Got my Rift ... comparison with my Vive.

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!

The differences between the two might be hard to determine in normal usage scenarios. However, let's keep in mind that the Oculus and Vive use two completely different tracking solutions. The Vives solution is fairly more advanced than the rift.
The Rift uses "dot matrix" tracking. Without the boring details, the "camera" looks for blinking infrared leds on the headset, and tracks the headset depending on which led is blinking at any given time. 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).

Additionally, even with a second tracking station, both stations are located on the front. 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.

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.

Back to the tracking explanation(s):

In contrast, the Vive uses infrared laser tracking. (There is a difference between infrared LEDs, and infrared laser, the latter being more advanced. Additionally, infrared lasers are a Class 1 laser product, generally deemed harmless to humans, for those concerned about lasers and your health).

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 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.

Note that the base stations need line of sight to each other, because they synchronize wirelessly. That's how the stations can create this "x,y" grid that is used to track the headset. About that...

It is important to note that the stations do not track the Vive. The headset uses the stations to track itself. (the tracking processing is done within the headset itself).

Another important note is that sensors inside the Vive have a unique ID assigned to them. When the infrared beam from the stations hits one of these sensors, the headset determines that "sensor number 2312 was hit by infrared laser and its position in relation with the base stations is x,y". The headset determines its position within the base stations field, and sends the already processed data through the PC.

Of course, this means the opposite of the Rift. The PC receives already processed tracking data, saving CPU cycles and reducing latency.

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 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.

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.

In the end, both headsets are great. We have to keep in mind that Elite has been working on Rift support basically forever, while HTC Vive's support is a lot newer. In time, everything will even out.

The Rift is more comfortable than the Vive, however, in a way it depends :p I 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.

Not to mention, I break a hell of a sweat playing with the Vive.

Fun fact: I'm not a big guy by any means, but I'm no model either. A couple days ago someone was like "Whoa, are you losing weight?"

I just grinned and said "Why, yes, I am". And I had a blast doing it too.

Who needs a gym membership when you have one in your own home? O.O

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.
 
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Take some rep sir. Now your head is a little bit bigger. :D

Oops. Says I can't rep you again. Must have already done so. Doh!
 
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Take some rep sir. Now your head is a little bit bigger. :D

Oops. Says I can't rep you again. Must have already done so. Doh!

Thanks! Lol... That took a lot to type and make it at least half-coherent. O.O Updated post with some new tidbits of information.

Something else that I have seen mentioned.

"The Vive has too many cables"

Let's touch on that. Power adapters don't count as cables for the purpose of playing, since they are not in the way when you play.

The Oculus uses 2 USB ports and 1 HDMI port connected to the back of the computer. For one, this can limit how "far" the cable can go in the Oculus.

In contrast, the Vive uses a linkbox. The linkbox is connected to the PC with a single USB cable and an HDMI cable. The headset is then connected to the linkbox. This means that potentially, you would be able to utilize a bigger play area with the Vive, if you take into account the added room you could achieve by taking advantage of the cables connecting the linkbox to your PC. (For example, in the room I use for VR, the PC is in my closet, the linkbox is attached to a wall outside the closet, so I get to use the room entirely for VR without having anything in the way). If you are willing to get creative, you could expand your play area even further.

The base stations do not have any wires running to the PC, and communicate with each other wirelessly.

Lastly, even though the Vive was designed with Room Tracking in mind. The statement that "Oculus is superior for seated experiences" is incorrect. In fact, you could install a single base station (and put the other away) and the Vive works brilliantly while seated with no tracking issues. You only need one station for basic tracking, and two for room scale.

For example, when I play games sitting down, I am effectively facing my closet, and away from the room itself (which is all behind me). I am only within the FOV of the station behind me at the opposite end of the room.

The added bonus is, that in Elite, the "room behind me" effectively becomes the space behind the pilots seat, so I can choose to stand up and walk around the ship. The moment I step into the other station's FOV, they both track my room movements instantly. For some reason I find it interesting to walk up close to the other panels, signs and whatnot all over the ships cockpit. :p

Infrared Lasers can pass through minor obstacles (for example, me) so it does not matter if I am facing completely away from the base station.
 
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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 rear 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 ;)
 
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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 ;)

That would be really cool :D. The only concern I have here is that, Windows 10 is basically spyware (it spies on everything you do on your PC and communicates it to Microsoft), so if MS is taking this kind of approach to our privacy... I wonder what a MS + Facebook partnership with the Rift would be. Yikes.

For those that don't care about FB or MS looking over their shoulders, compatibility with the Xbox One would definitely be nice.

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.
 
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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
 
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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

Honestly, I don't care much for privacy either. But I read some articles that companies could use an always-on camera, or even a microphone, to listen in or see the things you look at (even in VR games) and utilize this to pepper you with advertisements and whatnot. Microsoft would probably not care much about this, but Facebook? I hate adverts. Lol

I am 30 right now. Sometime soon it'll be the tenth anniversary (idk the exact date) that I once told my friends "As a gamer, I wish I got to see real virtual reality within my lifetime) back when VR was nothing more than science fiction.

Well. VR is here, and much sooner than I ever expected. With luck I have plenty of years left to enjoy it. :p

The Rift has gotten a lot more development time from Frontier, and I am sure that in time, the Vive will catch up to it. People complain about the Vive on Elite, but think about it, Frontier has had tons of time to work on Rift support, starting with the DK1. Frontier's time with the Vive is much shorter than that.

Unrelated and a fun little story: The Vive has this program called "Vive Home". It's kind of a room, floating in the middle of the sky above the clouds. If you walk to the very edge, you can look down and see the clouds underneath.

When my friends come over to try VR, I ask them "are you afraid of heights?" To which they usually say "No, I'm not". Then I put the headset on them, take them to the very edge of the Vive Home platform, and tell them "walk forward, even though it looks like you could fall, there IS a room in front of you in real life".

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
 
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The Vives solution is fairly more advanced than the rift.
Nope. It's more *complex* than Constellation, but not more advanced.

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).
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.

Additionally, even with a second tracking station, both stations are located on the front.
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.

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.
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.

The tradeoff with Touch is that you get more precise control (as you're using your hands like hands rather than holding a tool a la Vive) for either a limited operating range (180 degrees standing or seated) or the risk of occlusion (360 room-scale). Throwing money at the problem by buying extra sensors will make it go away.

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.
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.

In contrast, the Vive uses infrared laser tracking. (There is a difference between infrared LEDs, and infrared laser, the latter being more advanced.
/s/advanced/complex

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.
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.

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.
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.

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 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.

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.
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 Rift is more comfortable than the Vive, however, in a way it depends :p I 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.
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.

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.
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.

I have to agree on the apparent walled garden. Oculus need to get Vive support into Home pronto; the biggest concern I have about buying stuff on Home is that if I choose another manufacturer for Gen 2 devices, I won't be able to play my legitimate purchases.

As to "mostly sitting" and "physically dodging, stabbing and punching enemies", this is a bit of misinformation. Rift is marketed as a sitting or standing experience. There will be plenty of games for Touch that encourage physical exertion, and even movement within a small area. There'll be plenty of games that *support* Touch that are designed for room-scale and that with the non-standard setup you'll be able to use. It's not as big a deal as it's being made out to be.
 
I both agree and disagree with some of your points here:

I still sustain that the Vive's tracking is more advanced. I'm not referring only to hardware, but on how it is implemented as a whole. Once again, it's a simple debate of infrared LEDs vs infrared lasers. Optical tracking (camera) vs laser tracking. Yes, the Vive's controller and headset need "line of sight" to the stations (like you said, it is not magic) but the advancement is in the tracking mechanism itself.

The Rift is much more prone to confusion by the tracking camera. In fact, the DK2 used a slightly different mechanism than the CV1, in that it turned on and off some of its LEDs to help the camera avoid unnecessary overlap. No matter how many cameras are added, there is a tangible limit to how much can be done before the tracking proves insufficient to avoid occlusion.

To expand on the Vives tracking mechanism (from previous post), the Vive lighthouse stations "scan" the room about 100 times per second. This creates a grid with very clear coordinates. Each sensor on the Vive and controllers have an unique ID. When the "scan" from the lighthouses hit the sensors, the sensor reports "I'm sensor with ID xxx and I was just hit by a laser at these coordinates". Of course, with full room coverage, that means that more than one sensor is being hit at any time, and with all those coordinates is how the precise tracking is done.

Thanks to this unique sensor ID approach, it basically means that the Vives tracking system could literally contain a unlimited number of devices. Since each sensor is unique, you won't have the issue of occlusion, since you could pile up 50 sensors and the system would know exactly which one was activated.

About the reflections... Hmm, I am inclined to bring some mirrors and place them along the walls of my playroom to test. I don't think it should cause issues, with 100/s passes over the room (error correction?) but it should be fun to test.

I was going to touch a couple other things, but it's time to get the hell out of work and go home. Lol

I will mention that yes, Oculus has ATW, but I did not bring it up because Valve already added their "Reprojection" solution that basically addresses the same issue Oculus does.

As much as I love technical chats... it's time to go home and play some ED. lol

Cheers!
 
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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.

How so? Last time I saw a touch controller prototype it used thumb-sticks. The touchpads can be used as a trackpad, mouse-wheel, thumb-stick or 4-way button just as needed. Since thumb-sticks are horrible at anything but being thumb-sticks, I wonder how touch-controllers are supposed to be more flexible unless they changed the fundamental design.

____

Concerning the OP: Pretty good review. I agree on the Vives bad strapping even comparing it to the DK2.

In all videos I watched complaining about it either waggling or sitting too tight and being front-heavy, testers evidently didn't wear it right. Fitting the circumferential strap below the external occipital protuberance is essential to avert these issues. 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.
 
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.

And yes, the Vive needs to sit properly on the head. If it does, it's barely even noticeable that you have it on. Most people I see though, don't seem to put it on the right way.
 
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I do hear that if one of your limbs sticks outside the chaperone bounds (playing area) of the Vive, it gets severed right off.

LOL - that'd be interesting... Vive = Running Man anyone?

Repped for decent explanation.

It will be interesting to see how Oculus intend to set up the tracking system for touch. My money will be on a second sensor, and set-up similar to the Vive (or as mentioned having both sensors in front of you, which I think would be less effective if the experience has you turning around with the touch controllers then hidden).

The Vive setup with lighthouses front and rear makes more sense for all around minimisation of occlusion.

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?

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.

Its not HTC's problem you've got a big bonce! :D
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.
 
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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?
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"? :)
 
.

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

There is a similar thing in dream deck with the rift. It's the whole logic vs lizard brain thing and why alien isolation (please vr gods aka Sega give us official support ) is terrifying even tho I know am safe.
 
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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.

Some of your observations are not relevant to ED such as room scale and controllers (although one could play ED with an Xbox controller but not Vive). SOME other comparisons are the opposite of some of your experiences -case in point and one of the fairest comparisons I have seen https://www.youtube.com/watch?v=agrc2OmAEYg

Your opinion is not wrong, just subjective at best such as "better display or fov".

Anyone who hasn't pulled the trigger on VR would be well advised to wait to try them both unless they have a high tolerance for first generation purchases as your mileage Will vary, otherwise caveat emptor
 
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.

I'm curious - do you have a link showing their gesture support? I wouldn't be surprised if they appraise moving the thumb-stick up just meaning thumbs up as gesture support. Anyway - a touchpad is the more flexible solution in any case. If the touchpad is meant to be used as mouse-wheel, it just displays as such in VR and it pretty much behaves as one, perfectly tracking the momentum you used to 'spin' it. Having used a Logitech MX air for years, I can say it works just as perfectly on the Vive. Having used thumb-sticks on various controllers, I don't know how anything similar is supposed to work.

Do the Vive lighthouses turn off if your're not playing a game?

Yes, they offer an option to turn it on/off using blutooth depending on if you have SteamVR running or not

Its not HTC's problem you've got a big bonce! :D
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.

I'm not that big either, I just seem to have a longer than average skull and a very prominent inion. The DK2's straps allowed my to literally hook it into it, whereas the Vives top strap is too short to comfortably achieve that.
 
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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.

I must admit, i used the settings that you have shown and they have a made a difference!! Thank you for this!
Hopefully Frontier will fix the rough edges in a future update :)

Thanks again!
 
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