Oculus Rift CV1 impressions from a DK1/2 user...

tl;dr - five steps forward, 1 step back.

This is a premium product - the packaging and the fit and feel of the device itself is first class - lots of small details that keep popping out. But then there are some small ones that make you go "why?" For example the strap system is brilliant - spring loaded is the way to go over crappy old elastic, definitely a massive improvement from the DK2. It's so easy to put the headset on once you have it broadly adjusted for yourself via the velcro fastenings, you just put it on a bit like a baseball cap - back bit in place, pull the front forward lightly against the springs, drop into place and let the springs relax. 7 times out of 10 the built in headphones will also be in the right place for me straight away, the other 3 takes all of 2 seconds to align them. But why did they attach to cable to the left strap in such a poor way? It just has a plastic band that the cable can slip through meaning it'll adopt the position of least resistance (i.e. flat with the strap) and means the spring thing doesn't always work fluidly on the left side. Such a trivial detail could have been fixed with a clip for the cable so it maintained it's length between clip and HMD when the strap was extended. I easily fixed this with a small black cable tie, but shouldn't need "fixing". Again, this is a very minor detail - don't let it put you off! New thought - perhaps the existing band is supposed to be looser than it is on mine, so the cable slides through as the spring extends. Hmm.

The built in earphones are brilliant! Sound quality I would describe as very, very good (if not Earth shattering) but I weep with joy every time I put the headset on and don't have to faff about with external headphones! Coming from long use of the DK1 and DK2 this is an absolute delight to use and definitely the way ahead for user acceptance of VR. Also, if you are a hi fi snob, they detach very easily so you can use your own cans - although all but the most sniffy of people will stick with the built-ins for the massive boost in convenience and comfort I think. And it's a no brainer that if the headset takes off then replacement phones will be made by some third parties, given how easy they are to fit (single screw, spring contacts.) This is written by someone who's spent days and days in the local hi-fi shop auditioning new amps and speakers by the way - I've been a bit of a snob myself when it comes to the sound I want.

I sold my DK2 some weeks ago so cannot make a direct comparison but even if this unit is heavier, it feels lighter to me. Perhaps some of that is the headphone difference.

Visually when I put it on I was really impressed, by and large. Clarity is somewhat improved over the DK2, SDE is much reduced and chromatic aberration seems to be gone completely. There is a big change in clarity as you move your eyes, rather than your head, around the presented image. But then we have god rays/smear. Yes, these are much more noticeable than on the DK2 but with well thought out games it won't be a serious factor. Weirdly the very worst I have seen is in Oculus own Farlands loading screen - the robot thingy at the start is a large, bright object on pure black and, as it's a loading screen and nothing is happening, you have nothing to do but notice the smears! No idea why they did that when this game, in play, has absolutely no issues with smear. In fact with most things I've tried the smear disappears as a noticeable concern when the action starts and you're "doing stuff". It's still there if you look for it, but not usually to a degree that will annoy. This is the "one step back" of my tl;dr. In all other ways it's much improved and definitely worth the sacrifice for the visual improvements it brings (IMHO).

Oh, another ergonomic thing - there is a nose gap and it can let light in. Doesn't bother me, in fact I like it, but it's worth noting. They should probably have had a little flap like the Vive has. Someone will probably start selling an overpriced flap but it's easily fixable if you feel the need.

As for ED, well I've not played it much yet. Sadly I've been playing the kiddie game Farlands far too much! But I did have a quick pop into ED and the standouts over the DK2 are fairly predictable - much easier to read text, sharper overall image, less SDE and smooth as silk FPS. I never got to try the DK2 on the 1.3 runtime so this was new to me but I understand it's just as good on the DK2. I plan on giving this a longer run tonight so may add some more impressions.

That's about it. I was in two minds about CV1/Vive and nearly got both. But I feel they're so similar that saving the money for gen 2 or wasting it on something else (as I did - S7 Edge) was the better path. There really is no need to own both of these at this stage. If you're desperate for room scale/hand controllers then just get the Vive and forgo the Rift. If you can wait then I'm certain that the Rift and Touch will deliver a comparable experience and, for me, I know it will actually be better - seriously, the ergonomics/headphone issue is a killer feature for me, but I realise everyone has their own priorities.
 
I'm glad I'm not the only one playing the cutsie Farlands game. I've got to do a lot of fishing to catch those special meals for my alien creature friends, and the fishing within that weird/beautiful alien landscape is just so... tranquil.
 
I got mine on Friday ( CV1 ) and in the VERY short time I played in ED have to agree everything is better apart from the "god Rays". I'm going to try more later but they are very noticeable. Flying on to an ice planet is almost blinding.

CV1 is worth the money however I hope future iterations address this if possible.
 
I got mine on Friday ( CV1 ) and in the VERY short time I played in ED have to agree everything is better apart from the "god Rays". I'm going to try more later but they are very noticeable. Flying on to an ice planet is almost blinding.

CV1 is worth the money however I hope future iterations address this if possible.

I am kind of hoping that the reason they've delayed the delivery of my CV1 is to sort out this problem. I have many months to wait <sigh>
 
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I got mine on Friday ( CV1 ) and in the VERY short time I played in ED have to agree everything is better apart from the "god Rays". I'm going to try more later but they are very noticeable. Flying on to an ice planet is almost blinding.

CV1 is worth the money however I hope future iterations address this if possible.

Yeah have to say that the god rays in Elite using a CV1 are more pronounced than I had imagined they would be. Ive tried adjusting the gamma and the cockpit brightness but that doesnt seem to help much. For me unfortunately the resulting glowing smear is very distracting. I kind of get used to it after a while but still...sigh...so near yet so far :/
 
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Great down-to-earth review post - thanks!

I wonder how many on/off cycles the springs in the Rift headset will actually last. The product definitely has a quality build, and I haven't seen anyone posting "my springs broke after 2 days, waah!" yet... a good thing (tm)

I play in a dimly lit room at night, so the nose-gap is unlikely to bother me.
Having had cataract surgery I get god-rays in many normal situations, so the Rift isn't likely to bother me.

Roll on July please.
 
Thanks for the review. Really appreciate you not just praising the CV1 without any criticism but reviewing it honestly.

As mentioned in another thread, the ergonomics and weight as positives and nose gap and missing front facing camera as negatives are the main points for me to decide between the Rift and the Vive, so I'd be very interested in reading experience about these aspects from people who have both HMDs and are therefore are in a position to compare them regarding these points. I haven't had a chance to try either, yet, but I hope I will get a chance eventually.
 
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Slopey

Volunteer Moderator
That's about it. I was in two minds about CV1/Vive and nearly got both. But I feel they're so similar that saving the money for gen 2 or wasting it on something else (as I did - S7 Edge) was the better path. There really is no need to own both of these at this stage. If you're desperate for room scale/hand controllers then just get the Vive and forgo the Rift. If you can wait then I'm certain that the Rift and Touch will deliver a comparable experience and, for me, I know it will actually be better - seriously, the ergonomics/headphone issue is a killer feature for me, but I realise everyone has their own priorities.

^^ This, the built in headphones solve a major ergonomic issue, one which is already ing me off with the Vive. The Rift, you just put it on. The Vive, you need to put it on then put the buds/heaphones on/in and the cable from the HMD to the headphone jack is quite short (if you're using your own headphones, you now have the entire headphone cable running down your back, but then it's not even USB).

For those coming to the Vive from nothing, they'll understand how annoying it is in time. For those of us who came from the DK1/2 through to the Rift, the headphones are a killer feature. Especially as you can pop them "out" sideways to hear what's going on around you if you need to while still getting in-game audio.
 

Slopey

Volunteer Moderator
Thanks for the review. Really appreciate you not just praising the CV1 without any criticism but reviewing it honestly.

As mentioned in another thread, the ergonomics and weight as positives and nose gap and missing front facing camera as negatives are the main points for me to decide between the Rift and the Vive, so I'd be very interested in reading experience about these aspects from people who have both HMDs and are therefore are in a position to compare them regarding these points. I haven't had a chance to try either, yet, but I hope I will get a chance eventually.

I have both, so if there's anything specific you want answered, let me know and I'll try my best.

The front face camera isn't really relevant for me at the moment as I'm mostly standing/seated (not using room scale yet) - I'll give it another go tonight but as I'm au fait with VR and can touch type/full-hotas, I've not been interested in it.

The nose gap on the Rift is noticeable, and I'll need to make my own flap I think. It's non-existent on the Vive.

As I posted above, the headphones are a major ergonomic boon to the Rift. Also, the Rift has one simple cable and is very light. The Vive is heavier, the 3 cable "ribbon" cable has a considerable weight, and that goes to a breakout box which needs power etc. I can't get the Vive to be comfortable yet whereas the Rift feels great, but likely I'll get the Vive sorted in time.

The number of plugs/cables/wires you need to use the Vive should not be underestimated - everything needs power, and compared to the Rift's simplicity, it is a bit of a pest - especially when you're swapping between them as I am for comparison although most people will pick one and leave it plugged in, so ymmv - may not be an issue.
 
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I have both, so if there's anything specific you want answered, let me know and I'll try my best.

The front face camera isn't really relevant for me at the moment as I'm mostly standing/seated (not using room scale yet) - I'll give it another go tonight but as I'm au fait with VR and can touch type/full-hotas, I've not been interested in it.

The nose gap on the Rift is noticeable, and I'll need to make my own flap I think. It's non-existent on the Vive.

As I posted above, the headphones are a major ergonomic boon to the Rift. Also, the Rift has one simple cable and is very light. The Vive is heavier, the 3 cable "ribbon" cable has a considerable weight, and that goes to a breakout box which needs power etc. I can't get the Vive to be comfortable yet whereas the Rift feels great, but likely I'll get the Vive sorted in time.

The number of plugs/cables/wires you need to use the Vive should not be underestimated - everything needs power, and compared to the Rift's simplicity, it is a bit of a pest - especially when you're swapping between them as I am for comparison although most people will pick one and leave it plugged in, so ymmv - may not be an issue.

Hey Slopey, great to have someone here who already has both HMDs and therefore can compare them both generally, and specifically with ED in mind!

The points mentioned above - the front facing camera of the vive, the nose gap of Rift and the weight and ergonomics of both - are what I deemed most important for my decision for one of the other HMD.

Though I mainly want a VR HMD for Elite: Dangerous right now, I am also very interested in the room-scale VR that the Vive already allows, but I am willing to wait for this until the Touch controllers are released - should the Rift turn out to suit me better apart from that! I am totally willing to for wait for the Touch controllers of the Rift, if they will provide a similar experience to what the Vive facilitates now.

Likewise, my decision probably won't depend to much on the prices of both HMDs, since I think the cost of the Rift including the Touch controllers won't be far away from the Vive's current price.

The visual quality is also no big concern for me (apart from the light leakage of the nose gap), since I believe both will have a high enough image quality for me and as I understand both suffer similarly under "god rays".

The integrated earphones of the Rift sound great, but I already have a very good wireless headset at home (the Logitech 930), so I don't have to worry about additional cables either way.


I started a thread recently asking for some specific points comparing both HMDs here: https://forums.frontier.co.uk/showthread.php?t=241717

If you have time, it would be great if you could take a look and give me an answer to some of the points listed there, if possible :)
 
tl;dr - five steps forward, 1 step back.

been looking forward to reading your experience +1 for being positive and a snob :p

I had thought the smearing was maybe 'it is there if you look for it' and am hoping that's all there is to it as opposed to moving your head to look around (how is the tracking compared to DK2 btw) Ergonomically/comfort the CV1 is reviewed well inc the sound but as a visually critical type I'm concerned about the 'god ray' smear :eek:

Thanks for posting your refreshing first impressions.
 
I had thought the smearing was maybe 'it is there if you look for it' and am hoping that's all there is to it as opposed to moving your head to look around (how is the tracking compared to DK2 btw) Ergonomically/comfort the CV1 is reviewed well inc the sound but as a visually critical type I'm concerned about the 'god ray' smear :eek:

Thanks for posting your refreshing first impressions.

The smear/god rays range from "OMG, I can't believe they released this as a finished product" to "what god rays?" ;)

The loading screens with black backgrounds are by far the worst thing for two reasons - it's a bright object on pure black which is a recipe for rays. And secondly you're just looking at a static object (or a repetitive visual like the spinning ship in ED), you're not actually doing anything so your mind is completely concentrating on only the visuals. Why Oculus created something as pretty, and fun, as Farlands and then seemed to try their hardest to point out the weakness of the Rift on the loading screens I have no idea! This game, as much as anything, encapsulates the two quotes I made above but, importantly, the "OMG" quote only applies to loading screens.

That's not to say that god rays do not infect actual gameplay, they do, but I tend to notice them much, much less, even in Valkyrie and ED. But in the quiet moments in those games, they can still stand out and make you go "whoa, that's not pretty". It's something they have to fix, or at least improve for later generations of VR for sure.

As for tracking, it's spot on in my experience. It's not lost tracking once and has a much wider view than the old camera. And, with the rear IR LEDs on the headset it makes silly things like looking behind you in the cockpit in ED, and leaning to look around the headrest, just work.
 
There's quite a few folk holding off buying CV1 hoping that it will be altered in future builds to overcome the (god rays) smearing! The big question is; is it Oculus' software or hardware? - if it's their lens, I'd be after a free replacement part as opposed to buying the whole thing again

....or is it just that games need to be calibrated/altered in software to suit VR by a game's developers?
 

Slopey

Volunteer Moderator
It's optical - not software. If you take the lenses out, you wouldn't see any godrays. It's also present in the Vive, and is an artifact of fresnels, so both devices are likely stuck with it. You can reduce it by changing the background light levels, but for something in space (where you sort of need it to be black with high contrast on lit areas, or a loading screen with a black background), you're sort of stuffed. Unless you want grey space.....

What's interesting for me is that the Rift went through the DK1 and DK2 without the fresnel design - I wonder why they went for that in the end as the DK2 was (and still is) a pretty good experience.
 
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It's optical - not software.
What's interesting for me is that the Rift went through the DK1 and DK2 without the fresnel design - I wonder why they went for that in the end as the DK2 was (and still is) a pretty good experience.

oh ok.. thanks

https://www.ifixit.com/Teardown/Oculus+Rift+CV1+Teardown/60612

step 10 onwards talks about the lens' being cheaper and lighter and more but I still don't fully understand why the DK2 lens 'worked' and they decided to fresnel !
 

Slopey

Volunteer Moderator
Although ask any DK2/Rift owner and they'll tell you they'd take chromatic aberration over smearing any day!
 
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