Oculus Rift Room Scale VR is more expensive than HTC Vive. Really Facebook/Oculus? Oh well.
Oculus Rift Room Scale VR is more expensive than HTC Vive. Really Facebook/Oculus? Oh well.
While that's not good for competition, I would argue that the hardware itself is superior.Touch at 199 comes with two controllers, right?
They have to drop the price of the Rift. Oculus+Touch+Extra Sensor is more expensive than the Vive.
Touch at 199 comes with two controllers, right?
They have to drop the price of the Rift. Oculus+Touch+Extra Sensor is more expensive than the Vive.
More expensive? I thought it was the same price, 800 (US at least).
More expensive? I thought it was the same price, 800 (US at least).
Whats the name of the RAD game?
With the third sensor it is. How much that third sensor is really needed is up in the air. Really interested in what their use case for it is.
Truth is the vast majority of folks are not going to have the room to need a third sensor. The most important thing here is that they are officially supporting 360 degree sensor setup.
I don't know, why would they specify roomscale with 3 if it isn't the minimum?
if it showed 2 and 3 with a larger space sure
but it seems pretty clear its 2 for forward facing touch and 3 for roomscale
Yeah, I suspect two sensors will provide a very good room scale style experience. Even with just one sensor, you can walk around a fairly large space without losing tracking.Truth is the vast majority of folks are not going to have the room to need a third sensor. The most important thing here is that they are officially supporting 360 degree sensor setup.
Probably because there's more potential for occlusion or tracking issues with two, plus it might mean the stuff designed for front facing won't work as well. Easier to just say it needs three to avoid people complaining about it not working well.
Saying room scale needs three doesn't mean it won't work with two opposing cameras, just that it's not their official recommended way to do it. Same way that not meeting the minimum spec hardware doesn't stop you, but flags it up, having two and launching a room scale game will likely just give a warning saying the recommended setup is three cameras.
ya i don't agree..i think them keeping their price below their competitors for roomscale is a big enough issue that if they could say only 2 is required they would.
ya i don't agree..i think them keeping their price below their competitors for roomscale is a big enough issue that if they could say only 2 is required they would.
The real question is do they provide a USB hub with the third camera? The Rift will be up to 4 USB ports consumed for that setup.
So where is all this stuff for the rift? Is there nextvr for rift? Where is that nba finals on the rift? Is it on the store?
If you add the third sensor it's $880. I am still holding out they drop the price of the Rift by $100.
Not quite parity when it comes to features either. Vive still has the external camera for tracking your room, the chaperone system and lighthouse technology.
Oculus have a chaperone equivalent now. Guardian.Not quite parity when it comes to features either. Vive still has the external camera for tracking your room, the chaperone system and lighthouse technology.
Not quite parity when it comes to features either. Vive still has the external camera for tracking your room, the chaperone system and lighthouse technology.
I don't think there is any better definition of why someone choose a Rift + Touch than Robo Recall, Lone Echo, and Arktika. They pretty much are what many gamers were looking for. The other reason is simply that Oculus is funding cool stuff! oh and SteamVR supports the Rift yet not the other way around except through Revive, which is unofficial. Stuff like ASW might see the light of day in SteamVR some year...some year.
Abrash!!!
I love listening to this man.
His predictions for the next 5 years are amazing so far.
Oculus announcement threads outside this one going exactly as expected
Yup. Why bother.
A lot of it is the usual drive by bullshit from people who clearly don't know what they are talking about. Then we have someone claiming that Palmer is literally on stage when he's nowhere to be seen.
There are like three or four of the usual people (durante etc) who bring relevant criticism and that's about it.
There doesn't seem to be a thread on this...any good roundups? Any games we can look forward to?
How is the average user even going to get the second camera to the other side of the room? Are they going to include an active USB extension cable/dongle? Or sell one? These cameras are finicky as fuck about proper spec USB ports (a lot of 3.0's don't even work) and presumably consume lot of bandwidth. Surely your garden variety $5 passive Chinese USB extension is not going to work, it's going to require a pretty specific cable. I'm assuming it'll have to be a powered/active variety to extended it the 20'+ most moderate rooms will require for permanent installs (i.e. baseboard runs).
I use this: https://amzn.com/B00C7SA21U with my sensor now and it works fine.
Kinda regret selling my Rift considering the promising looking Touch titles, that 4A one particular looks great and the Lone Echo visuals and animation quality were kinda blowing my mind for a VR title. Wish Touch could be used with Vive but afaik it needs the hmd for tracking functionality.
Oh well, here's hoping Revive can be made to work with the wands without too much jank. Kinda agitates me that HTC and Valve haven't tried to help fund more titles for first year releases, I get Oculus likely spent more time setting up these relationships and contracts with devs but damn, the dearth of bigger budget content (especially with psvr around the corner) is a glaring hole on the Vive side. Hope year two gets better :/
afaik, Revive already supports Touch emulation. How well it works, we'll have to see when Touch games get released