HTC Vive is $799, ships early April 2016

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It does come with controllers, the full setup, and two games. That is actually not a horrible price for all that
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

Also, it does NOT come with a Xbox One controller, that's a plus for me. I already have four of those, including an elite one, I don't want one more. I know that it's basically free and the Oculus would have cost the same without, but still, it feels like I'm paying for something I really don't need.

I guess I could sell it and make a few bucks back. Eh.
 
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.. :(
 
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
 
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

Yeah, it definitely makes it less good for full motion in tight spaces. Do they set a minimum recommended distance on the camera?

After that I assume it is going to depend on a person's height and armspan.
 
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.
 
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.

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.
 
The price is a little less than I was expecting given how much the Rift is. I'm pretty content going with the Rift as my first-generation VR headset, but will definitely keep an eye out for which device provides the better experience.
 
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...

I thought about it too, but the games made me stay with the Rift. The Oculus games just look more interesting to me than any room scale ones they have displayed for the Vive.

I want to play Eve: Valkyrie, ADR1FT, The Climb and Edge of Nowhere.

And I haven't heard confirmations from the developers of Assetto Corsa, DCS or Project Cars that Vive support would be coming soon (even if it is at some point, those are the primary games I will grind hours in).

But if you really want room scale, go for the Vive.
 
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.

It really can't. Even though the lineage of Kinect and Wiimote is obvious there is nothing out there like it.
 
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.

Finally someone gets it.

I think if you used had used the phrase "In my situation" we never would of had such disagreement. :)

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.

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.
Even without the Vive, I'm not sure I'd be interested in the CV Rift until the hand controller thingies came out.
 
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.
IMO and In my situation mean entirly different things. But whatever I'm over it. Enjoy VR, it's gonna be rad.
 
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.

The option of having both roomscale and the sit down experience is probably the safest bet. Touch will be available eventually and may fill that need for a person, but the desire to be able to interact with your environment with your hands is a big deal in VR and why the Vive had such positive press and why you hear developers saying things like "It's like watching a movie on your phone vs. IMAX" when comparing a controller vs motion controls.
 
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.

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.
 
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.

....for games that use motion controls and/or physical movement while standing up.

A ton of games already don't use those controls so do not really benefit from the Vive's tracking or motion controllers. And most of the bigger games that have adaptations to support VR are seated experiences - Elite, ETS2 etc.

Of course vive supports those too, *and* the walking/waving arms games. And I'm sure they'll be magical (the standing/moving thing sounds so natural that I really want to try it out). But that doesn't mean it'll be that much better for all experiences. For the majority of seated games, the headset itself is crucial - comfort, optical clarity, screen quality, audio quality etc. And it seems in those areas OR has an edge.


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.

If I was a betting man, I would put money on Oculus delivering a room scale solution with Touch. I would hope when they saw Vive they went partly back to the drawing board with touch and maybe thats why they need some extra time to deliver.

They have to bring room tracking when they launch touch.
 
Since the Rift seems like it will be the best headset in terms of tech and comfort, it seems like a safer bet.

So hard to guess. I've worn the Rift CV1 and it's incredibly light and feels great. Haven't used the Vive since last year's GDC, so I don't know how big the improvements are.

I have a Rift pre-ordered since I see myself playing seated most of the time. That and the ecosystem ... I like the games they've got secured (particularly the ones from Insomniac and Crytek).

Neither the Steam Controller nor the Steam Link box lived up to my expectations. Valve seems to be a bit hit/miss lately so we'll never know how good the Vive shipping unit is until reviews hit.
 
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.
 
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 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

No, cancel your Rift pre-orders (if you have a March or April date) and get the Vive! It's the best.
 
Shame these prices are so high. Guess I'll just have to wait it out despite my hype for VR. Even I can't justify these prices, especially without hands/eyes on. Oh well, guess I'll just pick up 2 polaris/pascal this year instead. I'll wait for revisions.
 
GO THE FUCK HOME VALVE

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RIFT WINS

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I don't need it.
 
"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.

I feel pretty much exactly the opposite of you, which thankfully isn't a problem since we both have a clear choice that suits what were looking for. After using the DK2 for the last year I've realized that Image quality and comfort are by far my 2 biggest priorities. I know everyone is different, but man I can't believe you are ok with the DK2 lenses. I think they are awful. The new lenses and ipd adjustment ability are probably what I'm looking forward to the most. I don't mind waiting a few months for the touch controllers to come out. I'd rather wait a couple extra months and have a lighter, more comfortable headset with better Visual Quality since I'll hopefully be using it for a long time.

I also don't think there is any way that the Rift won't be able to eventually duplicate the Vives motion tracking either via 1-3 additional cameras, or some 3rd party device/hack that some clever person or company will come up with. Sure, it might not be as elegant as the lighthouse system, and it might take a couple months, but there is no way that they are just gonna half ass it and not come up with something reasonably competitive. Whether 1 extra camera will do it as they claim, remains to be seen.

I also think the Oculus Touch controllers look vastly superior to the Vives but that's just personal preference. It doesn't matter how good they look if they suck comparatively, so I'll just have to wait and find out. From a design standpoint though, there is no comparison imo.
 
Is there a good pro and con comparison list for the Vive and Rift?

It's hard to really say what the pros and cons are until the consumer versions are released. Strictly speaking of the headsets in their current form based on what I've read from other peoples impressions, the Oculus CV1 is lighter and has a wider field of view with a slightly cleaner image and most importantly to me, extremely minimal or hopefully no Screen Door Effect.
The Vive also has a very nice looking screen(far superior to the Oculus DK2) although I have read from more than one person that there is some minor SDE still evident and that the image clarity sweet spots are smaller than the oculus. It has a taller FOV than the rift which could be really cool though. It also uses only one usb port which is very nice. It looks heavier than the rift but having not worn either I can't say which is more comfortable.

From a full immersion standpoint, the Vive is the total package at launch. Dual motion controllers and lighthouse tracking. 15x15ft. full scale room tracking will undoubtedly be awesome although I have a feeling most launch titles will be mainly glorified demos and proof of concept experiences. Eventually there will be incredible stuff, but there really hasn't been enough dev time for much beyond some pretty short although I'm sure breathtaking experiences.

The Oculus motion controls wont be out for at least 3-4 months after the goggles, so it's really difficult to say how it will perform in comparison to the Vive. I would imagine it's going to be extremely similar and will come down to controller preference. Personally I think the oculus controllers look superior, but they are vaporware at this point compared to the Vive.

My guess is that by the end of the year they are both going to be pretty much equal in terms of what they can do. The Oculus might look a little better, the Vive might track a little better over big areas. I don't think either is going to have a significant advantage over the other once the full systems are out. The Vive will just have the full experience Day 1 which is definitely cool.
 
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.

That paints the Vive in an artificially good light IMO.

For games that require motion controls or walking in a small space, then they will probably lead on Vive and be best there, but devs will likely adapt them down for the simpler current controls and tracking of OR/PSVR

But for games that use normal controllers (including peripherals like steering wheels, HOTAS etc), then I don't see where you'd get 'less features' on OR. You'd get the same features because those games are not needing rom scale tracking or motion controls.
 
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.

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.
 
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.
I wouldn't know what to do if I could order an Oculus right now and get it early April (when I should be getting a Vive if I can pre-order in time). That's literally the only purchase-related difference for me.
 
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.

Room Scale wont be big (maybe), but I think VR controllers will be and Vive will be the first one who offers that experience.
 
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