Just received my CV1 and I've compared it to my Vive

The long and short of it is that for Elite anyway, I'd say the Oculus wins. Not only is it noticeably clearer to see the text than on my Vive but I'm also able to push up the GFX quality settings beyond what I could with the Vive (SS at 2.0 with most other settings at either Ultra or High - could only manage 1.5 with the Vive, 2.0 caused massive judder).

The headset is also lighter although this wasn't personally an issue for me.

I said from the beginning that I'd get both HMDs and whichever one was best for Elite is the one I'd keep. At this moment time the Oculus is winning.

All that being said though I am not a fan of the Oculus remote, XBox controller or that the hand controllers will be later down the line (at additional cost). The Vive hand controllers are excellent as is the ability to walk around in a suitably prepared room.

I'm not quite done yet with my comparisons though.
 
Very nice to know that the Oculus Rift wins, as that's the only one I could afford!

Even if you change your mind down the line, at least I will know that it was very close.
 
...but I'm also able to push up the GFX quality settings beyond what I could with the Vive (SS at 2.0 with most other settings at either Ultra or High - could only manage 1.5 with the Vive, 2.0 caused massive judder

Which indicates the Vive software is not (yet) as optimised as the Rift since they should really have the same resource implications being virtually identical as far as the output requirements go.

I can run SS at 2 on mine with high/ultra settings seemingly without issue yet also seemingly without any noticeable difference to me so not sure if it's actually being applied.
 
I'm taking a break from Elite until they manage to sort out these Vive issues. Not all that bothered really since there are some amazing titles being released for the Vive: Vanishing Realms, PoolNation VR, HoloPoint and there's still a load I haven't tried yet.
 
I'm taking a break from Elite until they manage to sort out these Vive issues. Not all that bothered really since there are some amazing titles being released for the Vive: Vanishing Realms, PoolNation VR, HoloPoint and there's still a load I haven't tried yet.

Yep I've done the same. Would highly recommend Out of Ammo, at £10 it's an absolute bargain. I'm waiting for Wednesdays Steam sale to see if I can get Hover Junkers at a discount (yesterdays 1.1 update includes a new wave shooting mode - similar to Space Pirate Trainer but co-op multi player).
 
Last edited:
You are not comparing the Cv1 vs Vive, you are comparing the Elite experince between the 2, and is not fair since Elite has problems in the Vive, but thats FD fault, not Vives fault. When it get fixes it will be the same, makes me wonder if Facebook paid also for time exclusivity for optimizing this game since they are so evil and want to damage the pc ecosystem buying everything. Between Cv1 and Vive theres no contest , Vive win.
 
You are not comparing the Cv1 vs Vive, you are comparing the Elite experince between the 2, and is not fair since Elite has problems in the Vive, but thats FD fault, not Vives fault. When it get fixes it will be the same, makes me wonder if Facebook paid also for time exclusivity for optimizing this game since they are so evil and want to damage the pc ecosystem buying everything. Between Cv1 and Vive theres no contest , Vive win.

I wasn't making any judgements beyond the experiences I have so far. There are many things I like about the Vive and like about the Oculus. The following being a small subset which might be of use to some people. They are personal to me of course and different people might have different takes on them.

1. The Vive is more comfortable to wear over long periods of time. The Oculus padding isn't nearly as good.
2. The Oculus runs hotter than the Vive which is an issue as I find that even with the fairly mild British summer so far, the Oculus gets really warm inside and this causes some element of steaming up the lenses. The Vive doesn't suffer from this as much even though the Vive blocks out much more light from your environment.
3. The fresnel lenses on the Oculus seem less affected by the God ray problem than the Vive.
4. The Oculus wiring is much better than the Vive. The Vive is like the DK2 (actually slightly worse) in that it has multiple wires going to a junction box which in turn goes to your PC. Possibly helps that the Oculus gets all it's power from the USB 3 port whereas the Vive needs an external power supply. I suspect it is because the Vive is more feature rich as a HMD than the Oculus (the front facing camera, etc).
5. The head tracking on the Oculus seems better (at least for Elite and sitting down games). Even though I have the Vive tracking sensor boxes positioned optimally I still get glitches in the movements more often than the Oculus. This would like be corrected in the future as a software update.
6. The Vive hand controllers are brilliant but then I've never been a fan of the Xbox controller (I prefer the PS4 controller). The Oculus remote is weird though. When Oculus bring out their hand controllers, I expect them to integrate the existing remote into those thus making it redundant (it would be the obvious thing to do).
7. This is more a software thing though but the IPD is much easier to adjust properly on the Oculus than on the Vive. Yes the Vive has a twiddly but I have not seen a visual calibration tool for it like there is for the Oculus. Also the twiddly is easily knocked so readjustment is required more often than it should.
8. The initial installation of the Vive was easier for me. It just worked whereas the Oculus took some time. I was getting the dreaded 'yellow light and no picture' issue a lot of people had reported. In the end, as a shot in the dark, I switched outputs to my other GFX card in my SLI setup (i.e. not the primary). Far from ideal but it worked. This is still something I'm trying to get to the bottom of but Oculus support have so far been less than helpful.
9. The games for the Oculus seem better than what is available for the Vive. Eve Valkyrie is awesome.
10. Call me mad but I think the Vive looks better ascetically than the Oculus but I know I'll be in the minority on this one (and I don't care lol).
11. Not a fan of the integrated headphones on the Oculus. I would think that most VR players in Elite will use Voice attack and hence their own headset. Yes they can be removed but it required unscrewing and operations than I'm not sure are covered by the warranty. I can see where Oculus were going with it but it is out of touch with how people actually play in my opinion. If they made the headphones more adjustable/upgradeable and included a removable mic stalk that plugged into the HMD then they would be on to something better and more useful I think.

Anyway, both offerings will no doubt improve over time from a software perspective and 'Star Lion' is correct, the support of the Vive in Elite does appear to be much less than the Vive which will likely also improve.
 
Last edited:
Comments on your comments:

1. Most people are the opposite and find the Rift more comfortable over long periods. Might be an adjustment thing.

10. You're mad.

11. The integrated headphones are excellent. Because they're all the same any game using the oculus SDK will deliver positional audio perfectly. They have excellent response and are very comfortable. The Rift has an inbuilt mic so I'm not sure what the point is about voice attack, it should work perfectly well with the integrated audio solution. Removing the headphones won't void your warranty add they're designed to be removed (you even get a tool in the box to unscrew them).
 
The long and short of it is that for Elite anyway, I'd say the Oculus wins. Not only is it noticeably clearer to see the text than on my Vive but I'm also able to push up the GFX quality settings beyond what I could with the Vive (SS at 2.0 with most other settings at either Ultra or High - could only manage 1.5 with the Vive, 2.0 caused massive judder).

Are you using the Oculus Debug Tool to set the supersampling? That actually have a very drastic effect on the quality compared to the ingame SS that doesn't seem to do much.
 
The Rift has an inbuilt mic so I'm not sure what the point is about voice attack, it should work perfectly well with the integrated audio solution. .

it is strange... using the rift mic when playing with mates they all said i sound clearer than on my sharkoon xtatic 5.1 however, ever after retraining my voice recognition in windows 10, I must admit voice attack is being a royal pita.

some of my commands work ok however especially problematic ones such as

"next route", "chaff" and next weapons (to cycle weapons) are such a pita, and when i look at voice attack, the words it "thinks" i am saying lead me to believe that for what ever reason even tho the sound from the mic is human friendly, something is interfering with voice recognition.
 
Which indicates the Vive software is not (yet) as optimised as the Rift since they should really have the same resource implications being virtually identical as far as the output requirements go.

I can run SS at 2 on mine with high/ultra settings seemingly without issue yet also seemingly without any noticeable difference to me so not sure if it's actually being applied.

Oculus use Asynchronous Timewarp and Vive don't. This is the difference.
 
Oculus use Asynchronous Timewarp and Vive don't. This is the difference.

Can you elaborate how that is the case, as I thought ATW was to help maintain frame rate and nothing to do with the perceived resolution ?

Vive has issues with ED at a code level as opposed to a hardware design limitation from what I understand.
 
Can you elaborate how that is the case, as I thought ATW was to help maintain frame rate and nothing to do with the perceived resolution ?

Vive has issues with ED at a code level as opposed to a hardware design limitation from what I understand.

I was referring to this:
"but I'm also able to push up the GFX quality settings beyond what I could with the Vive (SS at 2.0 with most other settings at either Ultra or High - could only manage 1.5 with the Vive, 2.0 caused massive judder)."
 
Back
Top Bottom