Yes I have compared the two. The Rift CAN do 180 degrees easily (there ARE LEDs on the back of the headstrap you know). This is NOT a reddit forum and I'm letting people know about how ED is with a VR rig - so no need to get antsy! If you want to play roomscale then yes, Vive is better (for the moment - just wait until Touch), however we are a seated community. Please don't spread crap around here ... too much on /r/oculus!
Take some rep sir. Now your head is a little bit bigger.
Oops. Says I can't rep you again. Must have already done so. Doh!
I am a rift owner however even I would say the vive tracking is technically a potentially better solution.
IF I had a big ass play area there is no question at all which hmd I would buy... the vive however I don't. Best case scenario for me if I do some proper organising is 3.5m x 2.5m.... the practical reality is more 3x2
I would say the majority of people are more like me than like the person with a 5mx5m area.
My view is (and this is just me and I am not saying I am right vive owners are wrong here) that for most people the rift tracking is good enough, and that is what matters.
I also thing it is no coincidence the rift is lighter than vive. A simpler design has its advantages as well as disadvantage.
Now it seems the official setup is both cameras in front for touch use but fantastic labs dev have shown rift with touch doing proper full room and he said for 3x3 room scale it was just as good as vive....... but I agree if not official that is less than ideal.
Now am going into wishful thinking mode here BUT rumours are the Xbox 1.5 is going to have a partnership with oculus so I have a bit of an out there thought. Touch is running late. I am hoping oculus are currently seeing the potential of full room and may be reevaluating the no real camera approach and may supply a 2 camera solution with touch so 2 cameras in front and one behind (touch offers more flexibility that the wands from what I can tell).
Now if you accept this idea and the ties with MS...... if I was head of oculus I would be trying to broker a deal to get kinect 2.0 bundled with touch![]()
Fair point on the privacy. I do not mean to sound blaze and get that some are not happy with win10 privacy. I am not really but truth is I guess I have just given up on the notion of privacy any more .
The great thing is imo (and esp for seated games like ED) there is no loser here. VR no matter the flavour is bloody fantastic and a dream come true from my teenage years
Nope. It's more *complex* than Constellation, but not more advanced.The Vives solution is fairly more advanced than the rift.
Nope. The headset has many LEDs. Occluding one (or even a few) of them will not disrupt tracking. It's easier to lose tracking when turned 180 degrees as there are fewer LEDs, so fewer need to be occluded to make the pose harder to determine.It works for what its intended to do, however, an abundance of devices could cause the sensors to get "confused" if there is overlap at any point between the blinking leds. (Like for example, if you were to put an Oculus touch in front of the headset, the headset LEDs and the Touch's LEDs might confuse the camera).
Only if you follow the 'recommended' setup (i.e. the one that Oculus are encouraging developers to adopt). The reason they encourage this is that the Touch controllers are relatively small, so having both stations facing from the front reduces the possibility of occlusion. There's nothing stopping you from setting them up in opposing corners of a room; the software will happily track both front and rear LEDs on the headset and give you an overall improvement in tracking.Additionally, even with a second tracking station, both stations are located on the front.
Clearly if you put the controllers somewhere that the cameras can't see them, you'll lose tracking. You can stick your Vive wands in your pockets and the same thing will happen. They aren't magic. As stated, Constellation allows you to place your two cameras in an opposed configuration and you'll be able to track Touch 360 degrees, but there'll still be some poses (e.g. when your hands are close together or when close to your body) where there's a risk of occlusion. Those who are serious about room-scale with Rift will buy extra sensors to reduce occlusion.There are rumours (people that tried the Touch prototypes) that because of this, when you turn around (put your back to the tracking stations) the Oculus Touch controllers lose tracking because they have no line of sight to the stations. So while the Rift will eventually do room tracking, they will have to work around the issue with the Oculus Touch controllers.
What you say isn't untrue but it's certainly overstating the problem. Computerised object tracking and pose recreation is a solved problem. It can be done quickly and efficiently, especially with newer processor architectures. Each Constellation sensor will steal something in the region of 1-2% of one CPU core, so even with four sensors you're not looking at a significant overhead. Latency isn't a problem -- data is sent over USB 3.0, and processing takes less time than the update rate of the camera, which is all that you need. Between updates of the pose calculated by the camera, the HMD uses dead-reckoning from a high-frequency IMU. The blinking LEDs aren't a problem; once a LED has been identified, the tracking software only needs to reacquire its ID if its pose accuracy goes low. Most of the time it's simply doing blob tracking: a solved problem.Lastly, the Rifts tracking sends raw image data to the PC (since it uses, cameras for tracking), so the PC has to process the image, calculate which leds were blinking... essentially, it steals cycles from your CPU and increases latency.
/s/advanced/complexIn contrast, the Vive uses infrared laser tracking. (There is a difference between infrared LEDs, and infrared laser, the latter being more advanced.
This is correct. The reason I talk about complexity is that unlike Constellation, each sensor detects the laser sweep at different times. The time that each sensor detects each hit is used to fuse the data into a pose. This *is* fundamentally more complex than the blob / pose tracking that Constellation uses, and is more prone to error. It's also prone to issues with reflection (was a hit due to a laser strike or a reflected laser strike?) and issues with ambient IR light (e.g. the sun), as is Constellation.The base stations are located on opposite sides of the room, and they are not cameras (as some people seem to think). The stations "sweep" the area with an infrared beam that covers the whole play area. (The Vive base stations each have a FOV of 120 degrees). These "sweeps" hit sensors on the headset, and since its two sweeps from two stations on opposite sides (think of x and y coordinates) it is able to accurately determine and track the headsets position.
Lighthouse is certainly the better solution for this sort of setup and I wouldn't recommend anything else. There aren't many people with this sort of space, and I would expect that the majority would get along with a Constellation setup as well as they do with a Lighthouse one.Even though the Vive's tracking is recommended at 15x15ft, I actually play in a 20x20ft room with no issues. By simply adding more base stations in the future, you could expand this playing area to almost limitless proportions (I'd love to play in a warehouse) of course, the limiting factor here is the cable itself.
I don't think anyone has measured it yet. Doc_Ok on Reddit has done some good work with Lighthouse but he doesn't have a CV1. We're told it's sub-millimetre.I don't know the numbers for the Rift, but Vive's tracking accuracy is within 0.05mm for both the headset and the controllers. That basically means that if you were to move 0.05mm, it would be accurately tracked.
I wouldn't even go so far as to calling it an afterthought. Oculus' official line is that it's a seated or standing 180 degree experience. Whether they change that stance when Touch comes out, we'll have to wait and see. Most canny developers will make their room-scale games work both for Vive's 360 degrees and Touch's 180 degrees, but they won't stop Touch users from setting up a 360 degree solution.The problem here is that the Vive was built from the ground up with Room Tracking in mind, and the lighthouse tracking system was specifically developed for it. The Room Tracking on the Oculus is an afterthought.
The majority of reviews I've seen cite Vive as being uncomfortable when used for long periods. Everyone's head and neck are different though, so this one is going to be completely subjective.The Rift is more comfortable than the Vive, however, in a way it dependsI might have a big enough head so that the Vive doesn't bother me at all. Lol. I have played Hover Junkers and Holopoint for 4-5 hours at a time (my two favorite games right now) which involve a lot of moving around, crouching (I really get into Hover Junkers, I even crawl on the floor when I'm looking for cover so I don't get shot) and the Vive doesn't bother me.
Also worth considering motion comfort. Oculus have asynchronous timewarp, which virtually removes jitter completely (if there's a missing frame, ATW will use the IMU to calculate an updated headset pose and reproject the previous frame onto the new pose). For people who get motion sick easily it has a big effect.Like I said, both headsets are great. As the post above said, for first generation devices, they are both quite good with pros and cons. Do your research, see which one you are interested in, and then buy the one you want. There are many things to consider asides from just the hardware. (Open VR (Vive), or Walled Garden, Apple style (Oculus)? Mostly sitting, or would you enjoy physically dodging, stabbing, and punching enemies? Valve, or Facebook?) There are many factors to consider.
And yes, Oculus Touch seems more flexible than the wands, IF they can solve the potential tracking issues when your back is to the camera. While I do like the wands myself, (for shooting games, sword fighting, bow shooting, anything that requires holding some kind of virtual weapon, they feel better and more natural), Oculus Touch seems to have some nifty features the wands lack.
I do hear that if one of your limbs sticks outside the chaperone bounds (playing area) of the Vive, it gets severed right off.
The Vives short straps mislead users into wearing it wrongly or - in my case - prohibit wearing it comfortably because the to strap is way too short.
Yes they go into standby when not in use. The motors are just standard HD motors, how often do you worry about your HD "main crankcase bearing throwing a disk"?With the Vive I'd be a bit worried about the spinning laser mirror inside the lighthouse - its a moving part. At those prices, it'll be by no means a professional survey-quality laser part... and the bearings might not be that great. Maybe they'll just get loud like a case fan etc. but still work fine.
Do the Vive lighthouses turn off if your're not playing a game?
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Let's just say the results have been... peculiar. One of them took a whole two minutes before taking a step into "the abyss". Apparently, even knowing he wouldn't really fall, his body refused to move. It's like his brain knew he wouldn't fall, but his subconscious was like "it's an illusion. Walk forward? screw that!"
Thank you VR gods for bringing true immersion to our games :3
I received my Rift today which was surprising because I'd been told that my May delivery was delayed until August. QED I got free shipping on my (near) original delivery date!
I also own a Vive and I'll compare the two.
The Vive is heavier than the rift and less comfortable, the Rift is easier to adjust for comfort and put on/off.
The Vive tracking is much more capable than that of the Rift.
The Vive display is better (caveats later) and has greater depth and better colour pop.
The Vive field of view is slightly larger.
The Vive black levels are better (odd as they're both oled).
God Rays seem worse on the Rift but NEITHER are bad and I hardly noticed the issue.
The Rift's display is less intense (colour/dynamic contrast) but it's more stable. DCS (flight sim) works well on both devices and allowed me a direct comparison. The Vive is more 'interesting' but the Rift is solid and non-flickering.
Rift setup is easier because it has one desktop sensor and that and the headset are powered via USB not additional transformers. For seated use the Rift scores points for this.
The Vive controllers blow the Rift's X-Box controller and Oculus pointer thing into the distant horizon. The Vive controllers make Oculus look silly and they add SO much to the VR experience.
Vive roomscale is what VR is all about.
Elite: the Vive is dire rubbish (so far, I hope it changes) and the Rift works very well. The difference between the two was very obvious. I didn't want to use the Vive for Elite but I WILL be using the Rift. I wish that I could crank up the Rift's colour just a bit though, it does lack dynamism.
Eve Valkyrie on the Rift is ... meh.
Summary:
For everything but Elite the Vive has the edge for the wow factor with its graphics and it's room scale tracking and suitable applications are tremendous. However, it's a pig to set up, has too many cables, is uncomfortable to wear and is rubbish for Elite (thus far). The Rift is lighter, more comfortable, simpler to install and runs Elite 10x better (so far).
As a VR experience the Vive wins it easily because of roomscale and the associated tracking and controllers, zero contest. The Rift wins for Elite and similar simulators in a fixed position at a desk using hotas (etc) controllers over a long period of time.
If the Elite experience is not properly fixed in the Vive then the Rift is the obvious choice for Elite. If the Vive IS fixed and you can only afford one device then get the VIVE. Roomscale is truly a game changer, pun intended.
Well, I do agree on the thumbstick argument. The Oculus Touch apparently supports gestures (such as thumbs up, for example), which I believe will open the way to actual finger tracking. Asides from that, if done correctly it should perform similarly to the Vive wands.
Provided, as I mentioned many times, that they solve the tracking issue.
Do the Vive lighthouses turn off if your're not playing a game?
Its not HTC's problem you've got a big bonce!
Seriously, I'm probably in the same boat even though I'm not a particularly big guy. I'm sure some fabric shop ghetto-style velcro additions will make the length for the cranially-well endowed.
All is not lost on the Vive in ED... Indeed, I'd go as far as to say that it's now *excellent* (with my setup at least).
2.1B6 (so hopefully no regression with 2.1 when it's released - in a few hours?),
current NVidia WHQL drivers,
Steam VR beta (only because I could!),
2x Asus GTX970 Mini CU in SLI (overclocked to within a gnat's crotchet of crashing)
In ED everything cranked up to Ultra (not VR High), except for:
Blur (off),
AA (MSAA),
Oversampling (x1.0),
Field of View (absolute minimum to condense the head up display, making the default orange more readable)
I'll have to check out planets and close binary stars in a bit more detail to see if those kill the frame rate, but the only times I've so far noticed dropped frames is because I've configured Steam VR to tell me.
Previously, it was literally like trying to use a pair of binoculars whilst unicycling over cobblestones after a visit to the proctologist. Note: I've only ever done one of those things ;-)
OP, consider yourself repped
Oh, and another thing. The Vive will just about accept my relatively thick rimmed glasses (with 50mm diameter lenses). That's a massive bonus for me.