Vive vs Rift: Help me decide what to buy!

I have a DK2, tried a Razer HDK (gone back today) and ordered a Vive (shipping in June apparently) due to one factor : the Oculus Shop page wouldn't open :p
 
Who know the lifetime of the lighthouses?
They have 2 spinning motors inside and for the fact that no one controls them, they will keep spinning always, night, day, when you will go in vacation.
 
Who know the lifetime of the lighthouses?
They have 2 spinning motors inside and for the fact that no one controls them, they will keep spinning always, night, day, when you will go in vacation.

Unless you pull the plug. What I would definitely intend to do at night or during vacation.
 
Ah mine was May (ordered last week).

Can I ask a question about the software.

So say with Vive or Rift do I have to run these games through the store?

Like with ED it *has* to be run through Steam or the Oculus store, or is it all just like another game where you're not tied to a store.

No. I launch using the Frontier Launcher, and if I have my DK2 plugged in, it'll run Oculus, if I have the Vive plugged in, it'll run SteamVR. Frontier said you can mix and match launchers too.

Right now, due to some weird bug or design decision, the Vive is running at a reduced resolution. Hope that gets fixed soon. For now, I prefer to run Elite with the DK2, as my Light Houses are setup in another room and I'm too lazy to schlep them over along with the PC. Also, the DK2 is noticeably smoother, but I find the text slightly harder to read.
 
No. I launch using the Frontier Launcher, and if I have my DK2 plugged in, it'll run Oculus, if I have the Vive plugged in, it'll run SteamVR. Frontier said you can mix and match launchers too.

Right now, due to some weird bug or design decision, the Vive is running at a reduced resolution. Hope that gets fixed soon. For now, I prefer to run Elite with the DK2, as my Light Houses are setup in another room and I'm too lazy to schlep them over along with the PC. Also, the DK2 is noticeably smoother, but I find the text slightly harder to read.

By "noticeably smoother" what do you mean? Can you explain the difference?

Do you find the VIVE Experience the same regardless of the camera being enabled/disabled? HTC has suggested that the camera option takes some bandwidth from the USB connection, potentially affecting the tracking of the headset.
 
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I wanted a HMD for a long time, but resisted the urge to buy a DK 2 and convinced myself to wait for the CV1 because of the better resolution and since I belief a Consumer Version will receive better and more official support in case of problems. So although I agree with your points, I already waited too long. If I'd prioritize the "The next iteration of the hardware will be better than the current, therefore I'll wait" logic, I'd never buy any version and end up waiting forever ;)

This, so much this!

At some point, you have to commit yourself! Because - while it is probably true that the technology will be better and/or cheaper in the future - life doesn't last forever. My eyesight is getting worse year after year and honetly, I want to enjoy VR while I am actually able to see something! (Don't worry, I'm not going to be blind. It is just the usal tribute to an increasing age...)

Really, "Wait some more years until everything is perfect." isn't actually a good advise.
If you really want it and if you can afford it - get it NOW!
 
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No. I launch using the Frontier Launcher, and if I have my DK2 plugged in, it'll run Oculus, if I have the Vive plugged in, it'll run SteamVR. Frontier said you can mix and match launchers too.

Right now, due to some weird bug or design decision, the Vive is running at a reduced resolution. Hope that gets fixed soon. For now, I prefer to run Elite with the DK2, as my Light Houses are setup in another room and I'm too lazy to schlep them over along with the PC. Also, the DK2 is noticeably smoother, but I find the text slightly harder to read.

Ah thanks.

So it sounds like for a game to support say HTC Vive then the game developers need to implement SteamVR support and as long as that is in you're good to go.

SteamVR support being actually nothing to do with Steam per se (except for branding), as in to play a game in Vive you don't have to have bought is through Steam or anything like that. And so going forward I could still buy game through humble bundle or Gog or whereever the current bargain is. This is good.

Does anyone know if it's the same for Oculus? (I know DK2 was mentioned above but CV1 may be different.)
 
By "noticeably smoother" what do you mean? Can you explain the difference?

Do you find the VIVE Experience the same regardless of the camera being enabled/disabled? HTC has suggested that the camera option takes some bandwidth from the USB connection, potentially affecting the tracking of the headset.

Can anyone lucky enough to have both headsets please make this a more objective claim. Play the same scene with graphic loveliness set to eleven with both headsets and tell me what's the fps for them.
 
Can anyone lucky enough to have both headsets please make this a more objective claim. Play the same scene with graphic loveliness set to eleven with both headsets and tell me what's the fps for them.

Not got either, but from what I gather Vive support in ED is currently borked, stuttering, graphic display problems.

My understanding is Frontier committed to supporting Vive? I hope they get this sorted sooner rather than later, folks Vive preorders will be arriving soon.
 
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Can anyone lucky enough to have both headsets please make this a more objective claim. Play the same scene with graphic loveliness set to eleven with both headsets and tell me what's the fps for them.

I'm not sure if by "smoother" the user actually meant higher frame rate (as per rendering pipeline) or tracking rate. In other words, if tracking is less efficient, you would still get the same frame rate but your FOV will be "jumping", it will be less smooth. This is why I asked for a more detailed description.

The Rift has implemented "timewarp" in 1.3 SDK, which compensates for head tracking deficiencies, to deliver a smoother motion. This is a software feature.
 
So bang goes that little theory then

Not got either, but from what I gather Vive support in ED is currently borked, stuttering, graphic display problems.

My understanding is Frontier committed to supporting Vive? I hope they get this sorted sooner rather than later, folks Vive preorders will be arriving soon.

There once was a theory doing the rounds on this forum that seeing as Oculus had Valkyrie as their flagship space fighter, Elite would get better support from Vive. Hindsight is 20/20 I guess.
 
It's gonna be interesting going forward.

I know little about the topic but I can't help feeling other hardware manufacturers will be building headsets..

From there these manufacturers will be looking to implement their own driver/apis, and since their business is selling hardware and not software they'll likely opt for SteamVR. I suspect Valve's business model means its in Valve's interest to keep SteamVR open and useable by all, on the flipside I think it's likely Oculus software/api will be closed and proprietary.

So I'm thinking we inevitably end up with a whole bunch of SteamVR compatible headsets, and perhaps like the open spec PC market, SteamVR will become the main standard. (talking long term here).

I kinda hope it goes this way. On one hand you have "Oculus only" games due to the closed nature of Oculus which will sway people to the Rift due to exclusives (and which I don't like). But on the other you have the more open nature of SteamVR (I'm assuming its actually more open!) meaning much more hardware support via SteamVR. I think SteamVR oddly actually supports Oculus hardware right now which is pretty cool of them if you think about it.
 
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After using the vive demo, the rift CV1, and the OSVR 1.4 i'll wait until the resolution gets better. I just purchased the OSVR 1.4 and the resolution at 960x1080 per eye just isnt enough. The pixels are still big enough to see the lights in them. The Oculus and the vive are a little better but far from good enough to write home about.
 
Power management for the lighthouses was added to SteamVR a few days ago. So they will be sent to sleep using Bluetooth a few minutes after quitting SteamVR.

I don't think so. Unless I unplug the lighthouses from the power supply, they keep rotating even after I exit SteamVR.
 
Is it true that the Ctrl-F (FPS counter) does not work with either HMD?

I don't know about the other headsets, but there used to be a problem with the DK2 that it only output to the headset. This meant that the fps display wasn't visible from within the goggles. This was solved with Driver 1.3 because the display was mirrored onto your monitor.
 
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