I'm farsighted and need reading glasses, well, for reading! Can't see/read crap without them... However, for some reason, I DON'T need to wear any glasses with the Rift as I would expect... Although I think it could be better if the Rift had a focus adjustment (just has IPD).
I've never had any issues with head tracking and the Rift - its seamless. I don't know anything about the Vive, but I expect it works just as well. I don't think it fundamentally matters which implementation (Rift or Vive) you choose! The point is, this is a whole 'nother game once you immerse yourself in VR! I've played Elite since its first incarnation (
on the Commodore 64)!!! (Yes - I'm THAT old!) I had ED Horizons before I installed a VR rig and I played it a couple of times. ...but now, with the VR Rig, its a whole different thing!
When you play ED "on your PC", your sitting at your desk, probably in front of a really nice monitor, keyboard, some papers, maybe a cup of coffee, your dog, and the rest of the crap in your basement... Its a familiar environment for you - the same old thing. You're sitting there in front of your monitor and can be impressed with the really nice graphics!
When you play ED in VR, you're sitting IN your cockpit, there is NO monitor, you have a complete first person 3D view of your virtual surroundings, you have pop-up holographic panels and instruments you can interact with and don't even know if the lights are on or off in the basement (or if the sun is shining outside, or what time of day it is...)... You have NO familiar distractions...
When you play in VR - You are IN the game. When you play via a monitor you are just watching the game on a display...
BTW - Found this about Rift/Vive Head Tracking (
https://www.reddit.com/r/oculus/comments/489kya/how_the_rift_vives_tracking_actually_workj/):
Both the Rift AND the Vive both use the IMU as the primary position tracking system. It responds extremely quickly and updates at several hundred Hz (1000Hz sampling, 500Hz reporting). However, IMUs drift due to double-integration of error. The drift is on the order of metres per second. So what both tracking systems do is squelch that error 60 times per second (both have a 60Hz global position update rate) using their optical sensors to provide an absolute position reference.
For BOTH systems, high-speed position tracking performance is down ENTIRELY to IMU performance. It wouldn't be possible at all without another absolute reference system (optical, magnetic or otherwise) but it's the IMU that's doing the grunt-work.
However, the IMU is even more important for the Vive than the Rift. The Rift's Constellation cameras are genlocked; they capture a frame at the same point in time. That means all marker positions are known at the exact same time. However, Lighthouse is a scanning system: not only do you not know the positions of markers at the same point in time, you don't even get the X and Y positions at the same point in time: there is a 4ms delay (4 scans per 16ms) between each laser strike for each sensor. If a controller is moving at a modest 1ms-1 , then between laser strikes it's moved 4mm! While throwing a controller like a cricket ball is extremely ill advised, a 150mph throw (~150mph hand speed) is 45ms-1, or 180mm between scans. Using the IMU data allows you to update parts of the position (X or Y coords, or polar spherical coords relative to the basestation, depending on how Valve are doing their math) independently of each other.
As for Constellation having a 'smearing' issue: Commercial optical MCAP systems do not generally use active markers (though some do), but retroreflective markers and an illumination system adjacent to the camera lens. These relative dim markers are still easily discriminable in all but the harshest (e.g. outdoors in direct sunlight) conditions. If you're being clever with your blob tracking, you can even use the blob shape from the smear in order to provide an instantaneous velocity measurement, though it's generally just easier to drop the shutter speed and make your markers brighter.