Samsung Odyssey - An Elite Player Review - 3/10

(sorry, this is a bit long, you can skip to the Final Thoughts at the bottom if you want the tldr; version)

Having been a very long time user of VR, starting with a DK2 to my CV1 I've owned and tried almost all the major headsets. I'm currently on my 2nd Rift (after 2000 hours in Elite in my original it was time for a new/clean one), lived with the Vive for over a week (to test it), owned the Pimax 4K (utter crap) and owned the PSVR I've had a very good sampling of the good and bad of each. You could call me an Oculus fanboi which isn't necessarily true, I'm just a fanboi of the best and right now IMHO that's the Rift by a very wide margin. But now on to the Samsung Odyssey.

For those that haven't followed the Odyssey is one of the new Windows MR headsets and is the highest resolution of them all. It's 1600x1440p (vs 1200x1080p in the Rift/Vive) so it's quite a bit higher resolution and it's also OLED which is key. If you're unfamiliar with the major differences OLED provides perfect black levels and no ghosting - something that can not be avoided with LCD panels. While some are better than others it can not be fully eliminated with LCD. Windows MR has also been confusing as the MR is Mixed Reality - in practice it's exactly the same experience as current VR, ie Rift/Vive. It's just a dumb and confusing marketing term as Microsoft plans to support AR (augmented reality) in the future via it's Holo lens project. So in short it's a VR headset just like you know and understand now - so what's the difference then?

Hardware
The Display - 8/10

The primary difference are the upgraded 1440p screens (again vs. 1080p). That equates to a 78% increase in pixel count and addresses one of the big issues with all VR headsets - SDE or screen door effect. Basically that means you can see the black space between the pixels making it look like you're looking through a screen door - anyone who has experience in 1080p or older projectors knows well what this is. In VR the effect is very pronounced and bothers some more than others (I'm in the former camp and it drives me crazy). This was the primary reason I wanted to try the Odyssey. So how is it? Well it's better but in no way is it the solution. Yes, things are easier to read when in the center of your view (more on that in a bit) and the image is brighter, to some almost negatively so (I liked it as I run Elite with gamma at lowest). Does it feel 78% better in practice, no, no it does not. You still see the effect, just not quite as pronounced and to my eyes it was a rather minor change, far less of a change than I hoped. I know this might be hard to believe but you'd have to see it in practice and again to my eyes it wasn't the upgrade I was hoping for.

The Lenses (aka God Rays) - 4/10
As the Odyssey also uses fresnel lenses there is still a god ray effect albeit different than the Rift. There is less "raying" from the center out but there is a very odd effect around the edges of the lens. As there are circular rings around the lenses that creates a halo at the edges of your vision - one that to my eyes was hugely distracting. I could also, if I tried, see the rings in the lenses while playing Elite. In short it is much worse in my opinion and far more distracting.

Field of View - NA
In short it's exactly the same, depending on your head and how it fits it might be ever so slightly better or worse but in practice there is no difference. Honestly this is my biggest complaint with current gen VR and while I'm interested in the Pimax 8k and it's 200 degree FOV. I however have absolutely no faith that Pimax can deliver anything other than a piece of junk just like the Pimax 4k and 5k have been. But as this is about the Odyssey I'll stay there - in short there is no difference.

Sound Quality - 5/10
The sound quality of the built-in and unremovable AKG headphones are good, crisp highs and good mid-level for dialogue. As they are on-ear (like the Rift) they don't deliver strong bass and are actually a good deal worse than the Rift. They are barely acceptable but are beaten by any good pair of over ear cans or even earbuds. As I have a 5.1 setup built into my cockpit I don't use the headphones on the Rift so I didn't really test these much. If you aren't a audiophile (I've been a musician for 35 years) they're likely acceptable but if you have higher standards like I do you'll certainly be disappointed with them.

Fit / Finish / Comfort - 1/10
The build quality of the Odyssey is outstanding, near Oculus levels of quality. The plastics feel great, the headphones are soft and comfortable and nothing feels cheap (save for the controllers, more later). As for fit and comfort I can't say the same - in short it was HUGELY uncomfortable, bordering on painful. In fact the nose guard was straight up painful and pinched my nose so hard I couldn't even breath through it. Sure, had I kept it I could maybe just cut it out but as it is it was totally unwearable. The other issue is the headband, it's very similar to the PSVR that clamps around your forehead and back of your skull - keeping some pressure off your face. The problem is you can't adjust the distance of the facepiece to bring it closer and I had to put the headband at an odd angle to get it right against my cheeks (many others have reported the same). I have a huge head and use my Rift at it's largest setting so your mileage my vary but I can't see anyone thinking it's more comfortable. It's also MUCH larger than the Rift and 35% heavier which in practice is a huge change. Another bummer for me is you can't remove the built in headphones. You can sorta move them out of the way but forget using over the head headphones, etc. with it - earbuds would be the only option. All in the Odyssey is much bulkier on your head than the Rift, the first time I put my Rift back on after using the Odyssey for a few hours the Rift felt TINY by comparison - I can't stress how big a difference it was. I've never thought of the Rift as big but also not as being small but after the Odyssey I couldn't believe the difference. Very similar to the way I've always felt about the Vive which is only slightly ligther than the Odyssey but just as bukly. These were the primary deal breakers for me as these are things that can't change.

Software / Tracking - 3/10
The Odyssey requires the latest Windows 10 Fall Creators update so you can use the "Cliff House" as it's been called, the Windows MR environment. The setup was very simple and honestly great, pairing the controllers via Bluetooth was one of the easiest pairing procedures I've ever done. Tracking was easy to setup even in my seated cockpit and tracking was (mostly) spot on. The controllers are a bit flimsy feeling, like all Windows MR controllers, and no where near the level of the Rift Touch controllers and not even as good as the lack luster Vive Wands. I didn't use them much as I pretty much only play Elite but I don't think this would be a deal breaker for standing players. The inside-out tracking worked great (mostly, more shortly) and if you were a room-scale guy it would be great as there are no cameras or light houses to setup (I use a single camera above my monitor as I only play seated). If you wanted to move the setup around, from gaming room to living room, etc. the Odyssey would be great for that but for me, for seated play, that doesn't factor in.

The problem with the software/tracking is that it's still in very early beta. To run Elite you have to run it via Steam VR, something which I've always had a terrible experience with my Rift and is unnecessary for Elite pilots as Elite supports the Rift directly. With the Odyssey you have to use the Windows MR for Steam VR connector which translates everything from Windows MR <> Steam VR <> Elite - as you'd guess that's less than elegant. The main issue I had was the framerate was about 10-20% less, tracking would suddenly shift my view to behind me or to the right/left where I'd have to quickly recenter my view, something that during combat would likely be fatal. When opening the galaxy and system maps everything would glitch for a second, briefly showing you the Steam VR environment for a few frames before opening. Another user mentioned this to be pre-purchase and I thought "ah, that's not that big a deal" - boy was he right and I wrong, it's hugely annoying and immersion breaking. I'm running on an overclocked GTX 1080 and even still there was a noticeable dip in framerate. So all around it was a buggy and very rough experience where the Rift is near perfectly smooth. Ultimately this could and likely will get better with updates but given how horribly uncomfortable it was I was already done by this point.

But my PC can't support 1440p/4K
I read this comment so many times - "but current GPUs can't really handle 1080p VR, 1440p and 2160p (4K) are going to be years away" - this is a very silly argument. Look at it this way - if you bought a new TV would you buy 4K or 1080p? But not all content, or even much, if 4K so why buy it? For the future - the same is true with VR hardware. Just because I have a 1440p or 2160p display doesn't mean I have to run it at native resolution or with all graphical options at maximum does it? Upscaling technology is great these days and the primary thing that these higher resolution display address is the previously mentioned screen door effect. So please, stop with this uninformed comment - you want 4k just like you wanted 1080p when it first came out and nothing supported it. Unless you only plan to keep a piece of hardware for 6-12 months wouldn't you want something you can grow with that will be far better now and even morer farer betterer in the future? Yes, yes you do.

Final Thoughts / tldr; - 3/10
If you primarily play Elite in VR and don't care much about room scale then this is NOT the headset for you. Sure the image is higher resolution but that's not even close to the entire story (again why I think the Pimax 8k will be a massive failure like the Pimax 4k was). It's far bulkier, heavier, VERY uncomfortable and the software is rather buggy. I'm hopeful they will get there and it's great to see the competition push things forward so I wait in anticipation for the next Oculus headset. What about the forth coming Vive Pro? Well in short I'm not interested at all. It's even heavier/bulkier, won't come with tracking bases, won't come with controllers, will likely be far more expensive (given how much more expensive the current Vive is than the Rift) and as I see it is only a viable upgrade for those who currently have a Vive. Again it's great to see them push forward but a spec sheet does not make a quality product and my gut says the Vive Pro will fall victim to all these same issues. So now I await the next offering from Oculus to see if they can continue to dominate the quality end of the market as they have for nearly 2 years now.

What about wireless?
I just wanted to touch on this briefly as there are now wireless options for the current Rift and Vive (the TPCast) and an option announced for the Vive Pro. Honestly I could care less - not only do I pretty much only play seated but I don't want something that's going to make the headset even heavier and bulkier and yet another battery I have to charge. I'm sure the room scale guys are all over it, and I can understand why, but I'd much prefer one of the corded solutions that hangs the headset cord from the ceiling with retractable tethers. Sure it's not as freeing as wireless but, as I've made clear many times, I don't want all that bulk on my head, especially if I'm moving around a lot. I don't see me caring about this for quite a long time, at least until gen 3 when its just built in and only adds a few grams of weight.

Recommendations for new buyers
If you're looking to jump into VR in the next 1-3 month IMHO the Rift is by far the best choice, a no brainer in fact especially when price is factored in (and it usually is). So if you want something today buy a Rift and enjoy - Elite in VR is an amazing experience. I tell many "Elite without VR is a very pretty space game. Elite with VR and you're flying a SPACESHIP. It's that big a difference". However if you're not in a huge rush I'd suggest waiting to see what Oculus announces in the coming months as I'll be very surprised if it doesn't match the higher resolution displays. That's really what I want - a Rift CV1 body with 1440p or 2160p display. When we get to Generation 3, 4k displays and 200 degree FOV we'll really be there, for that I can't wait.

~X
 
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I thought it was a fascinating review at first but it became way too subjective later on. If I'd not seen your previous posts I'd have been oblivious to the subjectiveness. Interesting review none the less :)
 
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Great concise review, thanks a lot.

I own (and love) the Rift, and ED is my game of choice, and whilst the SDE does not bother me, i rarely notice it, it's the resolution and god rays that bug me the most, with the grey washed out blacks and fov coming in a close second. I can not wait for the next generation to start to appear, i guess we're not quite there yet.
 
I’ve tried the rift twice for 14 days via Best Buy, and I cannot stand it. I also tried the Vibe, same result I was wanting to try the new gear, but, I might wait, as if it cannot compare to the rift forget about it.

i will keep hoping for an ultra wide OLED curved monitor, or a break through with VR.

but, thank you for the review.
 
I own both as well, and I have to say on almost all points I agree with you. I've been sitting here with the Odyssey taking the headphones apart, debating cutting them and filing down the little extensions that they sit on so I can wear over the ear headphones again. The Rift's solution was much more elegant they were very easy to remove. And as for comfort, I find I hardly play VR now just because of how uncomfortable the Samsung is. My problem is the angle I must keep it at to be able to see makes the headband dig into my me. It's not nearly padded enough. The screen is great, but now with the Vive Pro basically having the same screen, I might just go that route. I wish the padding on the headband was removable like it is around the headset, then this could be fixed.

Keep in mind as well you simply cannot use the exact same settings with the Samsung as with the Rift, it's far more demanding. (Part of this is the overhead the windows MR and steam VR passthrough adds, the other being a large jump in pixels.) It's certainly not a bad headset if your head is shaped right, I know others who have it and it's very comfortable for them. I actually bent the little flaps for the nose back into the headset and tucked them in so they just aren't there anymore. I couldn't breathe either.

Last complaint, the cord. It's SO much shorter than the Rift and the Vive. I find it to be quite annoying how it comes out the back for some reason it just never sits right.
 
Some good points there. Thanks for the write up. +1

Regarding these bits:

But my PC can't support 1440p/4K
I read this comment so many times - "but current GPUs can't really handle 1080p VR, 1440p and 2160p (4K) are going to be years away" - this is a very silly argument. Look at it this way - if you bought a new TV would you buy 4K or 1080p? But not all content, or even much, if 4K so why buy it? For the future - the same is true with VR hardware. ....
...So please, stop with this uninformed comment - you want 4k just like you wanted 1080p ...
...Yes, yes you do.

I just love it when people I've never heard of or met tell me how I should live my life and what I should be doing/thinking.

I bought a 1080P a few years ago, 'cos for me it was better value for money. £500 for a 1080p vs £3000 for a 4K. I'm still not bothered about a 4K TV and will only get one when my 1080P breaks.
 
Nice little review. I was considering the Odyssey, but this has made me decide against it. I already have a Vive and a Rift, and each seem to have advantages and disadvantages when comparing the two, so the Vive Pro looks quite interesting. It seemingly will be a Vive with a higher resolution screen, 2880x1600, same as the Odyssey, which you mention seems to help with SDE, plus a couple of things added that the Rift does better than the Vive (IMO, the headstrap in the Rift is better, and the Vive Pro has one that seems to be quite similar, and the Rift has built-on, but detachable headphones, making things easier, which the Vive doesn't, but the Vive Pro will). The only thing that gives me pause is that the Vive Pro full package (it will apparently be released as a headset-only upgrade for existing Vive owners and then as a full package afterwards) will not have the upcoming 'knuckles' controllers, but upgraded SteamVR 2.0 compatible versions of the wands and base stations. The controllers are another thing that the Rift does better, but the 'knuckles' controllers look as if they will be better than the Rift ones.
 
I thought it was a fascinating review at first but it became way too subjective later on. If I'd not seen your previous posts I'd have been oblivious to the subjectiveness. Interesting review none the less :)

Uh, of course my review is subjective - it's my opinion of what I believe is better and why. 2 years ago when I tried the Rift then the Vive I had no opinion so I was objective then after using both I formed an opinion - and was then by definition subjective. Not sure why that bothers you so much, as I made very clear from the beginning I think the Rift is the leader by a large margin, I've laid out why and can again if you don't understand. Clearly you somehow think the Vive is better, maybe it's the huge price difference, the bulk, weight, less elegant software, fewer titles (ala no access to Oculus Home apps without 3rd party hacking) or the worse controllers. Oh, maybe is all down to the lighthouses which are easier to deploy but as I play seated as other Elite players do so I don't care (again something I made clear). Please direct me to your post detailing those differences as I'd like to see where I could be wrong.

Great concise review, thanks a lot.

I own (and love) the Rift, and ED is my game of choice, and whilst the SDE does not bother me, i rarely notice it, it's the resolution and god rays that bug me the most, with the grey washed out blacks and fov coming in a close second. I can not wait for the next generation to start to appear, i guess we're not quite there yet.

Resolution and SDE are basically the same thing, one fixes the other. As for the washed out blacks I bet you have your gamma really high, right? Turn turning it to lowest and the blacks are actual black - that said it darkens other things. Just realize that's not the Rift's issue, it's Frontier's choice as OLED can produce perfect blacks. Agreed on god rays and FOV, for me I'd say it's FOV, god rays then SDE. But yeah, we're 3-4 years away from being "there".

...debating cutting them and filing down the little extensions that they sit on so I can wear over the ear headphones again. The Rift's solution was much more elegant they were very easy to remove.

Yeah, I figured I was going to return it and didn't want to void the warranty or ability to resell it by doing this. Oculus' solution really is great.

...with the Vive Pro basically having the same screen, I might just go that route.

I think the Vive Pro could be a interim choice for those with current Vive's but as IMHO there is far more that makes a good/usable headset other than the screens. The Odyssey and especially the junk Pimax 4K prove that pretty handily. Bulk/weight factors in a lot and with the Odyssey 40% heavier than the Rift with the Vive 15% heavier (and that's with the Rift headphones which I remove making it even lighter). Early reviews I've read said the Vive Pro is heavier and certainly bulkier with the larger headband. Obviously we have to wait until the specs are released but I'd bet it will be even heavier. For me it's very quick/easy to take the Rift on/off where the Vive and Odyssey were always much more of a PITA

the Samsung... ...it's far more demanding. (Part of this is the overhead the windows MR and steam VR passthrough adds, the other being a large jump in pixels.)

Totally true, the performance wasn't too different when things were working smoothly. The main issue was all the glitchy stuff when switching from the cockpit to the galaxy/system map, etc. As I said I'm sure that will get better but still you'll always have a layer of conversion unless Frontier supports Windows MR natively which is unlikely for at least a good while.

...the cord. It's SO much shorter than the Rift and the Vive. I find it to be quite annoying how it comes out the back for some reason it just never sits right.

Yeah, I did notice that and should have commented. Since I was reviewing specifically for Elite I didn't think to mention that.

I just love it when people I've never heard of or met tell me how I should live my life and what I should be doing/thinking.

You'll have to post that thread here as I don't recall ever telling someone how to live their lives. That should be a good read. As for this post I've giving people my opinion of something and my suggestions on what VR headset it better than another. If you don't want that advice this isn't the thread for you.

I bought a 1080P a few years ago, 'cos for me it was better value for money. £500 for a 1080p vs £3000 for a 4K. I'm still not bothered about a 4K TV and will only get one when my 1080P breaks.

Uh, this review was talking about something I did and you can buy now, not 3 years ago. Today 4k TVs go for as low as $350 for a 55" so buying a 1080p TV would arguable be very short sighted. Regardless that wasn't at all my point - the point is just because something is higher resolution doesn't mean you have to run it at that resolution. So the tired argument that we shouldn't be interested in or buying 4k displays, VR or not, because current GPUs can drive them at full resolution/detail is very very short sighted.
 
...2880x1600, same as the Odyssey, which you mention seems to help with SDE

Let me be clear - yes, it was better but honestly it was a rather minor upgrade. If you put a layman in both headsets I seriously doubt they would notice the difference. We of course aren't so we will but it's what I call "Beautiful Picture" syndrome. What I mean is at the store when you compare 2 HD/4k TVs to each other you can see little differences but when you get home even the cheaper of the two it still looks amazing - so when you don't have A/B comparison that matters far less. The headsets are like that as both suffer from major SDE issues so when they say the 1440p is 75% more pixels that doesn't equate to 75% less SDE if you get what I mean. Certainly not a reason to pick it given the huge amount of negatives.

...but the Vive Pro will [have removable headphones]

Hadn't seen that yet, good to know as they need to do anything they can to cut down on the massive bulk. It'll be interesting to see how much that helps as it could be a good deal.

...[Vive Pro will come with] upgraded SteamVR 2.0 compatible versions of the wands and base stations.

Are you sure? I'd read that it will NOT come with those and, while it will support them, at launch you'll have to use existing light houses and controllers.

the 'knuckles' controllers look as if they will be better than the Rift ones.

So far it does seem that might be the case as they do look rather great. I've seen several posts where people modded the Touch controllers to attach them to gloves, etc. to essentially make them grip-less like the Knuckles. I'm actually surprised no one has made a 3rd party product that Touch would just slide/fit into that would put a strap around your palm/back of your hand to give the same functionality. I haven't looked deeply into Knuckles, is there more than just the fact that they "stick" to your hand without you needing to grip them?
 
Are you sure? I'd read that it will NOT come with those and, while it will support them, at launch you'll have to use existing light houses and controllers.

It will come in two packages. The first is the one you're thinking of, a headset-only package, which will be released first, designed as an upgrade for existing Vive owners, using the controllers and base stations they will already have. The second will come later and is designed for those going from nothing to a Vive Pro, and will come with controllers and bases stations as well. Those will be SteamVR 2.0 compatible ones.

https://www.roadtovr.com/heres-glimpse-new-vive-pro-controllers-steamvr-tracking-2-0-base-stations/

So far it does seem that might be the case as they do look rather great. I've seen several posts where people modded the Touch controllers to attach them to gloves, etc. to essentially make them grip-less like the Knuckles. I'm actually surprised no one has made a 3rd party product that Touch would just slide/fit into that would put a strap around your palm/back of your hand to give the same functionality. I haven't looked deeply into Knuckles, is there more than just the fact that they "stick" to your hand without you needing to grip them?

Well, the main thing is that as well as the clamps that make it so you don't have to grip them, they have capacitive sensors for each individual finger, so it can tell on a finger-by-finger basis whether you're gripping the controller or not, allowing a more complete range of hand gestures and tracking:

https://www.vrfocus.com/2017/07/a-guide-to-the-htc-vive-knuckles-controllers/

However, I've just seen something even more interesting. The Vive Pro will actually come with two front cameras. It looks like one developer has already managed to use this to enable full hand tracking with no extra controllers:

https://www.vrfocus.com/2018/01/hand-tracking-heading-for-htc-vive-pro/
 
It will come in two packages.

Sorry, I should have clarified as I had read that too. So rush one out the door that's really only viable for existing owners that I'd bet money will be $500+ and then a later one, likely 3+ months later with those for an even higher price, I'd guess $700-$800 so in line with the original pricing. But yeah, I should have mentioned that.

they have capacitive sensors for each individual finger

Damn it, you're just schooling me good now as I'd forgotten about that too. It'll be interesting to see if that's really used as the capacitive stuff on the Touch controllers I haven't seen a ton of use for, it's the grip part that I'm personally more interested in. Really the only room scale game I've played much is Super Hot and it would be nice there.

It looks like one developer has already managed to use this to enable full hand tracking[/QUOTE]

That I hadn't seen but given they are just standard cameras, not depth aka the iPhone X I can't imagine them being anything more than a gimmick for that use case, ala Leap Motion. Remember how excited everyone was for the Vive to have the USB port so you could add things like that? 2 years later and how many people use them - less than 5% total? I do think using the cameras for stereo/3D vision will likely be nice IF they can increase the FOV on them beyond the tiny image you get today.

Still my biggest issue is the physical design of the headset - it's even bulkier than the Odyssey (the Vive Pro) and that was pretty much the deal breaker for me. There is just so much that goes into a headset and if wearing it is annoying then that pretty much trumps everything else. The Rift is just so elegant in this regard - hell I remotely considered cracking an Odyssey and Rift apart to swap all the Odyssey guts into a Rift body. Something tells me, especially with my moronic modding skills, that it would end in abject failure at a cost of $1000. So yeah, come on Oculus, time to innovate and continue your massive lead in the industry. Don't just sit on that Facebook money and let the spec-spouters have their day!

~X
 
Thanks for the review. Seems like you've heard that the Vive Pro is bigger and bulkier. I've heard a lot of reviews say that it is a much lighter headset and that it might be lighter than the original Vive even with the added headband and phones. I've also heard that it feels much lighter because of improved weight distribution/balancing. Do you know where you saw the review that said it was heavier and bulkier?
 
Great review Exigious, really enjoyed reading that. Have you got a similarly in depth review comparing the Rift and the Vive? I'd be interested to read your thoughts on that ("subjective" tho they might be).

P.S. You mentioned that the only room scale (actually you were talking more about Touch control at the time) that you'd tried much was Superhot ... I get that you're wedded to Elite (aren't we all) but you really ought to give Lone Echo a try ... it's in a league of its own!
 
Great review Exigious, really enjoyed reading that. Have you got a similarly in depth review comparing the Rift and the Vive? I'd be interested to read your thoughts on that ("subjective" tho they might be).

P.S. You mentioned that the only room scale (actually you were talking more about Touch control at the time) that you'd tried much was Superhot ... I get that you're wedded to Elite (aren't we all) but you really ought to give Lone Echo a try ... it's in a league of its own!

I haven't written a specific comparison between the Rift and the Vive but to me it's a very very simple choice. The Rift is $200 cheaper (sometimes $250), its ~20% lighter, far less bulky, far better controllers, more software choices (without hacking which I would never rely on) as it support Steam VR AND Oculus exclusives, better audio quality and far less cumbersome cable. IMHO the only thing that the Vive has that's "better" are the lighthouses are easier to setup as you don't have to home run them to your PC via USB. As I've said that's never been a concern or interest of mine as I really do only play seated sims. Honestly the only reason I'd see buying a Vive is the Rift isn't offered in your region (have a friend in Sweden who didn't have much of a choice) or, uh, that's the only reason I can come up with as I see nothing it does better or even as good as the Rift. When first released and the Rift didn't have controllers sure but that's been over a year ago.

I have actually played a bit of Lone Echo and while it was great, as is Robo Recall and Space Pirate Trainer they just aren't my kind of game. My cockpit is setup in a smaller room and as such I can't really do roomscale without moving everything to my living room and while that's not all that hard I just don't do it. If you have a look at my cockpit in the links in my signature you'll get why I pretty much only play sim games.

~X
 

Ah, good to know, I hadn't see that. So it's finally matched the Rift's weight but is still far bulkier which was my main complaint with the Odyssey. On my head the weight wasn't the killer but taking it on and off was where it's girth, less than the Vive, really hit me. It's also funny that you quote the line where granted I have the weight difference wrong but it's still 50% more expensive!

It's also interesting that for the first time I've seen someone call the Vive Pro light, and impressively so. That's certainly great news although as I said above I still think it's girth looks huge. That said they are definitely doing some very cool stuff and I'm excited about where it will push the overall market.

https://www.youtube.com/watch?v=vfQDkdfZBlk&t=1036s

As for making a purchase today I strongly think the Rift is the no brainer choice. I don't like reviewing or waiting for future tech - if you're ready to buy then buy, unless you have an announced release date for something you want. Otherwise you can play the waiting game forever "but the Rift 2.0 will be soon, then 3.0, etc, etc.). As for fanboi-ism you might not believe this but I've always felt that was stupid. Why would I want one product to fail and another succeed? I don't know these companies or anyone at them - I just want the best products possible in the market and competition creates that. Right now that best device, IMHO is the Rift. When Vive Pro releases it may very well be that from a tech perspective but not necessarily from a whole package - for example I'm not going to spend $400-$600 for a very marginal upgrade over my Rift when there are what I see as huge downsides (again the girth I keep referring to). The Odyssey has taught me that 1440p is not the holy grail or even close, there is still SDE, there are still god rays and limited FOV. Would I spend that much for a Rift with 1440p panels, meaning the same exact physical dimensions - maybe but probably not.

As for the Pimax 8k here's a little talking about the stretching of the image to get that 200 degrees and the ghosting issues he's seeing thanks to the LCDs vs. OLED

https://www.youtube.com/watch?v=vfQDkdfZBlk&t=1h14m37s

Definitely an exciting space to watch and I don't think it's even remotely dead, as some will say. To quickly steer back to the Odyssey again for Elite Dangerous players I don't think it's even an option let alone a good one. Perhaps as the software gets better it will be an option but as it sits now it definitely isn't. If you're looking for a room scale setup and *might* play Elite then maybe - but if you're planning any considerable time in Elite then it is not the headset for you.

~X
 
IMHO the only thing that the Vive has that's "better" are the lighthouses are easier to setup as you don't have to home run them to your PC via USB.

Hah, funny you should say that. I've had the Rift for nearly 2 years now and I love it, no regrets whatsoever. I did a lot of research beforehand and was fortunate enough to be able to try out both headsets before I made my decision. It was close but I just generally preferred the Rift. However one of the things that clinched it for me was how much easier it was to setup the Rift sensors than the Vive lighthouses. With the Rift just plug them into the PC and place them on opposite sides of my desk. With the Vive I need to mount them in the corners of my room (what?! yeah, my wife's gonna love that ... not) and somehow get power to them? So yeah, for me the Vive didn't even have that advantage. I still think it's a nice piece of kit tho" and look forward to trying the Vive Pro (although that "prosumer" label makes it sound like it's not gonna be cheap).
 
....With the Vive I need to mount them in the corners of my room (what?! yeah, my wife's gonna love that ... not) and somehow get power to them? So yeah, for me the Vive didn't even have that advantage. I still think it's a nice piece of kit tho" and look forward to trying the Vive Pro (although that "prosumer" label makes it sound like it's not gonna be cheap).

Honestly I agree personally but I've been tired of this argument and if you do care about roomscale I can see how the lighthouses are easier - but I'm with you, for the way I play, seated for Elite and racing the Rift is perfectly easy to setup. And while I greatly prefer the Rift if it didn't exist and only the Vive did I'm sure I'd be wearing one as there's nothing deal breaking about it - unlike the Odyssey which would be going back either way as it's basically unwearable for me.

I also agree about the price speculation, although I sorta hate speculating about anything so we'll have to see. I guess I'd say I wouldn't hold my breath for it being cheap and would bet it's at least $600 if not $800. They'll justify the price with the resolution, etc. and some existing Vive owners will probably jump on it regardless of that price. They also won't likely care about the Pimax's pricing as I will speculate that it's going to be a huge POS just like the 4K is - that said I sure hope I'm wrong as on paper it looks damn perfect.

~X
 
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