Thinking of cancelling my CV1 and getting a VIVE.. advice please.

I cancelled my vive preorder and ordered a rift. Don't know if that was a wise move, but was sold on atw :)

- - - - - Additional Content Posted / Auto Merge - - - - -

As it is though, right now, most of my VR happens to be bed based VR

Bed based, eh? Finally an honest confession, lol :D
 
I don't know if anyone else has already seen this, but this is a great comparison on the CV1 and the vive using the Elite. It shows to me beyond a shadow of a doubt that while both devices are good, at this point in time the CV1 is the best choice for Elite - and I think everyone should watch it if you're on the fence:

https://www.youtube.com/watch?v=agrc2OmAEYg
 
Did your order get pushed back at any point? I was originally in April, then got an email to say delayed to June.
Not sure if they are bringing them forward again

I was pushed from April to 23rd may - 3rd June

However it seems these estimates - at least in some areas - are hugely conservative
 
Ordered my Vive four weeks ago. I should be receiving mine in about a week. Got notification some days ago that its pending fulfillment, which means pending shipment.

I'd stick to whichever one you want more. If you don't care, then get the one you can get more quickly. All in all I think the experience you'll get with either headset will be nearly identical. The CV1 will have motion controllers and will eventually get room scale movement. That is the direction VR will go, so they will adapt. This is gen1 tech after all. Next year things could be quite a bit different

Technologically, I think both headsets are decent for what they do. They are nearly equivalent tech-wise. I think of it as buying a new smartphone with cash. The darn things can cost upwards of $800. They both run essentialy the same software. There are just some nuances between implementations and design. It boils down to personal preference.

But for me frankly, I skipped on the CV1 for a few key reasons which has nothing to do with the actual hardware. When I buy hardware, I also commit to the company that supports that hardware.. so the company itself, how it treats its customers, and the 'games' the companies play do matter to me. The exclusivity issue matters to me, I prefer more open platforms. The privacy issue, I'm not a fan of Facebook... though HTC isn't perfect on the privacy front either. And recently word is out that people are able to buy bundled Microsoft PC/CV1 systems -NOW-, get their CV1 and return the PC... meanwhile kickstarters are STILL waiting for their shipments. Add on that the shipping/supply mismanagement. HTC also had its shipping/billing issues, but Oculus really shot the pooch with their release. Its rather unfortunate as despite me not liking Facebook, I want BOTH VR platforms to succeed. We NEED competition. We NEED this hardware out there and in use by many people. Both platforms. In the end a bit of good healthy competition helps the consumer. More games, more accessories, more improvements.

Despite my reservations.. if I had a CV1, I'd actually be OK with it. I just want to play VR games. The Vive was available sooner, and it had room-scale and motion controllers now. So I went with it.
 
It's a bit of a misconception that room scale doesn't work with the CV1, it works fine put the one camera high and it will fully track the entire room without issue, if you have a pair of hydra's you can also play all the same Vive games.
Now having said that the hydra's are old tech, they're not as accurate and the cables are too short. But for a quick go with some of the games it's good enough to get a feel. So room scale not an issue, but controllers are.
So Vive or Rift is mainly about timing, if you want a complete package now then Vive's the one to go for, the controllers are pretty much essential for any standing/room VR. If you can hold off or are mainly interested in sitting games like ED (or have a tiny room) then the Rift's the one to go for, it's definitely the better headset (although they both have their own issues) and will at some point have decent controllers. The Vive may get a bit more comfy with 3rd party strapping systems, but it's unlikely to get any lighter or have a better cable. The other consideration is you can play Vive games on the Rift natively, but you can only play Oculus games on the Vive with 3rd party software that's likely to have to play a cat and mouse patching games until Oculus see sense and support both headsets or just leaves it to Steam.
Either way they're both cracking headsets.
 
Last edited:
my daughter is 1 and has just "gone roomscale" herself and everything gets pulled apart.

sounds horrifying! :D

roomscale will definitely be a thing but not for everyone and not at all times. nothing beats a couch or an armchair! these devices are not sturdy enough for small children anyway, if it was a good idea at all which i'm not sure about ...
 
For Room scale the Vive's laser lighthouse tracking system will always be better for this 1st gen of VR, Oculus have said out right it wont fully support full 360 tracking of the touch, so if you can handle a little extra discomfort its the one to go for.
 
For Room scale the Vive's laser lighthouse tracking system will always be better for this 1st gen of VR, Oculus have said out right it wont fully support full 360 tracking of the touch, so if you can handle a little extra discomfort its the one to go for.

afaik this is not quite true.

my understanding is, if you want the extra fine control hand tracking you need 2 cameras in front of you, which then means you cant have full room with only 2 cameras......,. however for none oculus specific titles (oculus specific ones will be designed around 2 forward facing cameras afaik) but for non oculus titles which just need the simple grab functionality of the wands if the cameras are placed for full room VR, i see no reason why it wont work just as well...... in rooms 3m x 3 m or less, bigger than that and i actually do agree a laser tracking system is the only really logical way.

after all 1 camera makes some what of an effort of it for the hmd, but 2 needed for the touch of course for full room.

If I am 100% honest... i do wish the rift used laser tracking, but then i guess it would be more likely to be heavy like the vive then,
 
Last edited:
I've had a Vive since last week, just sold my DK2 a couple of weeks ago and like Mad Mike, I am in the 23rd May - 2nd June and just hoping I get my Rift sooner too.

I intend to keep both, and use the Rift for seated and the Vive for room scale. I was thinking of selling one of them when I first pre-ordered, but I think there's enough experiences and preferences to keep them both.

What I care about more is not having titles locked to a headset, and for me the Rift puts me off slightly that if the AAA titles come to the Oculus Store, they won't work outside of the Rift, or indeed outside of that Store. Whereas whilst i know Steam is also a store, Valve just want to sell the games and therefore support all headsets (provided the titles themselves do). Therefore, the Vive is more flexible in that regard being SteamVR which is open.

I've also found the standing / room scale experiences very engaging- even something simple in terms of design like Audioshield is great fun, and the haptic feedback from the controllers adds another layer to it.

And whilst I've got an extension coming to accommodate a 4mx5m setup of room scale, for another month until it's finished I've only got 1mx1m spare room, but plenty of titles are still capable of working in a standing position and just the room to put you arms fully out and around you.

For ED, the Vive tracks okay for me with just one lighthouse in the sitting position, and is perfectly usable in terms of quality until Frontier hopefully improve it to match the recent Rift update, as the demos at EGX last year looked much better than the current implementation does on the Vive.

I think overall for anyone who's feeling agnostic there are pros and cons to both, but for those potty enough (like me) to get both then there's benefits to having both if you really love VR (like me)! :)
 
afaik this is not quite true.

my understanding is, if you want the extra fine control hand tracking you need 2 cameras in front of you, which then means you cant have full room with only 2 cameras......,. however for none oculus specific titles (oculus specific ones will be designed around 2 forward facing cameras afaik) but for non oculus titles which just need the simple grab functionality of the wands if the cameras are placed for full room VR, i see no reason why it wont work just as well...... in rooms 3m x 3 m or less, bigger than that and i actually do agree a laser tracking system is the only really logical way.

after all 1 camera makes some what of an effort of it for the hmd, but 2 needed for the touch of course for full room.

If I am 100% honest... i do wish the rift used laser tracking, but then i guess it would be more likely to be heavy like the vive then,

I believe Oculus supports up to 4 "cameras" so you can have 2 front 2 back at some cost. your computer's USB might have a bit of trouble though with all that.

I've also read that *decent* positional tracking can be done in two ways, laser tracking and dot tracking.

Laser tracking is the more accurate solution, Vive uses laser tracking, Rift (I think) uses dot tracking.

Not saying that Rift won't be as good as the Vive in the tracking dept I have no idea, more that they're using slightly different tech and so starting from slightly different places.
 
Hi Mad Mike,
What ever you decide, you must be aware that with both HTC and Oculus it is a 1st gen product. So if you are a geek who wants to "feel" the whole room scale potential - HTC Vive it will be. If you want to spend hours gaming most time at your desk, probably the CV1 it will be. Any decision you will make, in 12 months you will probably buy anyway the new 2nd generation product.

Anyway don't cancel your order. If you can get it soon, sell it on Ebay...

P.S. Ordered the CV1 and should arrive mid June 2016.
 
Last edited:
i decided to get both, i'm getting financially [censored] due to lots of other circumstances (people dying, new kitchen etc) so i might aswell have my toys in my debt jail [wacko]
 
Last edited:
Hi Mad Mike,
What ever you decide, you must be aware that with both HTC and Oculus it is a 1st gen product. So if you are a geek who wants to "feel" the whole room scale potential - HTC Vive it will be. If you want to spend hours gaming most time at your desk, probably the CV1 it will be. Any decision you will make, in 12 months you will probably buy anyway the new 2nd generation product.

Anyway don't cancel your order. If you can get it soon, sell it on Ebay...

P.S. Ordered the CV1 and should arrive mid June 2016.

hi

as i posted earlier in the thread, not cancelling now as rift is in post, currently at barking...... shame they do not do sat deliveries as it is not coming to tuesday now, but never mind.

I have actually had a VR HMD since july 2014 so i am fairly grounded in what to expect in terms of just the hmd... it seems i am more hopeful on the functionality of what touch will bring than others however. I conidered getting a vive, however I am done with dev kit level hardware now, and for me personally i think vive feels more like a dev kit than a polished consumer product.

but that is just me.
 
For Room scale the Vive's laser lighthouse tracking system will always be better for this 1st gen of VR, Oculus have said out right it wont fully support full 360 tracking of the touch, so if you can handle a little extra discomfort its the one to go for.

LOL this one made my head hurt [wacky] It was the word 'always' and whether the Oculus touch features might make them better on some occasions. However the link to 'Room scale' and '1st gen of VR' IMHO makes it correct. My gut feeling is by 2nd gen of VR the Rift will improve this in the same way the Vive will improve comfort.

My understanding is "Room scale VR" was coined by Valve / HTC as shorthand for walking about with 360 degree tracking.

Oculus made the safe choice. It is likely a choice that was made two or three years ago. They decided to drive through a seated experience. To be honest I could see agreeing with that if I had been in a meeting three years ago. Then they drove both internal and external development to focus on that. As a result IMHO the Vive is at least one year ahead of Rift on this feature.

In a sea of opinion it is fact that Oculus has told developers to target forward facing cameras for the touch. The officially supported setup for the rift + touch leaves an untracked area behind the player where the motion controllers cannot be seen by the cameras.

As such games like fantastic contraception are forward facing only experience on the Rift (so don't expect to be walking around freely and interacting with objects). They have said it over and over. "Rift is a forward facing experience". Oculus have not created an environment that developers can target 360 degree tracking using touch - the officially supported target for devs is that they keep the player facing forward on the rift.

I'm not saying the Rift technically can't do room scale but IMHO (deliberately keep adding that) until it's officially supported this feature won't be as good as the Vive.

Now putting a tin hat on and ducking [where is it]
 
Last edited:
I didn't know about the touch being a forward-facing experience, but I'm still happy with my CV1 choice. I'm sure subsequent generations of VR are going to be a lot of fun with people pirouetting like crazy, but both these current headsets have to face the real reality of a connecting cable.
 
... both these current headsets have to face the real reality of a connecting cable.
Agree 100%

I didn't know about the touch being a forward-facing experience, but I'm still happy with my CV1 choice .....
I didn't mean to knock anyone's choice of the CV1, IMHO it has other features which are much better. If I was buying an HMD today just for ED (considering this is an ED forum) personally I would choose the CV1 [up]
 
Last edited:
LOL this one made my head hurt [wacky] It was the word 'always' and whether the Oculus touch features might make them better on some occasions. However the link to 'Room scale' and '1st gen of VR' IMHO makes it correct. My gut feeling is by 2nd gen of VR the Rift will improve this in the same way the Vive will improve comfort.

Yes Mark, point taken "always" was the wrong word there :x.

At last there's finally been a video made of a DEV trying full room scale with the rift and it looks pretty good, God knows why Oculus would sit on this i supose its because of safety concerns with no chaperone in OH at least, I read it works with Steam VR.

[video=youtube;zdU_OGCVjVU]https://www.youtube.com/watch?v=zdU_OGCVjVU[/video]

I did notice he made a point of holding out his hands in front of him maybe to avoid occlusion?
But I hope we can have parity across the 2 systems room scale game development wise.

Also had a brainwave could these combined with fast home Ethernet plugs to solve the cablling issues? but I suspect latency would be a factor..
 
Last edited:
Back
Top Bottom