HTC Vive is $799, ships early April 2016

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Super pumped.

Been watching videos with my kids and everyone is getting hyped up for tilt brush and hover junkers.

Frustrated my sim racing rig will likely be collecting dust for a bit while they work on vive support but the Rift was actually going to be more expensive (2600k cpu with a 970, and the motherboard doesn't seem to like me using the USB 3 ports) after having to do a MB/CPU/RAM upgrade to get some good USB3 ports.

I'll do a new build as soon as pascal hits. Hopefully Oculus solidifies and has a clear path for room scale on their second consumer headset, then I can play any of the Oculus SDK exclusive titles.
 
Super pumped.

Been watching videos with my kids and everyone is getting hyped up for tilt brush and hover junkers.

Frustrated my sim racing rig will likely be collecting dust for a bit while they work on vive support but the Rift was actually going to be more expensive (2600k cpu with a 970, and the motherboard doesn't seem to like me using the USB 3 ports) after having to do a MB/CPU/RAM upgrade to get some good USB3 ports.

I'll do a new build as soon as pascal hits. Hopefully Oculus solidifies and has a clear path for room scale on their second consumer headset, then I can play any of the Oculus SDK exclusive titles.

OR and Vive should both have the same PC requirements other than the USB 3. Can't you get a cheap PCI USB 3 card?
 
OR has heftier requirements for the CPU

It has blunter requirements for the CPU. There is a tiny bit extra requirement maybe for the camera processing to track movement. But its driving the same resolution screen (possibly literally the same screen) at the same framerate, so like for like it should have the same requirements.
 
OR and Vive should both have the same PC requirements other than the USB 3. Can't you get a cheap PCI USB 3 card?

My PC gets 9700-9800 in the 3d mark firestrike test meant to indicate it being good enough. I'm targeting a new build specifically for VR but am waiting for Pascal.

I suppose I could have found a different work around to stick with the Oculus (I had a March ship date) but I also already have multiple light stands and an open layout in a free room to get room scale without changing anything but buying the headset.

I'd prefer to see what Oculus does with touch. I'm not sold that they'll support room scale with the same fidelity at this point even if a multi camera solution could allow them to better work with real world objects, and you have to wait until H2 anyway for their VR controllers.

This is all just my internal thinking though. If my dollars help companies make decisions then I prefer the bigger gamechanger (Room scale) to the more logical upgrade path that meshes with my sim racing (seated experience).
 
Super pumped.

Been watching videos with my kids and everyone is getting hyped up for tilt brush and hover junkers.

Frustrated my sim racing rig will likely be collecting dust for a bit while they work on vive support but the Rift was actually going to be more expensive (2600k cpu with a 970, and the motherboard doesn't seem to like me using the USB 3 ports) after having to do a MB/CPU/RAM upgrade to get some good USB3 ports.

I'll do a new build as soon as pascal hits. Hopefully Oculus solidifies and has a clear path for room scale on their second consumer headset, then I can play any of the Oculus SDK exclusive titles.
Join my Pascal pls club.
 
Not as annoying as the guy who was streaming a bunch of Vive games on twitch and was standing at the wrong side with absolutely no audio saying sound "doesn't matter" and "isn't vital".

Yeah I can already tell there are going to be streaming setups that drive me nuts. I really hope Giantbomb gets this right. Everyone has a blueprint in what Node is doing too. As entertaining as it is to see someone experiencing VR stuff for the first time having to do all that in a streaming situation can't help but negatively impact the user even more so then regular games. Probably for the best to try things out first before streaming.
 
Well, my VR areas are now all set up and ready for all consumer headsets.

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This is my VR office for seated and virtuix omni VR. On the right is a gaming seat with a wireless transducer installed that can fold up. You can't see it, but to the right of that is a closet where I store my flight stick and racing wheel stands, which fold up when not in use. They sit in front of the gaming seat if I need a cockpit setup, like so:

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The VR PC sits in the middle of the room on a small stand along with the PS4, between the virtuix omni and the desk. The desk is where the Oculus Rift camera sits, along with my Dev Days Steam Machine that I use to do VR development.

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the stand holding the PC and PS4 is actually on rollers, and I twined all the cables running it to the TV and wall together and measured them so they have enough slack for it to roll out to the living room.

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I also have a mechanical HDMI switch behind the computer monitor in the office, with one end running to the monitor there, and the other running to the HDTV in the living room. That way I can switch my output between rooms by pressing a single button.

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Once in my living room, I can move my coffee table out of the way and it gives me a nice, easily defined trackable volume of 10' x 10', defined by the carpet in the room. I can feel the volume which I am able to be tracked using my feet.
 
Jacksepticeye loses his shit over the Aperture Robot Repair. 2m views is pretty good marketing for HTC. He has a few others too. Got my hype back up again.

https://www.youtube.com/watch?v=XCrnEbxOR60

Fucking hell... I will wait quite a while to decide on whether I get a rift or a vive but... if Valve is really going to take seriously creating VR software for the vive and the Rift does not match this sort of experiences I think I won't mind at all the extra 200 bucks. That looked so good.
 
Looks like Valve updated the software again and added the "tron mode". Looks a little off right now, but still very very cool. Looks like it shows the camera image when you get close to walls like normal chaperon but you can also fully enable it at all times as well (in addition to getting a full color little screen attached to your controller if you want).
https://www.youtube.com/watch?v=vnciEkUDnhs&feature=youtu.be

First time I see that famous "tron mode". Like I suspected initally it's just a simple 2D processing of the video feed.
 
It wouldn't surprise me tbh. They said last E3 that they had "a great partnership" with MS, but I doubt bundling an Xbox controller with each headset is all there is to it.

They also got the Minecraft VR version, and some kind of streaming setup for Xbox One -> Rift.

But maybe, who knows.
 
It wouldn't surprise me tbh. They said last E3 that they had "a great partnership" with MS, but I doubt bundling an Xbox controller with each headset is all there is to it.

I hope they were mostly talking about Minecraft, otherwise my Rift might enjoy a very short stay at my house (or be delegated to an exclusive Euro Truck Sim unit until Vive gets support)
 
"Sim racing rig, Vive support"? What do you mean?

Just the fact that a lot of the sim racing games use the Oculus SDK which means no Vive support. Since they weren't building room scale experiences they might not have been able to get a hold of Vive dev kits.

When the vive releases I think Live for Speed will be the only sim racer with support on day one. So my choice of the Vive over the Oculus means I won't be doing any sim racing in VR for a little while since I'm not buying both headsets.

Although there's nothing stopping Kunos or Slightly Mad Studio from also implementing steamVR, just time.
 
Just the fact that a lot of the sim racing games use the Oculus SDK which means no Vive support. Since they weren't building room scale experiences they might not have been able to get a hold of Vive dev kits.

When the vive releases I think Live for Speed will be the only sim racer with support on day one. So my choice of the Vive over the Oculus means I won't be doing any sim racing in VR for a little while since I'm not buying both headsets.

Although there's nothing stopping Kunos or Slightly Mad Studio from also implementing steamVR, just time.

Crap, I never thought about that until now. I actually had decided to cancel my Rift pre-order this night and only go with my +8 minutes Vive pre-order. But now.. Flight Sim and Racing Sim support is 90% of the reason I'm looking forward to VR, but thought I'd have some fun with room scale and show it off to friends and family and then dedicate myself to sims like Assetto Corsa which I have missed since I sold my DK2.

:(
 
Crap, I never thought about that until now. I actually had decided to cancel my Rift pre-order this night and only go with my +8 minutes Vive pre-order. But now.. Flight Sim and Racing Sim support is 90% of the reason I'm looking forward to VR, but thought I'd have some fun with room scale and show it off to friends and family and then dedicate myself to sims like Assetto Corsa which I have missed since I sold my DK2.

:(

If you can afford the temporary cost - keep both orders, try both headsets, have lots of fun with room scale and motion controls, then sell one.

At this stage, logic is suggesting keeping the rift and then hoping oculus touch is close enough to vive tracking, as it'll take time for more motion control games to come out after this initial batch.

This however does not account for the very real potential for vive to blow my socks off in a way I cannot ignore :)
 
I'm completely confused as to which one I should keep....can't get away with keeping both. I didn't get my Rift preorder in till the July shipment, but I got my Vive one in, under 6 minutes, so I assume I'll be in the first batch. My issue is that I only have an 8ft x 6ft room to use it in, is it workable in that space? Also will the Vive have games that will just use a pad too? I'm concerned most games will have you moving around most of the time...any input gratefully received in shaping my decision.
 
Not really sure if it's worth a new thread, but a reddit user with a decent amount of experience with both headsets made a lengthy comparison post: https://www.reddit.com/r/oculus/comments/49ku1u/detailed_experience_a_lot_of_hours_with_both/

Some excerpts:
Something you'll immediately notice coming from a DK2, is the new gorgeous OLED displays. On paper, it might seem that the the Vive & Rift have the same panel but in reality, they are optimized in different ways. The Rift CV1 is notably clearer in every experience I have had thus far. If someone was to make you close your eyes, then proceeded to place a Rift or Vive randomly over your head, you would know which unit you were wearing every time just based on the display. This isn't to say the Vive doesn't look gorgeous, it does, but "the screen door effect" is more present.
From my experience, Vive has a noticeably bigger FOV.
Every demo with the Rift, that wasn't seated, were very compelling but never as compelling as the Vive. With the Rift, I'm always scared to move around. This is largely due to the speech given to you before your experience. When using the Vive, you're motivated by the developer to explore and move freely within their world. With the Rift developers, they kind of want you to stand still and warn you to be careful(from my experience). This isn't to say Rift can't do room scale(it can) but I've yet to experience it, thus, can't comment on it in any meaningful way. The Vive however is LOONY! I can't express how nuts it is to walk freely in a virtual space without ever having to worry about running into a wall. The Vive's chaperone system is incredible. It truly is. It gives you this confidence to do whatever you want.
...you might see a lot of big Youtubers praising the Vive lately and saying it's way better then the Rift. Let me explain why this is happening. Simply put, Vive has been very kind to us and are easier to communicate with about receiving & broadcasting their product to our viewers. Most Youtubers I'm friends with or work with haven't tried an Oculus product past the DK1, DK2. Recently I called a friend of mine angrily(but jokingly) saying how I wished he gave his massive amount of viewers a better understanding when he kept talking about how much better the Vive is then the Rift. It drove me crazy that he kept saying "Way better then Oculus" rather then "Way better then the Oculus DK1/DK2"...
...It's just difficult to get in contact with [Oculus] and create a dialog about this. That mixed in with the NDA's, I believe, is creating a misconception about the products.
Good read I think.
 
I am glad I kept my DK2. I wonder how much compatibility it will have with the CV version? Hopefully I will be able to use the peripherals. Subpar experience for sure but at least I won't be locked out of content until I get a new Rift.
 
Crap, I never thought about that until now. I actually had decided to cancel my Rift pre-order this night and only go with my +8 minutes Vive pre-order. But now.. Flight Sim and Racing Sim support is 90% of the reason I'm looking forward to VR, but thought I'd have some fun with room scale and show it off to friends and family and then dedicate myself to sims like Assetto Corsa which I have missed since I sold my DK2.

:(

Yeah, for me it's not a concern. I haven't had time for sim racing for a while due to having too much boring adult and parenting shit. If I had free time to sim race for an hour or 2 a night I'd have gone with the Rift.

I got the Vive because I felt it would be the more compelling and better intro to VR for others.

As soon as Pascal hits I'll put together a mini-itx PC then redo my photography big portrait shoot bag (It's really just a bat bag but lightstands instead of bats). So I can bring VR to other people's houses and let them play.

If I were getting a headset so I could get the most personal use out of it I definitely would have gone for the rift.
 
I'm completely confused as to which one I should keep....can't get away with keeping both. I didn't get my Rift preorder in till the July shipment, but I got my Vive one in, under 6 minutes, so I assume I'll be in the first batch. My issue is that I only have an 8ft x 6ft room to use it in, is it workable in that space? Also will the Vive have games that will just use a pad too? I'm concerned most games will have you moving around most of the time...any input gratefully received in shaping my decision.

In theory - if the headset quality and comfort are close to identical - then the vive is a superset of the OR. You can play anything with a controller while seated, *and* play standing/moving around with motion controls.

My two main worries are
- are they both close enough in quality that the headset part is a wash and I can choose based on other factors?
- is OR going to kick out a significant proportion of the games I'm likely to want to play? Either through exclusivity deals or simply because devs have had DK1/2 and tools for 3 years so naturally it'll be the platform with most support initially.

12 months from now the picture will hopefully be very different - both with the vive getting more software day and date with OR, and with OR getting touch support. But for that initial year after launch, I don't think either will be a clear 'best' choice - both will have limitations
 
Not really sure if it's worth a new thread, but a reddit user with a decent amount of experience with both headsets made a lengthy comparison post: https://www.reddit.com/r/oculus/comments/49ku1u/detailed_experience_a_lot_of_hours_with_both/

Some excerpts:




Good read I think.

A lot of quasi-biased bullshit to my eyes on a second reading.

I am glad I kept my DK2. I wonder how much compatibility it will have with the CV version? Hopefully I will be able to use the peripherals. Subpar experience for sure but at least I won't be locked out of content until I get a new Rift.

i think you meant to post this in the Rift thread

In theory - if the headset quality and comfort are close to identical - then the vive is a superset of the OR. You can play anything with a controller while seated, *and* play standing/moving around with motion controls.

My two main worries are
- are they both close enough in quality that the headset part is a wash and I can choose based on other factors?
- is OR going to kick out a significant proportion of the games I'm likely to want to play? Either through exclusivity deals or simply because devs have had DK1/2 and tools for 3 years so naturally it'll be the platform with most support initially.

12 months from now the picture will hopefully be very different - both with the vive getting more software day and date with OR, and with OR getting touch support. But for that initial year after launch, I don't think either will be a clear 'best' choice - both will have limitations
yes, this.

which also means there will be no one losing. unless the game you want to play is platform locked and appropriate wrappers haven't been developed by modders, that is.
 
In theory - if the headset quality and comfort are close to identical - then the vive is a superset of the OR. You can play anything with a controller while seated, *and* play standing/moving around with motion controls.

My two main worries are
- are they both close enough in quality that the headset part is a wash and I can choose based on other factors?
- is OR going to kick out a significant proportion of the games I'm likely to want to play? Either through exclusivity deals or simply because devs have had DK1/2 and tools for 3 years so naturally it'll be the platform with most support initially.

12 months from now the picture will hopefully be very different - both with the vive getting more software day and date with OR, and with OR getting touch support. But for that initial year after launch, I don't think either will be a clear 'best' choice - both will have limitations

Yeah that's true, Oculus have a really nice headstart in that respect, I hope the Rift games can be modded for Vive, that would be awesome!
 
Y'all crazy talking about windows 10 store crap. No way Carmack will abide that stuff given what Sweeney has been saying. He might not be saying it because he's not a free agent any more but I would put money on him thinking it.

Oculus want their own store to make their own 30% slice.
 
From the latest backer update from cloudhead games
Steam, Oculus Home & HTC’s Storefront
We will accommodate your needs when The Gallery launches on all key partner platforms. You own The Gallery, on whichever platform it is offered and on any storefront that carries it! The only way to play The Gallery is through a closed ecosystem like Steam, Oculus Home or the upcoming HTC storefront. These are fully secured ecosystems on which our survival as a small studio depends.

So HTC are going to have their own storefront? I hope it's more like a VR customised front end for steam, filtering VR only games/apps that work on vive - not a fully fledged store with separate payment etc
 
I woke up this morning and decided I need to buy a Vive. Are there any good PC build guides or even better a reasonably priced pre-built PC that would work well? I poked around on the Vive reddit but didnt see anything.
 
From the latest backer update from cloudhead games


So HTC are going to have their own storefront? I hope it's more like a VR customised front end for steam, filtering VR only games/apps that work on vive - not a fully fledged store with separate payment etc

They've talked about it before and I believe it is it's own separate storefront mostly being made for China's sake but could be elsewhere as well. I doubt it will have any exclusives if that's what you're worried about.
 
They've talked about it before and I believe it is it's own separate storefront mostly being made for China's sake but could be elsewhere as well. I doubt it will have any exclusives if that's what you're worried about.

I hugely doubt Valve would partner up with HTC on this if HTC were going to cockblock Valve's storefront out of content
 
It is going to be interesting.

I suspect a year of tech demos and smaller games. It is going to be hard to convince any developer/publisher to invest millions into a project for a niche market/audience.
You don't need millions for non-tech-demo/larger game. One of the Rift titles, Chronos, is basically a 3D Zelda clone, and a game for PSVR "Golem" looks like a full game with deep gameplay. You only need millions for a AAA game, but being AAA isn't what makes a game have deep, interesting gameplay or a decent length. You *do* need development time, though, which hasn't been plentiful for the Vive since it was only announced a year ago. I think you'll see a lot more deep Vive games next year due to that. Though there'll be a few deeper games developed for the Rift and ported to Vive, since Oculus of course has had dev kits in developers' hands for years.
 
I woke up this morning and decided I need to buy a Vive. Are there any good PC build guides or even better a reasonably priced pre-built PC that would work well? I poked around on the Vive reddit but didnt see anything.

Just go here and tell them what you need/are looking for. These guys are amazingly helpful and are the reason that I just built my first rig.
 
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