Best VIVE vs Rift review yet

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So in my case (VR for ED), guess i'll hang on till both VR sets are in the market and people can report back how ED works (Or not) with each.

That's a good plan, which I'm following as well. The pros and cons of both headsets are so balanced for me that it might come down to which one comes in the prettiest packaging <grin>
 
Absolutely buzzing, but now regretting I hovered over the buy button on pre-order day since mine is not due to May :rolleyes:

Don't let 20/20 hindsight get you down. Imagine how you would have felt if you bought on launch day and Rift support wasn't coming any time soon.
 
You can't see them while wearing the headset anyway, so who cares? Besides the missus without the headset.

Anyone else in the room won't be looking at cables, they'll be looking at the player (an laughing)
Besides you'll want to unplug when they're not in use (sound + wear and tear on the moving parts)
 
if you want a 100% certainty that ED will be supported then right now the VIVE is your only choice.
the DK2 is currently running in elite using either an old (now defunct) oculus runtime OR people using the 0.8 (most recent released) runtime on steamVR.. Right now tho, steamVR does not work on the most recent internal runtime that the CV1 uses.
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and its game on again!.. Just to update, after last night announcement from FD.... you now have a decision to make.
having not played either in ED then i cant say which you should get, only that for me personally the rift was a better fit, and that was gambling on ED.

now ED is a sure thing, i am even more certain that for me, the cv1 was the right choice. I reckon you will enjoy either of them to be honest.
 
and its game on again!.. Just to update, after last night announcement from FD.... you now have a decision to make.
having not played either in ED then i cant say which you should get, only that for me personally the rift was a better fit, and that was gambling on ED.

now ED is a sure thing, i am even more certain that for me, the cv1 was the right choice. I reckon you will enjoy either of them to be honest.

Thanks again Mike for the info, i would like to read the FD announcement, any links to it please?

Since i first posted in this section, i have been watching YT vids, reading Reddit articles, reading pro's and con's of both, and my head is 'as confused' more now than when i started on this VR Choice...................

From what i can see without the ED thing, The Rift is a sit in the seat VR and the Vive is a stand-up and walk around VR (And sit down), the Rift has better screen res, the Vive has a better FOV!!

Oh Boy, a busy few weeks for me!
 
... The Rift is a sit in the seat VR and the Vive is a stand-up and walk around VR (And sit down) ...

Actually, the Rift seems to be a "stand up and walk around, but don't turn more than 180°" VR - and the HMD itself isn't the problem here, as it is trackable full 360°. Walking in a certain area is perfectly possible.

The main issue are the controllers.
- HTC decided to trade in precission for 360° traceability; the sensors have to be positioned at opposing sides of the room in order to grant this. With this setup, the controllers will be "visible" all the time, but not necessarily with both sensors (wich leads to less accuracy).
- Oculus decided the other way round: They want the sensors to be placed in a way they both "see" the controllers all the time, leading to a very high precission. However, if the user turns away from the sensors, his body will obscure the controllers. With additional sensors, this problem could be worked around, but Oculus doesn't think, this would be a very widespread setup and hence not supported by many (game) developers.

SOURCE
 
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Thank you jabokai, have a bit more rep sir!

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Actually, the Rift seems to be a "stand up and walk around, but don't turn more than 180°" VR - and the HMD itself isn't the problem here, as it is trackable full 360°. Walking in a certain area is perfectly possible.

The main issue are the controllers.
- HTC decided to trade in precission for 360° traceability; the sensors have to be positioned in opposing sides of the room in order to grant this. With this setup, the controllers will be "visible" all the time, but not necessarily with both sensors (wich leads to less accuracy).
- Oculus decided the other way round: They want the sensors to be placed in a way they both "see" the controllers all the time, leading to a very high precission. However, if the user turns away from the sensors, his body will obscure the controllers. With additional sensors, this problem could be worked around, but Oculus doesn't think, this would be a very widespread setup and hence not supported by many (game) developers.

SOURCE

And You Deggial. All this info is blowing my mind!!
 
if you are near Bolton, scan are going to be doing live demos of the vive for anyone to go in and have a play I believe.

not sure what demo they will be showing tho.,
 
if you are near Bolton, scan are going to be doing live demos of the vive for anyone to go in and have a play I believe.

not sure what demo they will be showing tho.,


Damn, No Probably could not be further.....Southampton!!

I do need to try one or both out!!
 
The main issue are the controllers.
- HTC decided to trade in precission for 360° traceability; the sensors have to be positioned at opposing sides of the room in order to grant this. With this setup, the controllers will be "visible" all the time, but not necessarily with both sensors (wich leads to less accuracy).
- Oculus decided the other way round: They want the sensors to be placed in a way they both "see" the controllers all the time, leading to a very high precission. However, if the user turns away from the sensors, his body will obscure the controllers. With additional sensors, this problem could be worked around, but Oculus doesn't think, this would be a very widespread setup and hence not supported by many (game) developers.

Don't forget, Lighthouse is higher accuracy by default than camera tracking. That's part of the reason Oculus prefers the two forward-facing cameras with overlap, it helps improve the accuracy which would otherwise be lower than Lighthouse. So another way to think of it is that the Vive accuracy was sufficient to start with enabling them to make the two opposing sensors for 360 degree tracking the default setup. Oculus would sacrifice accuracy doing 360 moreso than Lighthouse (not to mention the long USB3.0 cable runs).

I'd say the bigger limitation for fine motor stuff on Vive will be the 'wand' controllers not being hand trackers but 'hands holding a tool' trackers.
 
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