging twice, are about to release trackers, are likely gearing up to release upgraded hand controllers and also new laser tracking hardware. - Oculus have shipped their hand controllers, plus now support room-scale configurations with multiple cameras. The list of software improvements on both platforms is much longer, so I won't bother but real-use performance continues to improve with the same hardware. Source: VR Dev.
- gt_ 9y agoIn this case, it's just a bubble burst.
- dantiberian 9y ago> The high-end, PC-based consumer Vive that is in market today, and will be for the foreseeable future, will now be available for $599. They don't actually say that there won't be a new generation of hardware. If you read it carefully they just say that they're going to keep selling the current one.
- rothbardrand 9y agoCan someone give me an overview of the different systems in price and quality? My impression was that Oculus was a bit better but pricier, but with everyone cutting prices and Oculus filling out their system-- is one a far better offer than the other now at this new price for Vive? Or would I be better off going the playstation route? Just curious-- have never owned a VR headset (or actually even used one!) and I'm interested, but been waiting for things to settle.
- bitL 9y ago> Oculus was a bit better but pricier It was the other way round; Vive was considered better but significantly more expensive.
- noncoml 9y agoIn which way(s) is Vive supposed to be better?
- hesdeadjim 9y agoThe lighthouse tracking system is almost incomparably better than the optic sensors of the Oculus.
- wlesieutre 9y agoI haven't followed too closely but IIRC the tracking hardware is the big difference between the two. Vive has passive beacons and the headset and controllers can locate themselves within the room based on the time of sweeps of IR laser beams. This is very fast and doesn't add CPU load. Oculus does it with computer vision and (for room scale) 2-3 1080p 60Hz cameras. I've read reports of USB 3 bandwidth problems; you have to be careful about what gets hooked up where and some people went as far as adding a PCIe USB card to handle them. EDIT: Oculus has published official notes on this, see link below. They recommend two sensors on your USB 3 ports and the third on USB 2 to get it on a different USB controller. https://www.oculus.com/blog/oculus-roomscale-balancing-bandwidth-on-usb/ https://www.oculus.com/blog/oculus-roomscale-balancing-bandw...
- jsonderulio 9y agoOculus Summer of VR totally shattered their expectations. Sets were back-ordered for a while. Vive saw their market & new platform developers running away from them. Having tried both in multiple capacities, the tracking and field of view are better of the Vive. But the Oculus has a better developer network & content, is easier to use, and seems to deliver a better final resolution. Also $400 vs $600 is compelling, although if you can afford VR you are probably not exclusively price sensitive.
- balls187 9y agoIt's super easy to get Occulus content running on a Vive. IF you're going to invest in VR, AND you've waited this long, you might as well wait for gen-2 hardware--with the hope they are wireless headsets. If you want to try it out, just get Google Cardboard or Google Dream.
- abiox 9y ago> with the hope they are wireless headsets wouldn't going wireless imply heavy batteries strapped to your head?
- computerphage 9y agoOr possibly strapped to another part of your body. You'd still get the benefit of not having a cord pulling on your head or tripping you.
- PakG1 9y agoWearing a power pack on your back with a cord to the head would be quite fine. The only thing to be careful about is batteries that get too hot. But in a weird way, that's better on your back because I think if people were forced to choose, a fire on one's back is better than a fire on one's head. No fire is of course the best. :)
- dogma1138 9y agoWhy? GearVR gets ~2 hours of usage that's more than enough for most VR play sessions (it's actually quite tiring). And GearVR also has to run Android and the rest of the cell phone crap and the cell phone form factor limits the battery size. You likely going to be easily be able to get 3-4 if not more hours of playtime from a pretty light battery by using just a slightly bigger battery than in an high end cell phone and while optimizing the hardware for VR rather than general purpose cell phone usage.
- bstahlhood 9y agoFor anyone doing most of their development on a MacBook Pro, you can get the External Graphics Development Kit[1] announced at WWDC. The kit costs 599.00, but that is better than building or purchasing a new PC rig. It includes a promo code for 100.00 toward the purchase of a Vive. With this price cut, that brings the Vive purchase down to 499.00. Apple is partnering with Valve and Steam VR is supported. They have also partnered with Unreal and Unity for VR development on Mac OS X High Sierra. [1] https://developer.apple.com/development-kit/external-graphics/ https://developer.apple.com/development-kit/external-graphic...
- RickS 9y agoCan anyone comment on the performance of a newish MBP with this kit relative to a modest custom gaming PC?
- gt_ 9y agoIt's fine. I've done this just with Windows on a 2014 macbook with the nvidia (I think m950) graphics card. Developing VR involves low framerate experiences no matter what you use. I have a PC as well, but I would not hesitate to use my MBP again at all.
- hatsunearu 9y agoLittle too late. But definitely the right direction.
- baby 9y agoThis is great to hear! Having tried both The Vive and Oculus I always found the HTC Vive lightyears ahead of Oculus. Now because of the huge Oculus price cut I was seriously considering buying the Oculus instead. It's a weird decision but not having a PC, I have to factor that in the overall cost :/ By the way. Is there a page that list configs or already built setups for the Vive?
- deorder 9y agoI have both the Vive and the Rift (new SKU) at the moment. In my case: - Both my Vive and my Rift have visible mura not being corrected by the mura correction. The Vive has a more uniform mura, but darker scenes (even grey ones) are impossible to play. This got worse after an update last November. My Rift shows the following pattern: https://imgur.com/a/fG2F6 https://imgur.com/a/fG2F6. Disabling SPUD works but creates many other issues like ghosting / black smear. - Everything on my Rift is blurry and I cannot read any text at all. Even text that is close. I adjusted the IPD, how I wear it, increasing supersampling etc. all without success. I have a constant feeling as if my eyes are crossed. I can watch Miyubi on the Vive, but not on my Rift. - The new Rift foam causes pupil swim for me because my eyes are closer to the lens. I can also see the borders of the screen even in the middle. - I got the new Rift bundle, but many demos assume you have the remote which is not inside the box anymore. For me the Touch controllers are too much of a hassle to put on only to control a movie. I do not seem to be able to wear the Touch controllers like is shown in the videos. May be my hands are too small. - I prefer the new Vive deluxe headstrap over the Rift's headstrap, but I think the attached audio headset of the Rift is better. I have a lot of trouble putting the Rift on. The pulling while holding the HMD or putting the back part of the headstrap on first and then pulling the HMD over my face. I really like the Vive's deluxe headstrap tighten wheel more. - The Vive has a brighter image. My Rift's image is too dark for my taste.