Even on a 2 camera setup, the tracking on the Rift & Touch are worlds apart from PSVR. I wouldn't worry about tracking if you're only going to be doing seated or standing VR, there really aren't notable issues with the Rift in that configuration. I run a 3 camera setup for roomscale style setup on my Rift, and I find that you actually need a pretty sizeable play area for there to be notable differences in tracking between a Rift and a Vive. The occlusion differences were actually a lot more minor than I expected (to the point where I felt very comfortable selling my Vive after I got my third camera).
As far as image quality & SDE, I'd actually say the Rift edges the Vive slightly there, but not by much. It's more brightness and FOV where the Vive edges the Rift. I also prefer the eye overlap design in the Vive, but that is a pretty minor thing.
Game support also probably favors the Rift compared to the Vive, because when you work in OpenVR (which all Vive targeted titles do) it is going to work on both platforms, whereas games on the Oculus SDK need to be made compatible with the Vive (see ReVive). The times where games are not ideal are ones where they are using the trackpads in a way that isn't as easy to emulate on an analog stick, such as using the trackpad as more of a segmented button menu or something. I'd be surprised if either Doom or Skyrim specifically wind up having any control issues when using Touch controllers though.
Awesome, thanks.
Forgot to mention that I use glasses. Very small metal frames, not sure if that makes any difference.
As for making Vive games compatible with Rift through SteamVR... How flexible is the mapping from analog sticks to touchpads? Can you, for instance, map the buttons on Touch to specific sections of the Vive touchpads? Can the Touch analog sticks detect whether or not your finger is on the analog stick, thus emulating whether your finger is on the touchpad?
Also, how's the latency of the controller tracking considering touch vs vive? It's noticeable on PSVR, not sure how it's on PC VR since I've literally never even touched either platform (I've only ever seen Vive HMDs behind glass displays).
Finally, how well does the 3-sensor setup actually work VS Vive roomscale? I'm only ever intending to use standing + 360º rotation, but just in case sometime in the future I get more space to work with and a game requires it (again, i'd rather not even stand up given the choice, but I'm worried about being locked out of a game).
For the multiple sensors setup, keep in mind my laptop has 4 USBs only 3 of which are USB 3.0 (the other is USB 2.0). Not sure if I would have enough ports to work with, and whether USB hubs (externally powered or otherwise) would help me with that.
Again, thanks a bunch!
Ultimately, IMHO, the more important choice for the long term isn't what VR hardware you buy now, but rather to make sure that you buy your VR software on a platform that is open for future hardware from arbitrary manufacturers. We are already seeing companies who no one heard of before creating some of the most interesting HMDs.
I'll most likely be using Steam every single time I'm allowed the choice. Besides Robo Recall and Dirt Rally, I don't think there's a single Rift exclusive I want to get, and one of those is on Steam anyway.