Less than I expected honestly. Absolutely foolish to expect anything less than what Oculus costs.
It does come with controllers, the full setup, and two games. That is actually not a horrible price for all that
Less than I expected honestly. Absolutely foolish to expect anything less than what Oculus costs.
And it helps that HTC/Valve have been saying it'll have a premium price from the start, and after purchasing touch controls with the Rift they'll be around the same so it's not so premium of a price in comparison.It does come with controllers, the full setup, and two games. That is actually not a horrible price for all that
It does come with controllers, the full setup, and two games. That is actually not a horrible price for all that
Huh. Didn't know this. Ironically this makes the Vive better for tracking in smaller spaces.
Actually I remembered wrong.
Vive's Lighthouse has a 120x120 fov with a 20 foot range.
Rift CV1's camera is 100x70 fov with an 18 ft range.
Lighthouse definitely has more overall range but you'll still be able to easily cover a room with 2 Oculus cameras as well.
For comparison:
Oculus DK2's camera is 80x64 with about 8 ft range
PSVR's camera is 72x45 with 15 ft range
You sound foolish. The headset is the lightest on the market, much more comfortable and ergonomic, has much higher quality lenses, has integrated 3D audio, dual screens with a higher refresh rate, physical IPD adjustment, built in mic, larger camera tracking volume and more accurate tracking in general (just as good as Vive within it's range, which is 30 horizontal degrees less than one lighthouse station, equal in vertical). It's a massive improvement over DK2.
Vive will be the best overall package you can buy, but the Rift will to be the best HMD you can buy.
I like that attitude. Just pre-ordered a Rift the other day for July shipping... now I'm contemplating cancelling that and pre-ordering a Vive next week. Decisions, decisions...
With the Vive recommended setup you have 360 degree headset+controller tracking, with the Rift recommended setup not so much. When asked about 360 degree tracking Palmer Luckey seems evasive. Developers say 360 degree, head-to-toe 2x2m room-scale tracking in Rift+Touch is practically not possible and are altering their games from 360 degree motion controls to 180 degree for the Touch version.
One could argue that as a VR experience, when compared to Vive, the Rift headset alone is only a tiny bit better than the DK2. The magic of tracked hands and being able to take a step or two in either direction can not be overstated.
Okay let's break down how IN MY OPINION none of that matters. Again, in my opinion.
With the Vive recommended setup you have 360 degree headset+controller tracking, with the Rift recommended setup not so much. When asked about 360 degree tracking Palmer Luckey seems evasive. Developers say 360 degree, head-to-toe 2x2m room-scale tracking in Rift+Touch is practically not possible and are altering their games from 360 degree motion controls to 180 degree for the Touch version.
One could argue that as a VR experience, when compared to Vive, the Rift headset alone is only a tiny bit better than the DK2. The magic of tracked hands and being able to take a step or two in either direction can not be overstated.
I think if you used had used the phrase "In my situation" we never would of had such disagreement.![]()
Even without the Vive, I'm not sure I'd be interested in the CV Rift until the hand controller thingies came out.He was comparing it to the DK2 so it's kind of odd to throw the Vive in there as a counter point. More so when you find those improvements "worth it" for the Vive's price but not for the Rift despite it being a $200 cheaper package.
snip.
IMO and In my situation mean entirly different things. But whatever I'm over it. Enjoy VR, it's gonna be rad.I believe I said in every post, "for me" and "IMO".
EDIT: In fact I just checked. I did in fact in literally every post mention that it was purely on a personal, IMO level.
I think the biggest issue keeping me away from the Vive is how different roomscale functions in comparison to the Rift.
The average developer making a game will already need to decide how much of their resources they want to dedicate to VR. I believe the amount they dedicate to supporting Vive specific features, such as roomscale, will be miniscule.
Basically if Vive and Oculus both support a seated experience that is where the majority of VR resources will go. Roomscale and walking around in a game world will be much lower on the priority list. Since the Rift seems like it will be the best headset in terms of tech and comfort, it seems like a safer bet.
Okay let's break down how IN MY OPINION none of that matters. Again, in my opinion.
"The headset is the lightest on the market" I don't mind the DK2, and I'm sure the Vive is lighter than the DK2 anyway. So moot point, either one will be an improvement, if only because the strap design alleviates it anyway.
"much more comfortable and ergonomic" Both have improved straps, so again moot.
"has much higher quality lenses" optics, of which I had no problem with the DK2's.
"integrated 3D audio" so do most video games, if you put on headphones. Integrated, sure, but I have my own pair of headphones that I plan to use, so moot point to me.
"dual screens with a higher refresh rate" So does Vive. And I never had enough issue with DK2's refresh rate.
"physical IPD adjustment" Okay, so this one's enough of an improvement for me to almost care. But, it's not like the Vive won't be able to adjust IPD easier than the DK2, and even that was easy enough. So I'm probably getting an improvement either way.
"larger camera tracking volume and more accurate tracking in general "
Okay, so here we have the first one I would care about. I *hated* the DK2's tracking. It was terrible, I had to face a single direction, and if I turned my head to the side too far it was prone to jumping around. So whoohoo! Improvement!
Oh but wait:
"(just as good as Vive within it's range, which is 30 horizontal degrees less than one lighthouse station, equal in vertical)"
So it's not even equal to a single Lighthouse? And Vive comes with two for full coverage? I mean, who is even going to set up a single Lighthouse? So, the *one* thing that I actually would upgrade my DK2 for, the Vive blows it out of the water?
Ah. So, IMO, there is absolutely no reason for me to get a consumer Rift, and *all* the reason in the world to get a Vive.
You guys can continue to pretend that I'm saying that the consumer Rift isn't an improvement over the DK2. But I'm not saying that. I'm saying that it's really not enough of an upgrade for me to consider $600 over what I already have. But the Vive is, because the one thing that really irks me on the DK2, the Vive goes above and beyond on.
With the Vive recommended setup you have 360 degree headset+controller tracking, with the Rift recommended setup not so much. When asked about 360 degree tracking Palmer Luckey seems evasive. Developers say 360 degree, head-to-toe 2x2m room-scale tracking in Rift+Touch is practically not possible and are altering their games from 360 degree motion controls to 180 degree for the Touch version.
One could argue that as a VR experience, when compared to Vive, the Rift headset alone is only a tiny bit better than the DK2. The magic of tracked hands and being able to take a step or two in either direction can not be overstated.
I wasn't calling you foolish for wanting Vive's room scale tracking. I'll be getting both Day 1, and I wish Oculus would make a bigger push for room scale because the system they have is totally capable once Touch releases, and room scale tracking is awesome.
I was only saying you sounded foolish for insinuating the Rift CV1 is just a DK2 with a better screen when it's way more than that.
Since the Rift seems like it will be the best headset in terms of tech and comfort, it seems like a safer bet.
This is so, so difficult. I have a Rift pre-ordered and have a feeling (not based on much at all) that it'll be the more polished product + some appealing games not available on the Vive (e.g. Eve Valkyrie), but the Vive looks like it's offering a higher end, more complete VR experience.
.. please don't make me buy both..![]()
The way I understand it Valkyrie is just exclusive to Oculus's store. You could still play it using the Vive.
Valkyrie will be exclusive on the Rift on PC for launch, and Morpheus on PS4.
The way I understand it Valkyrie is just exclusive to Oculus's store. You could still play it using the Vive.
6.8. I really hope SLI is utilized right away.
when can we expect reviews?
gonna wait for them.
Why do I live in Brazil
This thing is going to cost like 3200 dolars here
You mean "confirmed by everybody". VR SLI must be programmed into each game, it isn't just automatic.God yeah i'm waiting for that to be confirmed by someone. The second my card goes on sale I want to buy another one, but am worried it will be a waste for a while.
The magic of tracked hands and being able to take a step or two in either direction* can not be overstated.
It really can't. Even though the lineage of Kinect and Wiimote is obvious there is nothing out there like it.
I don't know why everyone is bickering. Obviously the Oculus Rift is the best choice. Everyone should get an Oculus Rift.
that way I have more chance of securing a launch Vive
I do want to point out that the Wiimote is vastly superior to the Kinect in regards to uses as a video game input, even if the gyros were mistakenly used.*in VR.Still, quite magical in real life too, when you think about it.
"The $799 price is the base price," O'Brien told me earlier today. "Were basing global pricing on that. Well do a local currency conversion and then take into account local taxes. Well have [local prices] up very, very soon. Theres a global price we want to be consistent with."
"IMO". I have a dk2. I don't mind the optics, and yes, the screen is better in a number of ways. But, those are all iterative improvements.
But when I use my DK2, I don't find myself itching for a faster display, higher red, or any of that. I have the itch to walk and move around and grab and toss and interact.
Vive does that. And Lighthouse destroys the camera tracking. So yes, IMO, Rift CV only brings a better screen.
Oh and I have my own headphones, I don't care about the built in ones.
Room scale Rift will need two cameras. Two more USB devices that will need wores running to them. Lighthouse only needs a wall outlet, and won't need to be plugged into the PC. Not to mention more responsive, and its *standard*, not an optional attachment.
Is there a good pro and con comparison list for the Vive and Rift?
I think the biggest issue keeping me away from the Vive is how different roomscale functions in comparison to the Rift.
The average developer making a game will already need to decide how much of their resources they want to dedicate to VR. I believe the amount they dedicate to supporting Vive specific features, such as roomscale, will be miniscule.
Basically if Vive and Oculus both support a seated experience that is where the majority of VR resources will go. Roomscale and walking around in a game world will be much lower on the priority list. Since the Rift seems like it will be the best headset in terms of tech and comfort, it seems like a safer bet.
VR developers can't afford not to support all VR solutions, the market is too small. You're always going to get the full graphics and feature experience on Vive, the full graphics experience with less features on Rift and the lower graphics experience with less features on PSVR. Of course there are paid exclusivity deals where this won't apply cause they only develop for one platform.
VR developers can't afford not to support all VR solutions, the market is too small. You're always going to get the full graphics and feature experience on Vive, the full graphics experience with less features on Rift and the lower graphics experience with less features on PSVR. Of course there are paid exclusivity deals where this won't apply cause they only develop for one platform.
Because most people don't believe that it's 33% better than the Oculus Rift.
I bet most will just forget room scale and straight up design games according to the baseline, either motion controls only or even just gamepad, having to accommodate all those in a smart way would be such a hassle. And it should change the second generation when room scale is featured with all the HMD's.
Like there's some PC exclusives now, but most games are made to be multiplatform for maximum sales. Rift / Vive is a niche of that PC platform, and room scale VR a niche of that. Think about it.
Well I don't have a crystal ball, maybe Vive will have a huge install base and room scale games will dominate, but that's how I think. It's a nice piece of tech but I'm worried about content.
exactly my thought - room scale isn't going to be big when it's only 1 HMD supporting it.
Maybe it'll pick up for second gen of headsets, in which case hopefully a G1 Vive won't need to be upgraded where an Oculus CV1 might do.
We're all speculating, though. Maybe room scale just isn't going to take off because it's awkward/weird or just too new an idea to develop for. Maybe it's so amazing that there'll be loads of content because devs are so excited about it, in which case Vive could dominate.
We just don't know & that's one of the things that excites me about this time, though it makes it more difficult to back a horse, I suppose.