This is making me question whether I should keep my Rift or not. Both will show up this week and initially I figured I would keep the Rift and had yet to make up my mind on the Vive. But now I'm wondering if I should keep the Vive instead.
For those of you who have both, which would you keep if you could only keep one? I have the space for roomscale but don't really plan on using it because I don't want to re-arrange my garage/office.
I don't own a Vive but have gotten to demo one. I do own a Rift CV1. I had a Vive pre-ordered but ended up cancelling it to keep my Rift. This was my thought process.
Vive is better at handling larger play spaces than the Rift. The Rift has a limit of around 9 feet as the sensor range, so it can still handle many rooms, but the Vive can go out to like 15 feet I believe (I've seen videos of people using it in a warehouse where the sensors were like 20-30 feet apart which was awesome). The Rift can do an opposing viewpoint configuration like the Vive, however depending on room size you'll almost certainly need a USB extension cable for the sensor on the far side of the room. If you want a play space > 9 feet then the Vive is simply going to be better. The only sticking point here is that the Vive is more sensitive to environmental interference (mirrors, shiny objects, etc). It's doing a very delicate dance of shooting lasers into your room and doing calculations based on incredibly precise timing data, so it's more prone to issues than the Rift's tracking (but again, trades off sensor FOV and range). People have created apps to monitor and track wobble issues with the Vive, and in my own experience with the Vive I saw multiple headset/controller tracking issues (my controller appeared to fall onto the floor and fly off into infinity), which I speculate was caused by a mix of both a glass wall next to the play space and/or the shiny hardwood. Valve engineers have made comments that they're always working to improve the software to filter out false-positives in tracking so over time hopefully they'll minimize that, but even then if a laser hits a mirror/reflective surface and bounces back to the headset/controllers then you'll likely have issues so part of it is just by design and you'll need to be more picky where you put the Vive. In my case, environmental issues aren't a factor (bare walls with covered windows), but space is. I'd be lucky to get 9x9 in a spare room I have whereas my office is only able to do seated and standing. I might move my PC into the other room which is slightly larger, but for the next few months I'm pretty much staying seated. If I do move over there, the Rift will be able to track the entire space just fine.
I haven't done seated play in a Vive, but Oculus has a lot of polish in their software and it works well. I like how easy it is to reset your orientation/height which is super helpful if you're having people try out the Rift and you're playing Eve Valkyrie and you need the camera at the same in-game height to have the body IK work. Once nice advantage with the Vive which will come in handy for seated play is the camera. With the Rift you still need to do the peek under the headset if you put on the headset and don't know where the controller is. With Vive you can use a video feed to see out of the headset. Almost all of the Oculus games in the store are seated experiences, with a few which are standing experiences. Vive is pretty much the opposite where most are room scale
Vive obviously has motion controls day one whereas Oculus is getting them within the next 6 months (based on information that the Insomniac game is coming out in November and is not a launch title meaning it's coming before November thus the 6 month estimate). While I haven't used Touch, I do think they are going to be the more interesting controllers and a big reason why I decided to cancel the Vive. They're smaller and much more comfortable in the hands than the Vive wands according to pretty much everyone who's tried them. According to Destructoid the Touch controllers feel about the size of a
wii nunchuck add-on. The Vive controllers were unexpectedly large when I used them for the first time, more akin to having something the size of a TV remote in your hand (though more comfortable than a normal remote obviously -- they were large but very well balanced). Touch is described as feeling more like an extension of your hands themselves whereas the Vive feels like you're holding an object in VR which is why in Vive games you don't have hand representations, it's generally the Vive wands themselves represented in game whereas Touch uses virtual hands. To make the virtual hands convincing, Touch has the nifty trick of having capacitive sensors in the triggers/grips/buttons which allows it to tell where your hand is roughly (it's not full tracking like Leap Motion, but
in videos looks somewhat convincing, see this example from PAX East). Touch is very much a wild card though as there's no price, firm release date or launch content announced outside of a couple of titles and they haven't been fully stress tested in a home scenario but generally in 5 minute demo's by press at conventions.
The Rift is also generally the more comfortable headset. Lower weight, hardened straps but with the one exception being with glasses where the Vive has the edge due to its facial interface having glasses cut-outs. I do use my Rift with glasses and it's acceptable but the Vive fits the glasses a bit looser which I prefer. I'm very much hoping Oculus or a third-party comes out with another facial interface made for better glasses comfort (and that it works with the VR Cover I ordered). The Vive wins out in a bit larger/more round FOV but it's not massive. In addition if you have a very wide head, the hardened straps of the Rift may actually be an issue whereas the ski-style straps of the Vive would be more accommodating.
One very nice area with the Rift are the built-in headphones. Not only does it further increase the weight advantage (Rift + built-in headphones is lighter than Vive without headphones) but they sound great. It also allows them to tune their audio SDK to those specific headphones and configuration which means positional audio will be more precise. They are removable if you are an audiophile with a preferred set of headphones you want to use. In this case, the Vive is nicer because it has a headphone jack as part of the cable octopus in the back.
As for software, I think Oculus Home is much more well integrated into the headset, and more polished. Plus, the built-in system functions you access with the xbox button are awesome and it even includes a headset calibration utility which shows your IPD and makes sure you are in the sweet spot by showing you green crosses to line you up. I haven't found utilities like that in SteamVR. Oculus Home really feels like it was made from the ground-up for VR, and is a good foundation. SteamVR is a big picture window in 3D space inside a 360 degree photo which is less impressive (but I did set my photo to the star trek holdeck, so that's something). However, Oculus Home is completely barebones in terms of features. You can't even rate things on the store. Valve has had years building up Steam so it is much more mature overall as a platform (I just hope they find a better interface for SteamVR than just a floating big picture window).
In the end, the Rift works on all SteamVR titles and Valve is committed to having chaperone support with the Rift as well once Touch comes out so you can map the space. I decided that I had no problem waiting for Touch, and after seeing demo videos of people using it in some of the recently announced titles, I think it's going to be very cool to have something much more akin to hand presence. This is crystal clear to me when I go into Altspace VR to talk with people. The Vive wands are cool, but everyone is way more impressed with Leap because it actually does hand tracking which is way more interesting. Now, Leap isn't reliable enough to play many games, but Touch also doesn't do complete tracking but is capable of playing games due to it having buttons and force feedback. I just imagine Touch being in Altspace and think it's going to sit nicely between the Vive and Leap in terms of how much it adds to the experience.
As for exclusives, I think the community is going to keep ensuring Oculus exclusives are playable on the Vive. The only threat to this effort is whether a game requires the use of the finger tracking on the Touch, and likewise if a game on the Vive requires the use of the Vive touchpads, then those games will be incompatible, but I doubt that's going to happen in all honesty.
Sorry for wall of text. I know these things are expensive though, and I've gotten some serious time in VR lately!