Cheers guys...
I decided to go with the Vive because, hopefully, they should be in stock in UK shops by the end of the month. Who knows when the Rift will be generally available let alone via a UK stockist.
Saying that, I take on board the current situation with the 'better' visuals in ED on the Rift. The way I see it is that this *should* purely be down to software. After all, the OLED panels in both are of the same resolution, type and should generate the same visuals. The lenses are slightly different but they shouldn't make much difference, only affecting 'after' effects like reducing SDE at the expense of slight blurring, light effects etc.
Performance wise, both should have the exact same resource draw as each other, since they are pushing the same pixels at the same fps. Everything else is software.
Oculus has had their SDE around longer and is benefiting from it, in ED at least, together with the current implementation.
I can see no logical reason why the Vive shouldn't be able to catch up with and equal the visuals of the Rift in ED. Other games don't have the same disparity between the two headset so it's purely a software thing. Same thing with the driver level SS in the Rift debug tool - there is no reason why the Vive shouldn't be able to offer and benefit the same functionality.
As said, the main reason for choosing the Vive is availability and I'll undoubtedly give room scale a go.
Neither is better/inferior given their specifications - there should be no reason that they don't give pretty much identical visuals and performance levels and I'm sure they will as both SDEs develop and mature.
Consumer VR has finally arrived - god knows I've been waiting long enough - good times for both sides...
...and both sides can look forward to being outdated in a year or two anyway...!
