My Rift was exactly the same as many other users have

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https://forums.frontier.co.uk/showthread.php/300697-Black-smearing-and-colour-banding-creeping-back. Oculus simply can't get rid of this issue due to their design and hardware choices. God Rays are significantly worse on the Rift and anybody semi objective will have to agree to that. Objectively the Vive FOV is larger and the immersion for large portion of users is better, so quite frankly I couldn't care less if you buy my opinion or not as I'm not selling it, but simply stating it as my opinion

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PS I've just played ED for 3 Hours and I'm not covered in sweat as Vive doesn't heat up anywhere near as badly as Oculus

Maybe I'm just not sweaty type
Bravo. But for every Kapow there is a RedRaven.
For myself, I've been in the Rift and the Vive now and prefer the Rift. The 'hardware' selections are all about trade-offs. Rift fits my head better and (but I did like the bit wider padding on the Vive though). Same with god-rays - some will be ultra-sensitive to them. Luckily I'm not - they're there but unless you go looking for them they're invisible - I've tuned them out (maybe that comes with being a lifelong glasses wearer where 'god rays and reflections are commonplace). Vive has them too, but yes, they're less distinct as they use fewer ridges in their Fresnel lenses. But that diminishes the image slightly.
The Vive's FOV is slightly wider, but for me it wasn't enough to make a major fuss about, and the trade-off is that the central sweet-spot area was fuzzier, as the same number of pixels are stretched over a bit wider area as compared to the Rift.
Colour was a bit better on the Vive, granted, and I'm not sure why it isn't as vibrant on the Rift; the screens are identical and the lenses won't have any appreciable impact on saturation. Since my preference is for a little finer detail, the Rift suits, although its only a smidge more defined in the centre area. In your wider view, you can't focus anyway. I don't find the Rift confining or limiting in anyway.
The VR software seems better on the Rift over the Vive (not the Oculus Home tripe or the SteamVR fund-Gabe-Newell portal). ATW was fantastic from the start on the Rift, and Vive owners seem happy now that AR has been implemented on the Vive.
All in all, the two pieces of hardware are quite similar in capability, especially now with the Vive having the much-improved Async Projection. They both use the same OLED screens and any colour variation is down to interpretation and mixing by the software. The subtleties between the designs and the visual 'nuance' they create really isn't worth the polarised flame-bait we see in a lot of threads.
Although I could, I was never the sort of buyer who would buy both HMD's. It'd be like having both an AMD and an nVidia GPU in your PC.
Either way, PC HMD's, console HMD's and others coming need to survive and expand the VR knowledge base, from software to rendering pipeline design, the dreaded 'optimisations' that very, very few are actually qualified to talk about (including me), and defining people's perceptual experience in VR, which can be wildly different.
Its like the first days of 3D dedicated GPU's for VR right now. Brilliant!
Hope the OP improves his visuals to a satisfactory level - he has capable hardware, and supersampling via the HMD quality will aid to a certain degree. The rest of the OP's experience will rely on the knowledge that "VR is far harder than 2D", even at 4K, the timing needed tends to waste system resources, SLI can't be currently brought to bear, and the resolution of two tiny OLED screens isn't anywhere near simple HD yet. 1st Generation hardware.
Much ground to be broken in the next few years... I'm loving the journey so far, even with its god rays and pixelly stars
