yeah he did, however with oculus getting a messy room with the cables just sucks. and Vive would be a better choice if we using steam. perhaps the reason dropped priced?
I like Left twix, but sometimes I feel like having a right twix, they are quite similar, and yet so different.. Right twix is a caramel covered cookie cloaked in chocolate, while the left twix is a cookie that's covered in caramel, and then dipped in chocolate, The right twix can taste like the left twix if you think hard enough about it, but the left twix only tastes like the right twix if you already know what the right twix tastes like in the first place, so for my conclusion, they are both pretty awesome.
It should have ended with 'both are pretty flawed in a technical sense' and we still need more 'VR defining (dare I say 'revolutionary') videogames' on either system for VR to really have a chance in mainstream gaming. So far PS VR actually has the least issues giving people nausea. And yes this tracking issue was solved by older VR systems from the 90s ages ago. It's why I'm not at all impressed with the current VR.
I have both, and I think the vive is more comfortable on the eyes to wear for a long time, every time I use the rift I have to take it off and on every minute or so. However, I believe the rift is still the better choice, the hand trackers are better, and you can have room scale on the rift if you get 3 stations. You can also play vive games on the rift. But you can't play rift games on the vive. Finally the last reason is that the absolute best vr game that I've played so far is wilson's heart and it's only on the rift
You can play rift games on the vive and also vive has room scale already on it without having to buy 3 more stations, how have you not known this if having both?! youve been missing out bro
I wear glasses with the rift and have had no problems as long as you take it off from the back first. Also all the messing about you mention for setting up the rift with room scale is not as problematic as you put across. so I don't think that represents all PC's.
A few months ago i was very upset with oculus tracking, after the new update everything is fixed and i added the 3rd sensor and everything works amazing now.
I plan to eventually own both. But for affordability, the Rift will be my first PC VR headset (PSVR i have owned since release) with the Vive coming whenever HTC lowers the price... or more accurately cuts it in half.
mouseno4 Hey hey! Same, fam. I got the PSVR first 'cause it was cheaper (and RE7 in VR Kreygasm), but now I'm looking to expand - starting with the Rift. I'll probably just stick with it, though, until the next generation of VR stuff comes out.
MTLion3 Not sure if you got it, if you come from PS VR be prepared for a massive let down, don't belive all the fanboys. I was in the same boat as you and got the Oculus, the traking is a lot better and the touch controllers are magnificent, but the HMD... crap, the quality of Sony lenses with no distortion at all, the zero screen door effect and the full RGB screen make an extreme difference, and the Vive is worse in image quality... Be ware, try before buying, if I had know this before I would not buy one, don't be fooled by all the PC lovers, the best HMD out there is the PS VR.
very interesting looking back in time at this... i've just brought a rift s and so happy with it, so glad they went to more of a consumer friendly unit and price, great video BTW :D
This was a really well made video. Your voice is clear. There's not stutters. You represent both sides. And the editing was pleasing to the eyes. Good stuff!
I setup my oculus with three sensors.... and I never have to replug anything in, nor do i have to do any setups after the initial. Maybe you have USB issues? I did plug all items into 3.0 USB and used powered USB extension cables.
Point of Correction: The Oculus tracking is 100% fine. They worked out that issue months ago. I haven't had to set it up again since then. Also, when I changed my setup recently, redoing the sensor positions has a stream-lined version so you don't have to go through the entire process again. It took me about 60 seconds.
@Steve Jenner: Uhm nope, the Oculus tracking is not 100% fine. It's actually the biggest flaw of Oculus, it's main cause for nausea and arguably the Vive kind of has the same problem anyway. edit: I mean head movement tracking, not controller tracking. Controller tracking is barely more accurate than what we saw with the Wii anyway.
PHeMoX what you said is just my true. 1.if you own one, fix your setup... Something is wrong or you have a broken sensor. 2. Your motion controller comment is also just factually incorrect.
Jeroen vd Maarel I've actually moved my sensors quite a distance...while in a game. The view kinda snaps for a second and it works fine. I haven't owned it long enough to have experienced this problem...but it is def not a problem.
Oculus has a permanent price cut (right now a sale, for 399$ with controllers), putting it at 499$ with Touch controllers and 2 sensors (making it 300$ cheaper than the Vive). Just a heads up to those that don't know, because that's a really solid deal.
Wrth noting the new price cut bundle doesn't include the controller or media remote. Some would call them pointless given the existence of Touch, but they did add a bit of value.
MakeUseOf It's funny. I got the $399 bundle for the summer sale. It comes with EVERYTHING. And once I set up the touch controllers it lead me to feel that if they just cut out the Xbox controller and media remote...and cut back on the packaging quality (it really is breathtaking!) they could perm reduce the cost of the system by a lot. And a couple days later they announced EXACTLY that!
Great video ! I’m new on VR world and still reading pros and cons between Oculus and HTC. Any suggestions what’s the best VR for X-Plane 11 flight simulator ?
As a teacher who uses VR day-to-day in the classroom, the VIVE is much more user-friendly. I have refined the breakdown and setup of the system to a fine art now, which is crucial when introducing VR to newbies.
No developers use grip button? Pavlov VR, Onward and umm... Ok. I do like that the action is actually gripping the controller though instead of pressing buttons.
Few developers use the grip buttons on Vive. I don't think I'm even in a minority when I say the grip buttons suck. Every person I've demoed the Vive too has had trouble finding them, or getting their hands in the right place to use them.
grip buttons hard to find ? dont know about anyone else but when i hold the wand i get two fingers automatically on the button and all have to do is to squeeze my hand to actuate it ... no "finding the button" just pick it up and squeeze, dont try to press the button itself ...
has the oculus fixed its problem with the huge gap in the bottom ? when i tried the consumer version i was able to look down with my eyes only and see my feet when standing up this also meant it let in allot of light so the room lights must be off and so did the monitor. has this been fixed ?
Nope, still an issue. Some people say its a good thing, being able to see keyboard and things. Best advice is to turn out the lights or close the curtains, and you wont notice it.
Great video. I think you're pretty accurate about a lot of the topics. I am a Rift owner. If I were to buy again, I would go Vive. I think Valve and HTC's approach to tracking and more open nature in their platform will ensure a brighter future of them. Just my 2¢.
We don't use grip often, because it's hard to explain, how is it working to the user. Plus it is still buggy, when you release the grip, sometimes steamvr says it is still being pressed. (must be some kind of hardware issue)
brilliant video, bud. you really surprised me with the candid ending about 'which one should you buy'. "they're both good. try them both. there may be something about one that you like more than the other. it's okay to pick because of that." excellent message.
Am i the only woh never have problems with oculus and 360 traking in my room?... With 2 cameras... Every one have problems. I had 0 problems with oculus not at my jobe not at home.. dafq?
Oh nice. I'm thinking to buy a VR-Headset by myself. I'm just not sure wich of them. I have not that much space in my room. I could build a 2.5x2.5 meteres play area, but for that i have to throw my bed and a closet out of my room :D I have another option too, wich provides a small play area of around 1x2 meteres in front of my table. So im wondering, wich is better. I prefere the feel of the oculus more. Crontrolers and the rift itself are more confortable for me. But the Vive seems to be more future proof. What do you think?
Well im kinda oculus fanboy XD But i can make u a video with my setup and ull see. (+ i work with VR and every day i works with all 3 platforms (oculus/vive/psvr), they all good, but i rly love oculus. Its good looking, its good fit on a head + i still think that touch controllers are much better then any others)
That is the interesting point. People talk about these "game-areas" but it doesn't really matter as most people don't have so much space even in their living rooms. The rooms are filled with furnitures and other obstacles even when a room is a 5x7m size (35 square meters... BIG). I just renovated one of my 25th rooms just for a VR, it ain't a big room, only a 2.7x4.4m that was third office previously but enough for VR now. And I don't have any reason to go from one end to another end in VR! I noticed that I actually need only about 1.5x1.5m area in most cases when in "Room VR". But in most cases it is sitting in a chair, and this allows to put a 4 player couch on other end of the room with a larger TV for them to see what VR player sees. The distance is really important for the tracking quality and accuracy. That is the point with the sensors distance. Like we should know what is the resolution of the sensor, like is it around 64x64 pixels or like 256x256 pixels and so on. That is what allows us to draw the distance measurement that how accurately can a sensor separate the individual IR lend (or laser one) as further it is, more they get cramped together by sensor point of view. The second is then a power/emission power, further the IR moves from sensor, weaker signal it sends to the sensor and smaller one, so sensor resolution and sensitivity becomes a problem. And thirdly it is then the IR leak and filtering algorithms, does your space get lots of sunlight? As sunlight is IR source. Every area that gets lit by sun will be a IR source. So the algorithms need to filter the "IR blob" from "IR pattern" and so on. This is very common problem with TrackIR system as even a ceiling light can emit IR strong enough to cause problems. A shiny metal somewhere that can reflect a window where is sunlight can be too strong IR source for sensors etc. Too many variables for people to test the VR performance in tracking etc. Like my VR room is now based on room that gets direct sunlight between 14-22 at summer time, that requires blinds and even that causes problem with IR tracking. So light curtain was required to be installed to lower the illumination of direct sunlight. And it became nice addition projector canvas anyways so win-win. And now there is no tracking problems from 4.2m distance while room ain't dark nor dim even, just no direct sunlight. So this is something Vive has better with its laser system as its signal-noise-ratio (SNR) is far better in the IR-emission environment. The one problem that many forgets is that players are lazy people.... How long periods etc people think that most players are willing to move? Finally the movement areas gets smaller and smaller as players wants comfort and finally they end up to some sitting positions. Some will take VR as exercise but I will more gladly go running outdoors my track in the woods than do some gaming in VR. Then I can rest and enjoy from VR in a chair or do some smaller movement things. And Oculus can very well release a upgraded receivers (as transmitter is the goggles) that are more sensitive, higher resolution and improve algorithms to filter IR so SNR becomes better. Vive is great by amount of hype it gets. But at 450€ price for Rift + 2 sensors + Touch Controllers it is difficult/hard to beat, when the Vive is by its starting kit about 970€. Add a third sensor for Rift (about 70€ now) and there is "no room" that is having too much empty space where to use Rift. The Rift and Vive are the fifth generation VR goggles now. The 5.5th generation has already appeared, it is the 4K version with far better optics than what Rift or Vive has, but no space tracking (only direction). But that means either Oculus or Valve needs to quickly upgrade their goggles so resolution goes up and this way many clarity problems are fixed. Still the comfort zone of people is huge, what leaves people wanting to sit down instead stand and roll etc. Not many want to go out jogging if their alternative is to sit on couch watching a movie. Same thing is with VR, why to stand and move if you can sit? Which one even a healthy kid age 15-20 is prepared to do for 2-3 hours per session? Sitting....
I bought a Vive just recently after concluding that it is/has: More glasses friendly, better tracking, better software (update) support, more comfortable facial padding, less fogging up, will have more things coming out for it and thus more future proof... and when I pay almost 1000 euro's (and I will with that new deluxe audio strap) than for sure as hell I want it to be future proof for a while. Yes, I did try a Rift CV1 before making the decision without having tried a Vive. For me the Rift seemed as if it was a bit more blurry than the Vive in the end, but that might be because I couldn't fit into the Rift with my glasses even though I am near sighted. So these were the things for me that made me decide to fork out the extra money and get a Vive. I am not saying one is better than the other, but I personally ended up not completely satisfied with the Rift on initial impressions. Which were mostly negative due to fog and sweat building up under the facial interface, both of which started to irritate me for different reasons. So for me the Vive it has become and will be for quite a while. Now to save up some money for a better graphics card... >_
Those are meant for use in VR Arcade rooms if I read correctly and aren't for home use. So it's no wonder there is a lack in compatibility. I could be wrong though. On a side note: Fogging up is further reduced for me by buying the VR Cover for the Vive with 6mm thickness, and yes I use glasses with that. Fits perfectly and the distance to the lenses is no problem for me (got about half a centimeter left of wiggle room). I'll get a deluxe head strap a bit later when the issues are resolved and the product is a bit more mature. Being an early adopter doesn't have any advantages apart from saying "first!".
do not buy a fove, there main selling point the eyep trapcking is not present in all programs. also i got a shitty camera that doesent even thread into the tripod they gave me. all based on the steam system which is mostly populated by rift and oculus games. not a good purchase idea.
a good tip: You can do 360 on the oculus just fine with only 2 sensors. Put both camera's in a top corners of the room(just like the vive) The calibration tool will say the sensors are to far apart,but ignore that an you're good to go !
I bought an Oculus, get a Vive. The USB cameras to the systems is a pain in the arse. If you've got a mATX motherboard you'll probably need a USB3 expansion card, might have enough USB3 ports but they eat up so much bandwidth can only really have 1 per USB controller. Hint: There's usually multiple ports per controller.. oh but wait, you'll need to buy a specific USB PCI-E card as most that'll find in your local shops won't work. Then need to run USB around room, theres a limit on how long a USB cable can be and again only certain ones will work. All of this adds to the cost. Controllers are awesome, but once HTC release knuckles that'll be an irrelevant win. I like my rift, but it's just not worth the additional effort.
question: did you buy it at full price? if so, if it were discounted from $600 down to $400, would it be worth it? I'm thinking about getting a rift, purely for cost.
Thanks. I was really interested in the Oculus touch and the supposed superior image with less screen door effect. But given that my build uses an mATX, you really swayed my mind...
works great for 12x12ft rooms with 3 sensors(recommended) and is still $200 cheaper with the headset included I can't imagine you would need more room than that for 95% of games this guy is complaining about needing $20 worth of usb extension cords for the sensors
Doesn't the rift / touch combo (the only thing that got the temporary price cut) only come with 1 or two sensors? Meaning you have to buy that 3rd one, as well as all the extensions and such, making the price on par with vive?
It does only come with two sensors, and you may also need a USB controller card to distribute the bandwidth. Even then it's fiddly to setup. However, with the recent price cut, it's still just over half the price even including all those extras.
it's 400 for the combo, 800 for vive. So already half with price cut before extras, and that price cut is only temporary. (from what I saw in that recent LTT vid) Was just curious how many sensors it came it, and what cord extensions would be needed for it to be manageable in my space. I'm gonna wait another year I think, let it mature and for prices / features to even out a lil more, and hopefully oculus will straighten up the constant re-setup. I seem to get windows updates almost every 5-10 days, and that's not the rift's fault, however that issue isn't present in vive, so hopefully they can come up with a fix for both issues, making it more attractive. Hopefully they can make setup more stable and easier to do as well. Competition is great for us consumers, so really don't want to see either really far ahead of the other. If I had to pull the trigger right now, I'd buy vive hands down from what I've seen of issues each have, and having used both at a trade show recently, I really like the vive controllers and visor much better. I also take my computer with me when I travel to portland every couple months, and having to go thru rift's current setup that often would be a deal breaker alone. Here's hoping they can do better in the next year :)
Excellent video... Sadly, I already bought the Oculus 2 days ago for the Amazon Prime-day, and my play-space is very tiny; hopeful the Oculus is fine for me. More importantly, your review of both products and unbiased opinion is truly refreshing and warrants a subscription. Thanks for the information on both products!
Nuruddin Peters Why sadly? It was an amazing deal!!! I got it too! And it's not the new cheap bundle box...it's a legit Oculus set...with carrying case and XBox One controller and the second box with touch controllers and sensor bar. I've been playing quite a bit since getting it!
I loooooooove Robo-Recall! 1. I'm in the works of mounting these sensors on the wall... Thus far they are in a decent spot, but I can do better. 2. Any advice on detangling the Headset cable, btw?
Lol... I haven't played my Nintendo Switch since =( I love it... The Carrying case/ wireless controller. It's a sleek piece of tech! I wish it came wall/ceiling mounts by default... but, that's OK. [Bought some durable stuff from MicroCenter in NYC.]
Great review, I have been gathering information on both the headsets since the Vives introduction and I have to agree with your findings. I could not decide wich headset to get, so I went with the Vive, because I thought that my girlfriend will enjoy the room scale more (even though I wanted to play simulators). Now after one year I am the only one playing VR :) and the best game I found to be is Onward, hands down. Also sims are not that cool as room scale since I am more prone to motion sickness with them. I made a good choice, I think.
honza hrabak Onward is amazing lmao. Animations may get sketchy got god damn if those controls aren't on point lol. Died too many times forgetting to chamber my round after a reload due to being supressed and panicking lmfao
Do you know if I am able to hook up one of these devices to my Xbox or PC to play any game I might have on either of these systems? If so, would I need some type of adapter software or device to assign keyboard keys or buttons?
No, can't connected to Xbox, it's not powerful enough and no compatibility. Maybe the next Xbox will change that, but not now. There are ways to play old games, but it's not great most of the time, and people generally stick to VR games. Have a search for VR skyrim if you want to see what's possible with an old game, though note that it really depends on the game...
Useful video, I'm still hammering my Oculus DK2 with it's single pick-up at present which I bought nearly 3 three ago so I've got my usage out of it. I know there's far more technology to come to VR, 4K 90mhz imagery with no wires so I'm going to just keep on using my DK2 until either the technology prevents me from using it or the next big tech increase makes it worth it. But from your video I think I need to seriously look at the Vive.
I'm looking at getting into vr but have very limited space so would be mainly sat down use vr in front of pc (still not got a pc yet that's another question) which would suit that situation?
For sitting down only, Rift would be better suited. Do get the bundle with Touch controllers though, even if you can't fully use a roomscale setup, they open up a lot of possibilities even for sitting games (like Star Trek Bridge Crew).
My vote is for Oculus Rift & Touch. So many people fall for the supersized roomscale debate but in truth that feature was way to early when it debuted with the Vive. We can barely get a full length game for either system much less ones that take advantage of a element not easy to implement (in regards to room size and available space). The Vive is trying to catch up with the comfort of the Oculus Rift and the usability of the Touch Controls. While the Oculus closed system feels limited what they give you works well whether its for a standard xbox controller, 180, or 360 experience. When you get some many options with the Vive, it actually makes it harder to adopt the technology. For instance... all those accessories and add-ons. If they are optional items, or over priced. You can never really guarantee the games will adopt them. For that I have to give Kudus to Oculus for giving solid support to the hardware they make.
to early? I will never subscribe to vr till I can take it outdoors or to a large venue to track epic environment exploration... Otherwise VR is a compromise when I can simply do satisfying open worlds on the desktop? More sad that 3d Vision is such a chore nowadays.
Oooh, if you buy one of those fancy shmancy 20 billion dollar laptops, and always carry around your lighthouses and a 5x5 tent, you can bring the vive anywhere* *that you can set up a 5x5 tent...
weirdly with "Solus Project", one full length real game with complete VR and touch support is almost never mentioned in any VR games list. It is not the most groundbreaking game ever, but it's also really not bad. It's not as if there are many of them. Most converted real games have just classical controls like Elite and Subnautica. While all the 30mins VR experiences" for 30$ are in every list.
AnDay5zlebt I bought the Oculus some weeks ago and the most enjoyable game right now for me has been the Solus Project, it's an amazing survival game, the touch controlers work extremely well to use all the objects, I love to use the torch, it gives a sensation of realism I haven't found in other games, the history is good, nice graphics (not the best, but nice) and so on. Solus Project is a must play for anyone with a VR headset.
Great video. I chose the Vive over the Rift after extensively demoing both for 3 reasons. 1) Rift induced Nausea within minutes (for me). Never had any at all with the Vive. 2) Rift lenses fogged quickly, never had any fog with the Vive 3) Rift is owned by Fakebook, didn't want to give them my $.
can you use them with glasses? If you are short sighted do you need your glasses or would you be able to see without since the monitors are right in front of your face?
Vive is easier with glasses, but yes, both can be used with glasses. If you're short sighted, like me, you need to wear them. Long sighted users don't. Although the screen is technically in front of your face, the lenses actually make it so that they're focussed a few meters to infinity away from you.
It does work but is very much a dev thing right now. Also I think that update came out after this video. How could the uploader of known. Oculus is not talking about it eather.
That was a gr8 video. I have a psvr and although its probably not the best for tracking, image, etc. The one thing it is, is simple pick up and play. I have a gaming pc and was considering a vive or rift......BUT......i just keep debating things too much. Like oh, the oculus has the touch controllers. Then, but the vive has better tracking. Then, but oculus has a cheaper price. Then, etc, etc. Tbh, i dont really have to worry about the room size with my psvr and i only need 1 camera, so its less fiddly. I dont really have issues with tracking as most my games dont need too much room. It just works and the image is gr8 in my opinion as im too lost in a game and enjoying the feeling, i dont notice bad things. The only reason ive liked gaming on consoles is because of simple pick up and play. I dont have all the time in the world and so just like to pick up and play for half hour and go. I think i might just wait a little longer and stop debating which, 🤣🤣. Thanks again. 😉👍
As a oculus owner I can say this: if you're a person who likes to play racing simulators, oculus is the best choice. I like the HTC Vive but I hate the horrible screen door effect (Yes it's a huge difference). With oculus I can at least see the corners I have to take haha.
wow what? I have tried both just after each other and i haven't even realised that the vive had a bigger fov. Everyone can say what he wants about why the technoligy is better on this and that... But in the end I am way more emersed with the oculus than with the vive. Especially racing sims, NEVER buy a vive for racing sims it ruins everything
Same number of pixels, over a perceivably larger area (though, that's debatable), therefore slightly blurrier. But yeh, I play all my racing and space sims on Oculus because distant objects are clearer.
I have a rift camera precariously placed on a long loose board that overhangs my seat so it can get the best view of my play area and I frequently bash my head on that board while getting out of my chair and knock the sensor out of place or completely off and I just place it back about where it was and I haven't had to reconfigure the sensors or had any tracking issues.
dude, you seriously have to pay around 200$ more for room scale in Oculus. I'd rather have the simpler setup and better tracking from the vive any day.
In which world? I got full roomscale with the two receivers in 10 minutes, also I got this with the touch for 450€ while Vive cost 700€ plus the deluxe strap to get the headphones, that's 350€ more than the Oculus for room scale. Unless you have a large room there's no need to get a third receiver and even then it's 290€ less.
I recently purchased my Occulus Rift kit for $299.00 on the newegg Cyber Monday sale. VR wasn't something I was really looking to get into, until that sale caught my eye. It was worth the money. I've been enjoying it immensely so far.
Well, I started with the Oculus DK2 when it came out, I loved that thing. then when I had to choose from the Vive or Rift CV1. it was a no brainer after my experiance with the DK2 so I got the Rift !!.... and honestly? it was a huge dissapointment. stuck with it for a good few months. it was just awfull. narrow field of view. bad bad lend flares. Oculus home is a joke. always reverting back to limited black levels. I'd fix it and get inkly blacks again then it would come back a few days later, god awefull tracking. so I sold it and felt really happy gettign a good price for it. its been over a year now and I took advantage of the sales and got the HTC Vive. bundled with Doom/fallout 4 /tilt brush /Deluxue Audio strap. and quite frankly I'm blown away. such a better experiance all round. better display. not quite as sharp as the rift in centre of view but its like 5% difference. very little flare. nice field of view. actually comfier for me anyhow. wayyy better tracking. room scale is fantastic and adds a lot! controllers I LOVE. Steam VR is amazing intuative/ FUN! £595 for the bundle. there seems to be more things happening, support, products and intertest from other companies for HTC. Cable is neat with just ONE wire (they must have changed the wide 3 cable thing they had, now its just one nice neat wire. Vive all the way for me. the cheaper price of the Oculus is a mute point if its a bad experiance and it was! I'd much rather pay extra for the best headset and it is !!!! ;)
Having both systems I have to say this is a pretty bad review. A lot of things about Oculus aren't accurate or simply missing: 1. Oculus exclusives - There are much more great Oculus exclusives. Which are the best games you have around in VR: Robo Recall (yes), The Climb, Chronos, Wilson's Heart, Landfall. On the other side as Oculus owner I probably can play pretty easy all big titles on Steam. 2. That HTC Vive controllers are better for shooters is a very subjective perspective. In my opinion, Oculus touch controllers are in every aspect the best controllers around. The tracking is much more accurate, which is better for aiming in Onward etc ;) p.s. There are build by the same design studio which made the Xbox controllers. 3. Oculus tracking system is bug fixed and pretty fine in bigger spaces when you use 3 sensors. And again is much more accurate. 4. The Oculus headset has a better wearing comfort and better field of view. 5. The Oculus headset comes with 3d stereo ear buds. Which is just great and creates a much better experience. Stuff you have to buy extras with HTC Vive. 6. Compare Steam VR to Oculus home. Steam VR is a buggy and badly designed crap. Which makes the whole Vive experience much more crap. 7. Resetting your Oculus sensors is never occurring with me and my sensor even not fix mounted. Maybe you should update your PC. The only thing in my opinion where Vive / Valve beats Oculus pretty hard is the 3rd party accessories. p.s. Let me just remind you that I have both systems. If I have to choose I would go with Oculus.
I owned a vive (sold it about a year ago due to lack of content and got a good offer from a friend) At the time I bought the vive (799$) it was the only option for room scale vr at the time, and even after oculus released touch controllers, you get more out of your money if you go with the VIVE. Now after two price drops you can't go wrong with the Oculus rift, I wasn't planning on buying a first gen HMD again, but I changed my mind xD Oculus Rift + Touch controllers + Extra 2 sensors (4 TOTAL) , Add a compatible USB 3.0 PCIE controller and 15ft HDMI extension cable, HDMI repeater, 3x 15 USB 3.0 extension cable + cable sleeve and zipties to make everything tidy ALL for 595$ that's a complete package for less than the launch price of the HMD alone. at the current price I highly recommend the rift. If they were at the same price I would probably go with the vive (easier setup no usb for sensors and the Holographic front facing camera + larger play space)
Well done review. Thanks! I've owned the Vive for about a year and I have always been wondering in the back of my mind if I couldve made a better decision with the Rift. I'm interested in the 3d Printed rifle and pistol. Any info on that?!
Links in this article (sorry, too lazy this morning to go and extract the exact links!) - www.makeuseof.com/tag/best-virtual-reality-accessories-3d-print/
i think you dont realize that its easy to make hack for Vive as it is open system, kinda difficult other way around because Oculus is a closed system ...
Other devs are locking out Oculus via software, possible Bethesda goes that route due to the lawsuit. Also Revive knocks down the closed system already for Vive users, not difficult at all!
Can u use the HTC vive like the oculus by just sitting down? I have a small room and cant fit those sensors in it. Do u have to install these for the Vive to work? Or can u just use it like the rift?
Both systems need at least one sensor to work, but yes, they can be used sitting down. SIM games like Elite or Project Cars are particularly awesome with HOTAS / steering wheel
Yeah. That's the part where he tells you that you're one hell of an idiot if you think there is a definite answer to which of the two is the best, either way its just a controversial opinion if he responded any other way than he did. The title is not clickbait in the sense that anyone with half a brain-cell will realize before watching the video that he'll only give his own opinion.
Not really, everything about VR headsets tends to be subjective due to individual differences. The general consesus is that Vive is brighter, with a wider horizontal field of view, and a little more screen door. Oculus is smaller FOV, but more tightly packed pixels, so less screen door and higher perceived resolution; it's also slightly dimmer in brightness.
What do you think about Asynchronous Spacewarp? On low end systems it essentially makes anything above 45 fps and interpolates it into 90 fps (oculus exclusive)
Objectively Rift has a slight advantage overall. Price (including a 3rd camera if needed), Performance (higher framerate), Graphics (performance transfers into enabling higher graphics settings), faster to setup according to most reviews. Although differences between the headsets are minimal, having that little bit of extra room to tweak graphics and performance is a real advantage for min-maxers.
Can you clarify what you mean by Rift having a higher frame rate? Are you possibly misinterpreting Asynchronous Timewarp etc? As far as I know, these help to fill in missing frames on lower end machines. It's not really a frame rate boost or advantage, just a way to deal with bad performance.
Asynchronous Timewarp (ATW) is excellent at filling in frames giving a higher perceived framerate. Asynchronous Spacewarp does something similar, reducing judder when the user moves the head forward and backward, side to side, up and down. They're useful on all PCs, from low end to high end. Any app that can stress the graphics card benefits from ATW and ASW. Turning up the graphics can easily stress the graphics card: anti aliasing, super sampling, ambient occlusion, bloom, other post-processing. We know VR users like to increase the super sampling or render scale because it makes things look crisper and more realistic. ATW and ASW give you more room to increase these settings. The Oculus Rift's ATW performs noticeably better than other headsets. And full ASW isn't even implemented yet on other headsets. On the PC we love graphics, and so many VR users actually depend ATW and ASW to boost the graphics settings in apps, I'm surprised that people don't talk about it more.
Fair enough. I can't say I've noticed a particular benefit of it, but then I haven't enabled supersampling on Oculus, so it may have never kicked in for me (or my GFX doesn't support it, or the games I play go through Steam VR).
"Performance (higher framerate), Graphics (performance transfers into enabling higher graphics settings), faster to setup according to most reviews." False, false, and false. The real difference is that rift has a tiny bit better pixel density (from the different lenses). Graphically identical (since both headsets run the same EXACT screen). Rift is more comfortable but worse for those with glasses. Rift has worse FOV, and worse tracking accuracy/performance. Vive uses Asynchronous re-projection, same exact thing as asynchronous timewarp....... Before you go around and spread false information, do know that this is the internet and it's not easy to figure out that you are just a dumb fanboi looking to justify the lacking qualities compared to a superior product.
This could be pointed out as a downside of the Oculus Home, right now. The debugging tool (seperate download) can be used to force supersampling in the many VR games that don't natively support it, while SteamVR has this tweak inside its standard settings. Then again, Oculus likes to standardize since their target is average person, not techy, so it also makes sense so someone doesn't mess up their settings.
I have the updated Vive that was released in March. It's 15% lighter than the original. Most say it is on par or very close to rift. Less cords? The Vive comes with the 3-in-1 cable. It's just one cord now. It's likely with the new audio strap, the Vive will be more comfortable than the Rift for most users. For roomscale tracking, the Rift is at a major disadvantage due to needing USB cords and extensions for each sensor.
15% lighter... WITHOUT THE HEADSTRAP plus the vives weight is entirely in the front box unlike the rifts, which the new strap doesnt fix according to all the reviews so far
I haven't seen those reviews. While it is still front-heavy the strap does DRAMATICALLY reduce the front load if you adjust it accordingly. I can wear the Vive for as long as I desire now. Used it for 6.5 hours straight yesterday. Rift makes me nauseous and hurts my eyes within 10 minutes. I tried CV1 multiple times. No amount of motion on the Vive has made me the least bit queasy. If not for the Vive I wouldn't be able to enjoy VR now. It's great to have options! To each his own. You love your Rift and I love my Vive. We're so darn lucky! =D
Longer answer: That's mainly a display problem, rather than the lens, and has to do with resolution and pixel spacing. Shorter answer: probably next generation.
Rift is cheaper and the controllers are way better. I don't like moving around anyway and my fat ass will probably spend most of its time planted in a chair while playing. Probably gonna buy one this month, but I'm slightly worried Oculus is going to die off with ZeniMax breathing down their neck.
I like to think of it like Apple iPhone vs Google Android. Android provided a platform for manufacturers. Anybody could use their OS. They have achieved world domination. SteamVR is a platform. Any manufacturer (to my knowledge) can license the platform and make an HMD. HTC was the first to step up with the Vive. But they are far from the last. LG is the next up to bat. Who knows after that. Chances are this platform will make SteamVR the true winner of the long game. Market saturation will drown out any other platform.
lol lol, Yeah, the standard package apparently does contain 2 sensors. Also there's an experimental "feature" where you can use 2 sensors for room scale (10 feet squared though; pretty tiny compared to Vive). You could google it yourself. It's easy lol lol.
hello i wanted to know if oculus rift was compatible with mac or if it would be possible if i ran a windows boot camp on my mac. here are the specs of my computer iMac (Retina 5K, 27-inch, 2017) 3.8 GHz Intel Core i5 40 GB 2400 MHz DDR4 Radeon Pro 580 8192 MB
Oculus tracking is acceptable, much better than Sony's PSVR. But Vive's setup is the best currently going. Even when you do get Oculus' constellation perfectly set up and bug free, the cameras don't have the range and field of view to compare to the Vive's laser lighthouse. But, Oculus takes the edge in other areas, particularly value.
When you say "perfect", have you used a Vive? Most Oculus owners think their tracking is perfect until asked to upload a video of it, and suddenly many flaws are found.
you are going on very old information, tracking bugs have been solved for months, yes when a rift user says their tracking is perfect it actually is in comparison to a vive smh what a biased opinion from a reviewer
A very fair and balanced view. It is clear that you have spent time using both VR systems and I think your conclusions are very sound indeed. Nicely done!
No, but I like to move things around and test different setups. I'll be posting a 5x3m Oculus test soon, and despite everything working fine previously, it suddenly decided cables weren't good enough or things were on USB2 when they weren't. Sure, get it set up and leave it there... all good. But for anyone who wanted to move it around and set up demos at remote locations, there is absolutely no question which system is less hassle to set up.
Vive and Rift+Touch owner here too and I also prefer the Vive. In fact im thinking of donating my RIft to my nephew since I never use it any more. Also, what is that metal thing you are attaching your Vive LH tower to at 5:16? Are they any good?
Snake clamp! snakeclamp.com/ - prone to wobbling, but great for awkward or quick mounting. Tension rods/props you can put between floor and ceiling are better, but not always convenient. Snake clamp definitely better than a lighting stand.
Outstanding video :) thorough and unbiased though i was wondering, does anyone know WHY the oculus system could never have anymore tracked objects while the vive could? My little understanding of them is that while the vives controllers and headset are tracked by broadcasting their signals to the vives lighthouses, the oculus on the other hand works by having the sensors "see" the headset and controllers. I know other things like gyroscope readings are also involved in both but as far as i know that's roughly how both work, how comes one system allows the integration of more items to be tracked while the other does not?
Vive doesn't broadcast to the basestations - the basestations send out a laser scan of the whole room, which the sensors on the Vive headset and controllers detect. It's more reliable in larger areas and when controllers are covered because only a few of the sensors on the controllers need to "see" a bit of the laser sweep. The Oculus system is limited precisely because it uses cameras, which can easily be confused when they cant see all of the tracked object. Occluding them is very easy, so if you bent over you might lose your controller for instance. In practical terms, it just means the extremities of your play area are a bit dodgy on Oculus, and you won't get good tracking over about a 3x3m space. There's actually no set limit on the number of additional tracked items on either system, just that Oculus is less reliable and would be more easily confused the more items you add. tl;dr Oculus tracking tech is inferior, but it won't matter for most people.
I went with the vive over one year ago and im very happy I did. I have never had a problem and it just works. No usb cables needed and the lighthouses can be placed pretty much anywhere and they will track u perfectly. With revive U can play 95% of all oculus rift games with the vive. The only game I ever tried that doesnt work great is the climb. If u buy the delux audiostrap u will also outmatch the rift in comfort IMO and also u get built in audio as a bonus. Soon the new knuckles kontroller will come out also and so far every dev that has tried them say they are better than the touch controllers. Only downside is that the vive is more expensive than rift but in my opinion it is worth the higher price.
So I am in the middle of setting up a VR system I am building an absolute beast of a computer and the next step is my Headset and controllers. My VR room is 17 feet X 14 feet. What way would you say to go? Im guessing Vive so i don't have to fool around with USB extensions. My main game of interest at the moment is Arizona Sunshine. I have played it with my buddies Rift and it is great. I would love a bigger field of view though but I don't want to loose too much quality. Im really on the fence here. The extra money doesn't bother me if it pays off with better performance.
That's ludicrously large - nice! For that area, you will absolutely need to go with a Vive. The cost is about the same now anyway since the Vive also got a recent price cut.
What do you thinkg about the HTC having moving parts in the cameras? it seems like a point of failure to be honest, i was hoping your would touch on that in your video.
That's a fair question, but I've yet to hear of any failing yet. We're only a year from initial release of course, so perhaps we'll start hearing of them failing soon.
dj3ss3nc3 I own a vive and that's normal. Those are not cameras but lighthouses with laser technology. it has a moving part in it which bring the light from the source to dissipate in a special way to the room or better tracking viewing angles. ^^
Given the additional costs for USB card and extra camera needed to bring Oculus room on par with Vive ... I'd say the decision just got even tougher! However, I don't see a Vive 2 anytime before second half of 2018. There'll be more SteamVR compatible headsets for sure, but not Vive branded. The Knuckles grip controllers may come out in December as yet another optional upgrade - that seems likely. If I were to buy another headset today, I would buy a Vive.
MakeUseOf it's certainly the one I've been leaning towards, just thought I'd ask another opinion and have been hunting reviews that are more balanced, which yours is one of the better.
Dude! You said it yourself which is the best. HTC VIVE has longer cables, plug and play ready, fits better in your face even thought you're wearing glasses, has a wider field of view, is ready for new acessories and it has a partnership with Steam. So, yeah, it's better in everyway possible. And that's why Oculus Rift is way cheaper. I don't own a VR set, but I know now which to buy.
I plugged in the Oculus and have had 0 issues. Works everytime I put it on. I was actually very impressed with how easy it was and how quickly I got into it.
Then you've been very lucky. You only need to browse the Oculus subreddit to find users having issues with USB controllers. I moved mine last week to try out in the larger space in my garage. Everything went from working perfectly to completely broken: same machine, same cables, same ports. 2 hours of messing around swapping ports just to get it functional again. Not fun.
I need to know the following things before purchasing if VR headset users could assist me: 1. Does the HTC Vive support finger tracking? By this I mean can the HTC Vive detect your finger movements and allow you to move the index finger and thumb like the Oculus Rift touch controler? If so, please let me know as I can't seem to find any information about this anywhere.
No, Vive doesn't have finger tracking currently - though there are new controllers being developed, and third party "glove" controllers are also coming. The Touch controllers are definitely better at representing hand interactions, at the moment and probably the next 6 months.
Oh wow, I thought the little ring that went around your hand allowed you to move your index, ring finger and thumb in there to actually transmit it ingame. The only problem I have with the rift right now is that I have glasses and most people are saying they won't fit. Probably best to go into my local shop and try the headset on, thanks for your help!
Hi mate,Do u know when the next VR are coming out with better resolution.The reason why I am asking is because I want to save up.I will only be using VR for DCS flight sims and Racing sims.Or do you recommend me to buy now.?
For flight and racing sims, I'd recommend buying an Oculus Rift now. We won't see new headsets or better resolution for at least a year, probably longer. But it depends how strapped for cash you are.
but people were saying they cant read the dash board instruments for the planes..This is very important for me to see..Please can you tell me is this true?
+- Knight - Oculus is better for instrument panels as it's slightly clearer in the central focus area, but you're probably better off asking in a forum for the game you want to play. I've not had a problem with Elite, but I don't play flight sims.
First, if you're long sighted, you don't need glasses. If you're shortsighted, you do. Whetehr they fit or not, really depends on the size of the glasses. Vive is more accommodating, but there's still a possibility they won't fit if they're really thick/big.
Seeing how Doom VFR, Fallout 4 VR are showing as only for Vive, yet Oculus is compatible with SteamVR, will you be able to play these games with Oculus?
Unfortunately, we just don't know for sure until they're released. Bethesda have said that they're looking to support "as many headsets as possible", which would imply it will support Rift. But the court case is on-going, they haven't specifically added Rift support to the list as you say - so we can only guess right now.
No way they won't. It would to shooting themselves in the foot ignore half of an already niche market and even if they do give it a month for a clever hacker to do it for them.
How much space you have and whether you would rather sit and play games or move all around is something that should be a big consideration. I have a vive and my biggest issue so far with it is that quite a few games require a pretty good size play area to even work. If you fake it and designate space over a couch or chair as free space then you can't reach items in the game you may need to reach down low for. There is a very neat option for "standing room" for vive that I strongly prefer and have made good use of, but frequently games for Vive are not compatible with that mode and require room scale larger than my space allows. Required room scale varies per game and unfortunately there is no way to easily go back and forth between selecting room scale mode (sometimes required) verses standing room mode (preferred in my case). It makes you go all the way through setup again each time you switch. My max room space happens to be about 5.5 feet by 9 feet of free space btw which is still often too small for some room scale games. Even if I expend out to about 13'x9' by including space with furniture in it, it feels like I can rarely go far in any direction before the entire experience is ruined by the grid lines. Another reason I strongly prefer the standing room option is that it does away with the warning grid lines and gives you a center circle on the floor to help keep you reasonably centered. Far less intrusive. I recently installed revive so I could play some Oculus games not available for Vive and I'm having a lot of fun with that. Ironic that so far I feel like I'm having more luck playing Oculus games on vive than Vive games on Vive. One last thing. Take care of those lenses!! They are extremely delicate plastic and no replacements are available that I've found! Wiping with a dusty cloth, or using the wrong cleaner can make them horrible to look through in no time at all. This is a horrible issue when you have someone who plays that tends to fog up the lenses a lot. Really disappointed neither system seems to have a reasonable solution for this.
I don't usually watch full videos of reviews but I listened to you. You have explained many useful points very clearly. Good job!
Same here. He has something!
Yea I actually almost didn't bother clicking since it was almost 20 mins. Afterwards I feel fully informed about the pros and cons of both systems.
yeah he did, however with oculus getting a messy room with the cables just sucks. and Vive would be a better choice if we using steam. perhaps the reason dropped priced?
I like Left twix, but sometimes I feel like having a right twix, they are quite similar, and yet so different.. Right twix is a caramel covered cookie cloaked in chocolate, while the left twix is a cookie that's covered in caramel, and then dipped in chocolate,
The right twix can taste like the left twix if you think hard enough about it, but the left twix only tastes like the right twix if you already know what the right twix tastes like in the first place, so for my conclusion, they are both pretty awesome.
It should have ended with 'both are pretty flawed in a technical sense' and we still need more 'VR defining (dare I say 'revolutionary') videogames' on either system for VR to really have a chance in mainstream gaming. So far PS VR actually has the least issues giving people nausea. And yes this tracking issue was solved by older VR systems from the 90s ages ago. It's why I'm not at all impressed with the current VR.
I stopped eating both because they cost more than a half a grand each. Just to expensive fer nougats.
@@PHeMoX HL Alyx came out so there you go
Estupid
I have both, and I think the vive is more comfortable on the eyes to wear for a long time, every time I use the rift I have to take it off and on every minute or so. However, I believe the rift is still the better choice, the hand trackers are better, and you can have room scale on the rift if you get 3 stations. You can also play vive games on the rift. But you can't play rift games on the vive.
Finally the last reason is that the absolute best vr game that I've played so far is wilson's heart and it's only on the rift
Fallout 4 VR controls are terrible on Touch though...
Gumbino Can you really play vive games on oculus?!
u can play oculus games on the vive... REVIVE?
You can play rift games on the vive and also vive has room scale already on it without having to buy 3 more stations, how have you not known this if having both?! youve been missing out bro
If I'm correct, there's a program that's called Revive. I haven't tried it, but it should make it possible for Vive users to play Rift only games.
Lovely video my man! Wonderfully put together and very informative.
I wear glasses with the rift and have had no problems as long as you take it off from the back first. Also all the messing about you mention for setting up the rift with room scale is not as problematic as you put across. so I don't think that represents all PC's.
You're right, it's like a lottery. About a 50% win rate, by my estimation. ;)
A few months ago i was very upset with oculus tracking, after the new update everything is fixed and i added the 3rd sensor and everything works amazing now.
I plan to eventually own both. But for affordability, the Rift will be my first PC VR headset (PSVR i have owned since release) with the Vive coming whenever HTC lowers the price... or more accurately cuts it in half.
mouseno4 Hey hey! Same, fam. I got the PSVR first 'cause it was cheaper (and RE7 in VR Kreygasm), but now I'm looking to expand - starting with the Rift. I'll probably just stick with it, though, until the next generation of VR stuff comes out.
MTLion3 Not sure if you got it, if you come from PS VR be prepared for a massive let down, don't belive all the fanboys. I was in the same boat as you and got the Oculus, the traking is a lot better and the touch controllers are magnificent, but the HMD... crap, the quality of Sony lenses with no distortion at all, the zero screen door effect and the full RGB screen make an extreme difference, and the Vive is worse in image quality... Be ware, try before buying, if I had know this before I would not buy one, don't be fooled by all the PC lovers, the best HMD out there is the PS VR.
I mean, I got the Oculus and I love the shit out of it. So no disappointment here lol
very interesting looking back in time at this... i've just brought a rift s and so happy with it, so glad they went to more of a consumer friendly unit and price, great video BTW :D
This was a really well made video. Your voice is clear. There's not stutters. You represent both sides. And the editing was pleasing to the eyes. Good stuff!
I setup my oculus with three sensors.... and I never have to replug anything in, nor do i have to do any setups after the initial. Maybe you have USB issues? I did plug all items into 3.0 USB and used powered USB extension cables.
14:40 Man, thats a pretty interesting light switch
Point of Correction: The Oculus tracking is 100% fine. They worked out that issue months ago. I haven't had to set it up again since then.
Also, when I changed my setup recently, redoing the sensor positions has a stream-lined version so you don't have to go through the entire process again. It took me about 60 seconds.
Yes, as long as you don't have to move your setup, you should be fine. I mounted my sensors and haven't had to do setup again for months.
He did say "was" i think and that it is now settled down.
Steven Jenner dude the oculus literally has to pay people to make oculus exclusive games so that people will buy it
@Steve Jenner: Uhm nope, the Oculus tracking is not 100% fine. It's actually the biggest flaw of Oculus, it's main cause for nausea and arguably the Vive kind of has the same problem anyway. edit: I mean head movement tracking, not controller tracking. Controller tracking is barely more accurate than what we saw with the Wii anyway.
PHeMoX what you said is just my true. 1.if you own one, fix your setup... Something is wrong or you have a broken sensor. 2. Your motion controller comment is also just factually incorrect.
only time I've had to reset up my oculus sensors is when I bought my third.... had the oculus for a couple months now
I even slightly moved/rotated my Oculus sensors a couple times and I didn't have to set it up again.
Jeroen vd Maarel I've actually moved my sensors quite a distance...while in a game. The view kinda snaps for a second and it works fine. I haven't owned it long enough to have experienced this problem...but it is def not a problem.
Have you tried the odyssey+? How does it rank up?
Oculus has a permanent price cut (right now a sale, for 399$ with controllers), putting it at 499$ with Touch controllers and 2 sensors (making it 300$ cheaper than the Vive). Just a heads up to those that don't know, because that's a really solid deal.
Wrth noting the new price cut bundle doesn't include the controller or media remote. Some would call them pointless given the existence of Touch, but they did add a bit of value.
I literally never used mine :S (contoller thingiemajig)
MakeUseOf It's funny. I got the $399 bundle for the summer sale. It comes with EVERYTHING. And once I set up the touch controllers it lead me to feel that if they just cut out the Xbox controller and media remote...and cut back on the packaging quality (it really is breathtaking!) they could perm reduce the cost of the system by a lot. And a couple days later they announced EXACTLY that!
@Richard Servello Almost everything. Had to buy 3rd sensor separate but they're pretty cheap at the moment too.
Philip Zeplin didn’t the vive drop to $600
Great video ! I’m new on VR world and still reading pros and cons between Oculus and HTC. Any suggestions what’s the best VR for X-Plane 11 flight simulator ?
As a teacher who uses VR day-to-day in the classroom, the VIVE is much more user-friendly. I have refined the breakdown and setup of the system to a fine art now, which is crucial when introducing VR to newbies.
where did your get your projector screen and how much was it? many thanks
No developers use grip button? Pavlov VR, Onward and umm... Ok. I do like that the action is actually gripping the controller though instead of pressing buttons.
Few developers use the grip buttons on Vive. I don't think I'm even in a minority when I say the grip buttons suck. Every person I've demoed the Vive too has had trouble finding them, or getting their hands in the right place to use them.
That's interesting. Maybe me and my associates have big hands since all we've had to do is squeeze the controller :)
MakeUseOf I agree 100%. I've demoed the vive for hundreds of people and finding the grip button is always a struggle for every new player.
anyone I demoed it to had trouble at first finding the grip but once they knew they were there they had no problems using them.
grip buttons hard to find ? dont know about anyone else but when i hold the wand i get two fingers automatically on the button and all have to do is to squeeze my hand to actuate it ... no "finding the button" just pick it up and squeeze, dont try to press the button itself ...
has the oculus fixed its problem with the huge gap in the bottom ? when i tried the consumer version i was able to look down with my eyes only and see my feet when standing up this also meant it let in allot of light so the room lights must be off and so did the monitor. has this been fixed ?
Nope, still an issue. Some people say its a good thing, being able to see keyboard and things. Best advice is to turn out the lights or close the curtains, and you wont notice it.
MakeUseOf so basically conpensate for a faulty product
Hmm, I wouldn't call it a faulte. I certainly prefer the lack of nose gap on the Vive, but it's a personal preference thing, rather than a fault.
Great video. I think you're pretty accurate about a lot of the topics. I am a Rift owner. If I were to buy again, I would go Vive. I think Valve and HTC's approach to tracking and more open nature in their platform will ensure a brighter future of them. Just my 2¢.
So if I'm just playing elite dangerous would the oculus be a good idea without buying any extras?
The vive is now $500 and it comes with controllers and a few cameras.
We don't use grip often, because it's hard to explain, how is it working to the user.
Plus it is still buggy, when you release the grip, sometimes steamvr says it is still being pressed. (must be some kind of hardware issue)
And now the Vive costs less. Victor in my eyes.
brilliant video, bud. you really surprised me with the candid ending about 'which one should you buy'. "they're both good. try them both. there may be something about one that you like more than the other. it's okay to pick because of that." excellent message.
Am i the only woh never have problems with oculus and 360 traking in my room?... With 2 cameras... Every one have problems. I had 0 problems with oculus not at my jobe not at home.. dafq?
How big is ur play area?
4*4 metres.
Oh nice. I'm thinking to buy a VR-Headset by myself. I'm just not sure wich of them. I have not that much space in my room. I could build a 2.5x2.5 meteres play area, but for that i have to throw my bed and a closet out of my room :D
I have another option too, wich provides a small play area of around 1x2 meteres in front of my table. So im wondering, wich is better. I prefere the feel of the oculus more. Crontrolers and the rift itself are more confortable for me. But the Vive seems to be more future proof. What do you think?
Well im kinda oculus fanboy XD
But i can make u a video with my setup and ull see. (+ i work with VR and every day i works with all 3 platforms (oculus/vive/psvr), they all good, but i rly love oculus. Its good looking, its good fit on a head + i still think that touch controllers are much better then any others)
That is the interesting point. People talk about these "game-areas" but it doesn't really matter as most people don't have so much space even in their living rooms. The rooms are filled with furnitures and other obstacles even when a room is a 5x7m size (35 square meters... BIG).
I just renovated one of my 25th rooms just for a VR, it ain't a big room, only a 2.7x4.4m that was third office previously but enough for VR now. And I don't have any reason to go from one end to another end in VR! I noticed that I actually need only about 1.5x1.5m area in most cases when in "Room VR". But in most cases it is sitting in a chair, and this allows to put a 4 player couch on other end of the room with a larger TV for them to see what VR player sees.
The distance is really important for the tracking quality and accuracy. That is the point with the sensors distance. Like we should know what is the resolution of the sensor, like is it around 64x64 pixels or like 256x256 pixels and so on. That is what allows us to draw the distance measurement that how accurately can a sensor separate the individual IR lend (or laser one) as further it is, more they get cramped together by sensor point of view.
The second is then a power/emission power, further the IR moves from sensor, weaker signal it sends to the sensor and smaller one, so sensor resolution and sensitivity becomes a problem.
And thirdly it is then the IR leak and filtering algorithms, does your space get lots of sunlight? As sunlight is IR source. Every area that gets lit by sun will be a IR source. So the algorithms need to filter the "IR blob" from "IR pattern" and so on. This is very common problem with TrackIR system as even a ceiling light can emit IR strong enough to cause problems. A shiny metal somewhere that can reflect a window where is sunlight can be too strong IR source for sensors etc.
Too many variables for people to test the VR performance in tracking etc. Like my VR room is now based on room that gets direct sunlight between 14-22 at summer time, that requires blinds and even that causes problem with IR tracking. So light curtain was required to be installed to lower the illumination of direct sunlight. And it became nice addition projector canvas anyways so win-win. And now there is no tracking problems from 4.2m distance while room ain't dark nor dim even, just no direct sunlight. So this is something Vive has better with its laser system as its signal-noise-ratio (SNR) is far better in the IR-emission environment.
The one problem that many forgets is that players are lazy people.... How long periods etc people think that most players are willing to move? Finally the movement areas gets smaller and smaller as players wants comfort and finally they end up to some sitting positions. Some will take VR as exercise but I will more gladly go running outdoors my track in the woods than do some gaming in VR. Then I can rest and enjoy from VR in a chair or do some smaller movement things.
And Oculus can very well release a upgraded receivers (as transmitter is the goggles) that are more sensitive, higher resolution and improve algorithms to filter IR so SNR becomes better.
Vive is great by amount of hype it gets. But at 450€ price for Rift + 2 sensors + Touch Controllers it is difficult/hard to beat, when the Vive is by its starting kit about 970€. Add a third sensor for Rift (about 70€ now) and there is "no room" that is having too much empty space where to use Rift.
The Rift and Vive are the fifth generation VR goggles now. The 5.5th generation has already appeared, it is the 4K version with far better optics than what Rift or Vive has, but no space tracking (only direction). But that means either Oculus or Valve needs to quickly upgrade their goggles so resolution goes up and this way many clarity problems are fixed. Still the comfort zone of people is huge, what leaves people wanting to sit down instead stand and roll etc. Not many want to go out jogging if their alternative is to sit on couch watching a movie. Same thing is with VR, why to stand and move if you can sit? Which one even a healthy kid age 15-20 is prepared to do for 2-3 hours per session? Sitting....
what're you printing back there?
VALVE MADE THE KNUCKLES NOT HTC!!!!!!!!!!1!!!!!
hows my acting?
John Tdc probably better than your ability to keep you finger on the shift button for an extended period of time.
@@hexagonproductions2019 you didn't get the joke?
@@johntdc243 Naw you didin't
this was 2017
can you play RE7 on the Vive? or Rift? Or both?
I bought a Vive just recently after concluding that it is/has: More glasses friendly, better tracking, better software (update) support, more comfortable facial padding, less fogging up, will have more things coming out for it and thus more future proof... and when I pay almost 1000 euro's (and I will with that new deluxe audio strap) than for sure as hell I want it to be future proof for a while.
Yes, I did try a Rift CV1 before making the decision without having tried a Vive. For me the Rift seemed as if it was a bit more blurry than the Vive in the end, but that might be because I couldn't fit into the Rift with my glasses even though I am near sighted.
So these were the things for me that made me decide to fork out the extra money and get a Vive. I am not saying one is better than the other, but I personally ended up not completely satisfied with the Rift on initial impressions. Which were mostly negative due to fog and sweat building up under the facial interface, both of which started to irritate me for different reasons.
So for me the Vive it has become and will be for quite a while. Now to save up some money for a better graphics card... >_
the new base stations will not work with the current vive
Those are meant for use in VR Arcade rooms if I read correctly and aren't for home use. So it's no wonder there is a lack in compatibility. I could be wrong though.
On a side note: Fogging up is further reduced for me by buying the VR Cover for the Vive with 6mm thickness, and yes I use glasses with that. Fits perfectly and the distance to the lenses is no problem for me (got about half a centimeter left of wiggle room).
I'll get a deluxe head strap a bit later when the issues are resolved and the product is a bit more mature. Being an early adopter doesn't have any advantages apart from saying "first!".
yea not a deal breaker or anything but I imagine they would use them for the next hmd also
LogiForce86 buy a used 980ti
do not buy a fove, there main selling point the eyep trapcking is not present in all programs. also i got a shitty camera that doesent even thread into the tripod they gave me. all based on the steam system which is mostly populated by rift and oculus games. not a good purchase idea.
a good tip: You can do 360 on the oculus just fine with only 2 sensors.
Put both camera's in a top corners of the room(just like the vive)
The calibration tool will say the sensors are to far apart,but ignore that an you're good to go !
I bought an Oculus, get a Vive.
The USB cameras to the systems is a pain in the arse. If you've got a mATX motherboard you'll probably need a USB3 expansion card, might have enough USB3 ports but they eat up so much bandwidth can only really have 1 per USB controller. Hint: There's usually multiple ports per controller..
oh but wait, you'll need to buy a specific USB PCI-E card as most that'll find in your local shops won't work.
Then need to run USB around room, theres a limit on how long a USB cable can be and again only certain ones will work. All of this adds to the cost.
Controllers are awesome, but once HTC release knuckles that'll be an irrelevant win.
I like my rift, but it's just not worth the additional effort.
looks like oculus won the race to finger tracked controllers? surprise surprise. Competition... everyone wins!
question: did you buy it at full price? if so, if it were discounted from $600 down to $400, would it be worth it? I'm thinking about getting a rift, purely for cost.
Thanks. I was really interested in the Oculus touch and the supposed superior image with less screen door effect. But given that my build uses an mATX, you really swayed my mind...
Besides the entire moving around the room/tracking thingy, how is the Oculus Rift?
works great for 12x12ft rooms with 3 sensors(recommended) and is still $200 cheaper with the headset included I can't imagine you would need more room than that for 95% of games this guy is complaining about needing $20 worth of usb extension cords for the sensors
Doesn't the rift / touch combo (the only thing that got the temporary price cut) only come with 1 or two sensors? Meaning you have to buy that 3rd one, as well as all the extensions and such, making the price on par with vive?
It does only come with two sensors, and you may also need a USB controller card to distribute the bandwidth. Even then it's fiddly to setup. However, with the recent price cut, it's still just over half the price even including all those extras.
it's 400 for the combo, 800 for vive. So already half with price cut before extras, and that price cut is only temporary. (from what I saw in that recent LTT vid) Was just curious how many sensors it came it, and what cord extensions would be needed for it to be manageable in my space.
I'm gonna wait another year I think, let it mature and for prices / features to even out a lil more, and hopefully oculus will straighten up the constant re-setup. I seem to get windows updates almost every 5-10 days, and that's not the rift's fault, however that issue isn't present in vive, so hopefully they can come up with a fix for both issues, making it more attractive. Hopefully they can make setup more stable and easier to do as well. Competition is great for us consumers, so really don't want to see either really far ahead of the other.
If I had to pull the trigger right now, I'd buy vive hands down from what I've seen of issues each have, and having used both at a trade show recently, I really like the vive controllers and visor much better. I also take my computer with me when I travel to portland every couple months, and having to go thru rift's current setup that often would be a deal breaker alone. Here's hoping they can do better in the next year :)
Excellent video... Sadly, I already bought the Oculus 2 days ago for the Amazon Prime-day, and my play-space is very tiny; hopeful the Oculus is fine for me.
More importantly, your review of both products and unbiased opinion is truly refreshing and warrants a subscription.
Thanks for the information on both products!
Glad you liked it, thanks for commenting!
Nuruddin Peters Why sadly? It was an amazing deal!!! I got it too! And it's not the new cheap bundle box...it's a legit Oculus set...with carrying case and XBox One controller and the second box with touch controllers and sensor bar. I've been playing quite a bit since getting it!
Nuruddin . You won't be disappointed trust me :)
I loooooooove Robo-Recall!
1. I'm in the works of mounting these sensors on the wall... Thus far they are in a decent spot, but I can do better.
2. Any advice on detangling the Headset cable, btw?
Lol... I haven't played my Nintendo Switch since =(
I love it... The Carrying case/ wireless controller. It's a sleek piece of tech!
I wish it came wall/ceiling mounts by default... but, that's OK. [Bought some durable stuff from MicroCenter in NYC.]
Do you have a link to the schematics of those 3D printed Vive attachments?
Thingyverse links are here: www.makeuseof.com/tag/best-virtual-reality-accessories-3d-print/
Great review, I have been gathering information on both the headsets since the Vives introduction and I have to agree with your findings. I could not decide wich headset to get, so I went with the Vive, because I thought that my girlfriend will enjoy the room scale more (even though I wanted to play simulators). Now after one year I am the only one playing VR :) and the best game I found to be is Onward, hands down. Also sims are not that cool as room scale since I am more prone to motion sickness with them. I made a good choice, I think.
honza hrabak
Onward is amazing lmao. Animations may get sketchy got god damn if those controls aren't on point lol. Died too many times forgetting to chamber my round after a reload due to being supressed and panicking lmfao
Do you know if I am able to hook up one of these devices to my Xbox or PC to play any game I might have on either of these systems? If so, would I need some type of adapter software or device to assign keyboard keys or buttons?
No, can't connected to Xbox, it's not powerful enough and no compatibility. Maybe the next Xbox will change that, but not now.
There are ways to play old games, but it's not great most of the time, and people generally stick to VR games. Have a search for VR skyrim if you want to see what's possible with an old game, though note that it really depends on the game...
Great comparison!
I'm going to use the VR for DCS, Elite Dangerous, StarCitized and such. Which one do you think is better for this?
Oculus. Cheaper, for a start, and I prefer it for sims.
Useful video, I'm still hammering my Oculus DK2 with it's single pick-up at present which I bought nearly 3 three ago so I've got my usage out of it. I know there's far more technology to come to VR, 4K 90mhz imagery with no wires so I'm going to just keep on using my DK2 until either the technology prevents me from using it or the next big tech increase makes it worth it. But from your video I think I need to seriously look at the Vive.
CMDR Pausanias *90 hertz (the refresh rate)
How do you still use it? I'm not sure how to use mine since it stopped being supported
I'm looking at getting into vr but have very limited space so would be mainly sat down use vr in front of pc (still not got a pc yet that's another question) which would suit that situation?
For sitting down only, Rift would be better suited. Do get the bundle with Touch controllers though, even if you can't fully use a roomscale setup, they open up a lot of possibilities even for sitting games (like Star Trek Bridge Crew).
My vote is for Oculus Rift & Touch. So many people fall for the supersized roomscale debate but in truth that feature was way to early when it debuted with the Vive. We can barely get a full length game for either system much less ones that take advantage of a element not easy to implement (in regards to room size and available space). The Vive is trying to catch up with the comfort of the Oculus Rift and the usability of the Touch Controls. While the Oculus closed system feels limited what they give you works well whether its for a standard xbox controller, 180, or 360 experience. When you get some many options with the Vive, it actually makes it harder to adopt the technology. For instance... all those accessories and add-ons. If they are optional items, or over priced. You can never really guarantee the games will adopt them. For that I have to give Kudus to Oculus for giving solid support to the hardware they make.
to early? I will never subscribe to vr till I can take it outdoors or to a large venue to track epic environment exploration... Otherwise VR is a compromise when I can simply do satisfying open worlds on the desktop? More sad that 3d Vision is such a chore nowadays.
Oooh, if you buy one of those fancy shmancy 20 billion dollar laptops, and always carry around your lighthouses and a 5x5 tent, you can bring the vive anywhere*
*that you can set up a 5x5 tent...
the_realpapajohn - so you're saying there's a chance.
weirdly with "Solus Project", one full length real game with complete VR and touch support is almost never mentioned in any VR games list. It is not the most groundbreaking game ever, but it's also really not bad.
It's not as if there are many of them. Most converted real games have just classical controls like Elite and Subnautica.
While all the 30mins VR experiences" for 30$ are in every list.
AnDay5zlebt I bought the Oculus some weeks ago and the most enjoyable game right now for me has been the Solus Project, it's an amazing survival game, the touch controlers work extremely well to use all the objects, I love to use the torch, it gives a sensation of realism I haven't found in other games, the history is good, nice graphics (not the best, but nice) and so on. Solus Project is a must play for anyone with a VR headset.
Opinion change with the new price of oculus ( 399S ) ?
Great video. I chose the Vive over the Rift after extensively demoing both for 3 reasons. 1) Rift induced Nausea within minutes (for me). Never had any at all with the Vive. 2) Rift lenses fogged quickly, never had any fog with the Vive 3) Rift is owned by Fakebook, didn't want to give them my $.
can you use them with glasses? If you are short sighted do you need your glasses or would you be able to see without since the monitors are right in front of your face?
Vive is easier with glasses, but yes, both can be used with glasses. If you're short sighted, like me, you need to wear them. Long sighted users don't. Although the screen is technically in front of your face, the lenses actually make it so that they're focussed a few meters to infinity away from you.
your information is wrong, Oculus beta program has an option to use extra touch controllers as VR objects,
+Djinn! will it make it out of beta, and is there a video of it in use somewhere?
Search for this title
''Oculus VR Tracker!? | Mixed Reality Third Controller Update''
It does work but is very much a dev thing right now. Also I think that update came out after this video. How could the uploader of known. Oculus is not talking about it eather.
Maybe, i'm not 100 percent sure of the update releasing later then this vid but it could be.
So, I just watched that video, and it appears that it doesn't actually work...
Where can I get the file to print those vive gun holsters? (I don't know what you'd call them)
You'll find both in this article: www.makeuseof.com/tag/best-virtual-reality-accessories-3d-print/
That was a gr8 video. I have a psvr and although its probably not the best for tracking, image, etc. The one thing it is, is simple pick up and play. I have a gaming pc and was considering a vive or rift......BUT......i just keep debating things too much. Like oh, the oculus has the touch controllers. Then, but the vive has better tracking. Then, but oculus has a cheaper price. Then, etc, etc.
Tbh, i dont really have to worry about the room size with my psvr and i only need 1 camera, so its less fiddly. I dont really have issues with tracking as most my games dont need too much room. It just works and the image is gr8 in my opinion as im too lost in a game and enjoying the feeling, i dont notice bad things.
The only reason ive liked gaming on consoles is because of simple pick up and play. I dont have all the time in the world and so just like to pick up and play for half hour and go. I think i might just wait a little longer and stop debating which, 🤣🤣. Thanks again. 😉👍
What about only having two tracking cameras? Will Oculus Rift still work properly?
Depends. You should be able to stand in the middle of your room, but expect dead spaces at the corners and edges.
As a oculus owner I can say this: if you're a person who likes to play racing simulators, oculus is the best choice. I like the HTC Vive but I hate the horrible screen door effect (Yes it's a huge difference). With oculus I can at least see the corners I have to take haha.
I much prefer the far greater field of view. Occulus was promptly returned to the store upon realizing how inferior the screen technology is.
wow what? I have tried both just after each other and i haven't even realised that the vive had a bigger fov. Everyone can say what he wants about why the technoligy is better on this and that... But in the end I am way more emersed with the oculus than with the vive. Especially racing sims, NEVER buy a vive for racing sims it ruins everything
Not a big gamer, but I love Project cars with the Oculus and T300 wheel / pedals. Kevin, could you explain what you mean by greater field of view ?
essentially it has a larger "screen" when you look through it.:)
Same number of pixels, over a perceivably larger area (though, that's debatable), therefore slightly blurrier. But yeh, I play all my racing and space sims on Oculus because distant objects are clearer.
I have a rift camera precariously placed on a long loose board that overhangs my seat so it can get the best view of my play area and I frequently bash my head on that board while getting out of my chair and knock the sensor out of place or completely off and I just place it back about where it was and I haven't had to reconfigure the sensors or had any tracking issues.
dude, you seriously have to pay around 200$ more for room scale in Oculus. I'd rather have the simpler setup and better tracking from the vive any day.
In which world? I got full roomscale with the two receivers in 10 minutes, also I got this with the touch for 450€ while Vive cost 700€ plus the deluxe strap to get the headphones, that's 350€ more than the Oculus for room scale. Unless you have a large room there's no need to get a third receiver and even then it's 290€ less.
I recently purchased my Occulus Rift kit for $299.00 on the newegg Cyber Monday sale. VR wasn't something I was really looking to get into, until that sale caught my eye. It was worth the money. I've been enjoying it immensely so far.
Well, I started with the Oculus DK2 when it came out, I loved that thing. then when I had to choose from the Vive or Rift CV1. it was a no brainer after my experiance with the DK2 so I got the Rift !!....
and honestly? it was a huge dissapointment. stuck with it for a good few months. it was just awfull. narrow field of view. bad bad lend flares. Oculus home is a joke. always reverting back to limited black levels. I'd fix it and get inkly blacks again then it would come back a few days later, god awefull tracking. so I sold it and felt really happy gettign a good price for it.
its been over a year now and I took advantage of the sales and got the HTC Vive. bundled with Doom/fallout 4 /tilt brush /Deluxue Audio strap. and quite frankly I'm blown away.
such a better experiance all round. better display. not quite as sharp as the rift in centre of view but its like 5% difference. very little flare. nice field of view. actually comfier for me anyhow.
wayyy better tracking. room scale is fantastic and adds a lot! controllers I LOVE. Steam VR is amazing intuative/ FUN! £595 for the bundle.
there seems to be more things happening, support, products and intertest from other companies for HTC. Cable is neat with just ONE wire (they must have changed the wide 3 cable thing they had, now its just one nice neat wire.
Vive all the way for me.
the cheaper price of the Oculus is a mute point if its a bad experiance and it was! I'd much rather pay extra for the best headset and it is !!!! ;)
What issues are you having with Oculus? I've had it for a week now and have had no issues at all...and I've played several hours per day.
Having both systems I have to say this is a pretty bad review. A lot of things about Oculus aren't accurate or simply missing:
1. Oculus exclusives - There are much more great Oculus exclusives. Which are the best games you have around in VR: Robo Recall (yes), The Climb, Chronos, Wilson's Heart, Landfall. On the other side as Oculus owner I probably can play pretty easy all big titles on Steam.
2. That HTC Vive controllers are better for shooters is a very subjective perspective. In my opinion, Oculus touch controllers are in every aspect the best controllers around. The tracking is much more accurate, which is better for aiming in Onward etc ;) p.s. There are build by the same design studio which made the Xbox controllers.
3. Oculus tracking system is bug fixed and pretty fine in bigger spaces when you use 3 sensors. And again is much more accurate.
4. The Oculus headset has a better wearing comfort and better field of view.
5. The Oculus headset comes with 3d stereo ear buds. Which is just great and creates a much better experience. Stuff you have to buy extras with HTC Vive.
6. Compare Steam VR to Oculus home. Steam VR is a buggy and badly designed crap. Which makes the whole Vive experience much more crap.
7. Resetting your Oculus sensors is never occurring with me and my sensor even not fix mounted. Maybe you should update your PC.
The only thing in my opinion where Vive / Valve beats Oculus pretty hard is the 3rd party accessories.
p.s. Let me just remind you that I have both systems. If I have to choose I would go with Oculus.
Yeah, its a good thing nobody gives a shit what you think. Nice list.
This was very informative to me though... ... ... ...
I do not understand. Most of the issues you addressed are mentioned in the video. Maybe you didn't watch all of it or skipped a couple of times.
BeyondPostal Greetings, Vive fanboy!
I owned a vive (sold it about a year ago due to lack of content and got a good offer from a friend)
At the time I bought the vive (799$) it was the only option for room scale vr at the time, and even after oculus released touch controllers, you get more out of your money if you go with the VIVE. Now after two price drops you can't go wrong with the Oculus rift, I wasn't planning on buying a first gen HMD again, but I changed my mind xD
Oculus Rift + Touch controllers + Extra 2 sensors (4 TOTAL) , Add a compatible USB 3.0 PCIE controller and 15ft HDMI extension cable, HDMI repeater, 3x 15 USB 3.0 extension cable + cable sleeve and zipties to make everything tidy ALL for 595$ that's a complete package for less than the launch price of the HMD alone.
at the current price I highly recommend the rift. If they were at the same price I would probably go with the vive (easier setup no usb for sensors and the Holographic front facing camera + larger play space)
Well done review. Thanks! I've owned the Vive for about a year and I have always been wondering in the back of my mind if I couldve made a better decision with the Rift. I'm interested in the 3d Printed rifle and pistol. Any info on that?!
Links in this article (sorry, too lazy this morning to go and extract the exact links!) - www.makeuseof.com/tag/best-virtual-reality-accessories-3d-print/
With the lawsuit between Oculus and Bethesda may mean a FO4 exclusive for the Vive. TIme will tell! Enjoyed the video, even the out of focus parts! :)
Even when it is exclusive, some genius will make a patch/crack xd
i think you dont realize that its easy to make hack for Vive as it is open system, kinda difficult other way around because Oculus is a closed system ...
Other devs are locking out Oculus via software, possible Bethesda goes that route due to the lawsuit. Also Revive knocks down the closed system already for Vive users, not difficult at all!
johngannon It will be patched to work on Oculus by release.
Great job on disclosing the details on how you acquired them. Don't see enough of this on other videos. Appreciate the context!
HTC Vive, why? It may cost more, but you aren't supporting a company that tries to turn VR into a monopoly.
xXYannuschXx Htc is better i know and i’m saying this for the same reason
Can u use the HTC vive like the oculus by just sitting down? I have a small room and cant fit those sensors in it. Do u have to install these for the Vive to work? Or can u just use it like the rift?
Both systems need at least one sensor to work, but yes, they can be used sitting down. SIM games like Elite or Project Cars are particularly awesome with HOTAS / steering wheel
MakeUseOf what would u recommend then? The Rift or Vive?
My friend says Vive is better for people with glasses so I will buy a Vive one :D
How do you get those 3D printed guns for the Vive?
www.thingiverse.com/thing:1828084 and www.thingiverse.com/thing:2216542
16:11 ClickBait Title
Yeah. That's the part where he tells you that you're one hell of an idiot if you think there is a definite answer to which of the two is the best, either way its just a controversial opinion if he responded any other way than he did. The title is not clickbait in the sense that anyone with half a brain-cell will realize before watching the video that he'll only give his own opinion.
Are there any benchmark differences? Eventho both have the same resolution and hertz.
Not really, everything about VR headsets tends to be subjective due to individual differences. The general consesus is that Vive is brighter, with a wider horizontal field of view, and a little more screen door. Oculus is smaller FOV, but more tightly packed pixels, so less screen door and higher perceived resolution; it's also slightly dimmer in brightness.
@@MakeUseOf thanks for the answer :)
Vive > Abism > Rift.
You just called the rift being better than virtual reality? And you commented twice?
Samsung Gear VR > Vive > Rift (just kidding)
What do you think about Asynchronous Spacewarp? On low end systems it essentially makes anything above 45 fps and interpolates it into 90 fps (oculus exclusive)
I don't think I've seen it in action - I recently upgraded from an AMD card, which as far as I know didn't support ASW...
Objectively Rift has a slight advantage overall. Price (including a 3rd camera if needed), Performance (higher framerate), Graphics (performance transfers into enabling higher graphics settings), faster to setup according to most reviews. Although differences between the headsets are minimal, having that little bit of extra room to tweak graphics and performance is a real advantage for min-maxers.
Can you clarify what you mean by Rift having a higher frame rate? Are you possibly misinterpreting Asynchronous Timewarp etc? As far as I know, these help to fill in missing frames on lower end machines. It's not really a frame rate boost or advantage, just a way to deal with bad performance.
Asynchronous Timewarp (ATW) is excellent at filling in frames giving a higher perceived framerate. Asynchronous Spacewarp does something similar, reducing judder when the user moves the head forward and backward, side to side, up and down.
They're useful on all PCs, from low end to high end. Any app that can stress the graphics card benefits from ATW and ASW. Turning up the graphics can easily stress the graphics card: anti aliasing, super sampling, ambient occlusion, bloom, other post-processing. We know VR users like to increase the super sampling or render scale because it makes things look crisper and more realistic. ATW and ASW give you more room to increase these settings. The Oculus Rift's ATW performs noticeably better than other headsets. And full ASW isn't even implemented yet on other headsets. On the PC we love graphics, and so many VR users actually depend ATW and ASW to boost the graphics settings in apps, I'm surprised that people don't talk about it more.
Fair enough. I can't say I've noticed a particular benefit of it, but then I haven't enabled supersampling on Oculus, so it may have never kicked in for me (or my GFX doesn't support it, or the games I play go through Steam VR).
"Performance (higher framerate), Graphics (performance transfers into enabling higher graphics settings), faster to setup according to most reviews."
False, false, and false.
The real difference is that rift has a tiny bit better pixel density (from the different lenses). Graphically identical (since both headsets run the same EXACT screen). Rift is more comfortable but worse for those with glasses.
Rift has worse FOV, and worse tracking accuracy/performance.
Vive uses Asynchronous re-projection, same exact thing as asynchronous timewarp.......
Before you go around and spread false information, do know that this is the internet and it's not easy to figure out that you are just a dumb fanboi looking to justify the lacking qualities compared to a superior product.
This could be pointed out as a downside of the Oculus Home, right now. The debugging tool (seperate download) can be used to force supersampling in the many VR games that don't natively support it, while SteamVR has this tweak inside its standard settings. Then again, Oculus likes to standardize since their target is average person, not techy, so it also makes sense so someone doesn't mess up their settings.
And how would we rate this with the current sale, Oculus bundle/controls for $400?
At that price, I'd say buy the Rift.
Thank me later: 16:11
HetVlogMannetje hahaha thank you 4 months later
hahaha thank me 4 months later
Don't tell me what to do. I'll thank you now, thank you.
I will not thank you cuz he didnt say which is better
I LOVE that carpet you're (15:45) standing on. Where did you get it?
Trago Mills, Liskeard :)
IMO, The Rift is better, its cheaper, its lighter, it looks better, less cords, easier setup, better touch controllers.
Great opinion. IMO the exact opposite is true. Lol. The great thing is that we have options eh? And more on the horizon.
the rift is lighter and has less cords
I have the updated Vive that was released in March. It's 15% lighter than the original. Most say it is on par or very close to rift. Less cords? The Vive comes with the 3-in-1 cable. It's just one cord now. It's likely with the new audio strap, the Vive will be more comfortable than the Rift for most users. For roomscale tracking, the Rift is at a major disadvantage due to needing USB cords and extensions for each sensor.
15% lighter... WITHOUT THE HEADSTRAP
plus the vives weight is entirely in the front box unlike the rifts, which the new strap doesnt fix according to all the reviews so far
I haven't seen those reviews. While it is still front-heavy the strap does DRAMATICALLY reduce the front load if you adjust it accordingly. I can wear the Vive for as long as I desire now. Used it for 6.5 hours straight yesterday. Rift makes me nauseous and hurts my eyes within 10 minutes. I tried CV1 multiple times. No amount of motion on the Vive has made me the least bit queasy. If not for the Vive I wouldn't be able to enjoy VR now. It's great to have options! To each his own. You love your Rift and I love my Vive. We're so darn lucky! =D
When will they make better lens to get rid of the screen door affect
Longer answer: That's mainly a display problem, rather than the lens, and has to do with resolution and pixel spacing. Shorter answer: probably next generation.
Yes I have used both there is no difference in perfect tracking!
I plan to use a VR headset for developing games, which should i go for?
That surely depends on what platform you're targeting.
Rift is cheaper and the controllers are way better. I don't like moving around anyway and my fat ass will probably spend most of its time planted in a chair while playing. Probably gonna buy one this month, but I'm slightly worried Oculus is going to die off with ZeniMax breathing down their neck.
They have a facebook war chest behind them, so I doubt they'll die off anytime soon. Playing the long game, perhaps.
I like to think of it like Apple iPhone vs Google Android. Android provided a platform for manufacturers. Anybody could use their OS. They have achieved world domination. SteamVR is a platform. Any manufacturer (to my knowledge) can license the platform and make an HMD. HTC was the first to step up with the Vive. But they are far from the last. LG is the next up to bat. Who knows after that. Chances are this platform will make SteamVR the true winner of the long game. Market saturation will drown out any other platform.
Cade Johnson bur the controllers arent included so is it still cheaper when you add them?
does oculus include 2 censors?
lol lol,
Yeah, the standard package apparently does contain 2 sensors.
Also there's an experimental "feature" where you can use 2 sensors for room scale (10 feet squared though; pretty tiny compared to Vive).
You could google it yourself. It's easy lol lol.
hello i wanted to know if oculus rift was compatible with mac or if it would be possible if i ran a windows boot camp on my mac. here are the specs of my computer
iMac (Retina 5K, 27-inch, 2017)
3.8 GHz Intel Core i5
40 GB 2400 MHz DDR4
Radeon Pro 580 8192 MB
oculus tracking is fine don't be a scaremonger!
but vive tracking better of course (play area = base station area). But i like good games more than big roomscale, so i sold Vive.
Oculus tracking is acceptable, much better than Sony's PSVR. But Vive's setup is the best currently going. Even when you do get Oculus' constellation perfectly set up and bug free, the cameras don't have the range and field of view to compare to the Vive's laser lighthouse.
But, Oculus takes the edge in other areas, particularly value.
In my experience Oculus tracking has been perfect with 2 sensors in a 3x3 room scale configuration I'm not sure how they can improve on it?
When you say "perfect", have you used a Vive? Most Oculus owners think their tracking is perfect until asked to upload a video of it, and suddenly many flaws are found.
you are going on very old information, tracking bugs have been solved for months, yes when a rift user says their tracking is perfect it actually is in comparison to a vive
smh what a biased opinion from a reviewer
A very fair and balanced view. It is clear that you have spent time using both VR systems and I think your conclusions are very sound indeed. Nicely done!
Weird... I have never had to re-setup my Rift setup. Do you have a buggy system?
No, but I like to move things around and test different setups. I'll be posting a 5x3m Oculus test soon, and despite everything working fine previously, it suddenly decided cables weren't good enough or things were on USB2 when they weren't. Sure, get it set up and leave it there... all good. But for anyone who wanted to move it around and set up demos at remote locations, there is absolutely no question which system is less hassle to set up.
Vive and Rift+Touch owner here too and I also prefer the Vive. In fact im thinking of donating my RIft to my nephew since I never use it any more.
Also, what is that metal thing you are attaching your Vive LH tower to at 5:16? Are they any good?
Snake clamp! snakeclamp.com/ - prone to wobbling, but great for awkward or quick mounting. Tension rods/props you can put between floor and ceiling are better, but not always convenient. Snake clamp definitely better than a lighting stand.
I've been looking for a down to earth comparison like this for months
Can I use my xbox one controller with vive games?
Outstanding video :) thorough and unbiased
though i was wondering, does anyone know WHY the oculus system could never have anymore tracked objects while the vive could?
My little understanding of them is that while the vives controllers and headset are tracked by broadcasting their signals to the vives lighthouses, the oculus on the other hand works by having the sensors "see" the headset and controllers. I know other things like gyroscope readings are also involved in both but as far as i know that's roughly how both work, how comes one system allows the integration of more items to be tracked while the other does not?
Vive doesn't broadcast to the basestations - the basestations send out a laser scan of the whole room, which the sensors on the Vive headset and controllers detect. It's more reliable in larger areas and when controllers are covered because only a few of the sensors on the controllers need to "see" a bit of the laser sweep.
The Oculus system is limited precisely because it uses cameras, which can easily be confused when they cant see all of the tracked object. Occluding them is very easy, so if you bent over you might lose your controller for instance. In practical terms, it just means the extremities of your play area are a bit dodgy on Oculus, and you won't get good tracking over about a 3x3m space.
There's actually no set limit on the number of additional tracked items on either system, just that Oculus is less reliable and would be more easily confused the more items you add.
tl;dr Oculus tracking tech is inferior, but it won't matter for most people.
Thanks very much for clearing that up for me, and again, great video, top notch :)
I went with the vive over one year ago and im very happy I did. I have never had a problem and it just works. No usb cables needed and the lighthouses can be placed pretty much anywhere and they will track u perfectly. With revive U can play 95% of all oculus rift games with the vive. The only game I ever tried that doesnt work great is the climb.
If u buy the delux audiostrap u will also outmatch the rift in comfort IMO and also u get built in audio as a bonus.
Soon the new knuckles kontroller will come out also and so far every dev that has tried them say they are better than the touch controllers.
Only downside is that the vive is more expensive than rift but in my opinion it is worth the higher price.
So I am in the middle of setting up a VR system I am building an absolute beast of a computer and the next step is my Headset and controllers. My VR room is 17 feet X 14 feet. What way would you say to go? Im guessing Vive so i don't have to fool around with USB extensions. My main game of interest at the moment is Arizona Sunshine. I have played it with my buddies Rift and it is great. I would love a bigger field of view though but I don't want to loose too much quality. Im really on the fence here. The extra money doesn't bother me if it pays off with better performance.
That's ludicrously large - nice! For that area, you will absolutely need to go with a Vive. The cost is about the same now anyway since the Vive also got a recent price cut.
I tell you what, out of all the improvement videos I've seen it's always the vive taking parts from an oculus device and that speaks volumes
What do you thinkg about the HTC having moving parts in the cameras? it seems like a point of failure to be honest, i was hoping your would touch on that in your video.
That's a fair question, but I've yet to hear of any failing yet. We're only a year from initial release of course, so perhaps we'll start hearing of them failing soon.
MakeUseOf got it, thanks for the quick reply. Loved the video by the way.
Moving parts in the cameras? What are you even talking about?
steamcommunity.com/app/358720/discussions/0/333656722961688893/
dj3ss3nc3 I own a vive and that's normal. Those are not cameras but lighthouses with laser technology. it has a moving part in it which bring the light from the source to dissipate in a special way to the room or better tracking viewing angles. ^^
Your thoughts now that the Vive has had the price drop? Or the rumors on the Vive 2 or the further development on the grip controllers for the Vive?
Given the additional costs for USB card and extra camera needed to bring Oculus room on par with Vive ... I'd say the decision just got even tougher! However, I don't see a Vive 2 anytime before second half of 2018. There'll be more SteamVR compatible headsets for sure, but not Vive branded. The Knuckles grip controllers may come out in December as yet another optional upgrade - that seems likely.
If I were to buy another headset today, I would buy a Vive.
MakeUseOf it's certainly the one I've been leaning towards, just thought I'd ask another opinion and have been hunting reviews that are more balanced, which yours is one of the better.
Thanks for that review. Answered all my questions
shouldt the rift be easier and cheaper to add arbitrary objects to the system since the objects simply need ir leds?
+Alabar3000 cheaper, sure. Will it work though? We'll see.
Dude! You said it yourself which is the best. HTC VIVE has longer cables, plug and play ready, fits better in your face even thought you're wearing glasses, has a wider field of view, is ready for new acessories and it has a partnership with Steam. So, yeah, it's better in everyway possible. And that's why Oculus Rift is way cheaper. I don't own a VR set, but I know now which to buy.
I plugged in the Oculus and have had 0 issues. Works everytime I put it on. I was actually very impressed with how easy it was and how quickly I got into it.
Then you've been very lucky. You only need to browse the Oculus subreddit to find users having issues with USB controllers. I moved mine last week to try out in the larger space in my garage. Everything went from working perfectly to completely broken: same machine, same cables, same ports. 2 hours of messing around swapping ports just to get it functional again. Not fun.
Its a marginal problem. Normal user shouldn't have any problem with the usb ports.
I need to know the following things before purchasing if VR headset users could assist me: 1. Does the HTC Vive support finger tracking? By this I mean can the HTC Vive detect your finger movements and allow you to move the index finger and thumb like the Oculus Rift touch controler? If so, please let me know as I can't seem to find any information about this anywhere.
No, Vive doesn't have finger tracking currently - though there are new controllers being developed, and third party "glove" controllers are also coming. The Touch controllers are definitely better at representing hand interactions, at the moment and probably the next 6 months.
Oh wow, I thought the little ring that went around your hand allowed you to move your index, ring finger and thumb in there to actually transmit it ingame. The only problem I have with the rift right now is that I have glasses and most people are saying they won't fit. Probably best to go into my local shop and try the headset on, thanks for your help!
Hi mate,Do u know when the next VR are coming out with better resolution.The reason why I am asking is because I want to save up.I will only be using VR for DCS flight sims and Racing sims.Or do you recommend me to buy now.?
For flight and racing sims, I'd recommend buying an Oculus Rift now. We won't see new headsets or better resolution for at least a year, probably longer. But it depends how strapped for cash you are.
but people were saying they cant read the dash board instruments for the planes..This is very important for me to see..Please can you tell me is this true?
+- Knight - Oculus is better for instrument panels as it's slightly clearer in the central focus area, but you're probably better off asking in a forum for the game you want to play. I've not had a problem with Elite, but I don't play flight sims.
PIMAX 4k VR ......
They key to seeing panels properly is super sampling if you can manage it.
Oculus have great discount right now only 399$ for VR and Touch together. Half price of HTC Vive. Do you recommend just buy this?
Yes, but you might have to wait a while as they've run out of stock.
So can I use my prescription glasses without any problem ? (HTC vive)
Thanks :P
First, if you're long sighted, you don't need glasses. If you're shortsighted, you do. Whetehr they fit or not, really depends on the size of the glasses. Vive is more accommodating, but there's still a possibility they won't fit if they're really thick/big.
Seeing how Doom VFR, Fallout 4 VR are showing as only for Vive, yet Oculus is compatible with SteamVR, will you be able to play these games with Oculus?
Unfortunately, we just don't know for sure until they're released. Bethesda have said that they're looking to support "as many headsets as possible", which would imply it will support Rift. But the court case is on-going, they haven't specifically added Rift support to the list as you say - so we can only guess right now.
No way they won't. It would to shooting themselves in the foot ignore half of an already niche market and even if they do give it a month for a clever hacker to do it for them.
How much space you have and whether you would rather sit and play games or move all around is something that should be a big consideration. I have a vive and my biggest issue so far with it is that quite a few games require a pretty good size play area to even work. If you fake it and designate space over a couch or chair as free space then you can't reach items in the game you may need to reach down low for. There is a very neat option for "standing room" for vive that I strongly prefer and have made good use of, but frequently games for Vive are not compatible with that mode and require room scale larger than my space allows. Required room scale varies per game and unfortunately there is no way to easily go back and forth between selecting room scale mode (sometimes required) verses standing room mode (preferred in my case). It makes you go all the way through setup again each time you switch. My max room space happens to be about 5.5 feet by 9 feet of free space btw which is still often too small for some room scale games. Even if I expend out to about 13'x9' by including space with furniture in it, it feels like I can rarely go far in any direction before the entire experience is ruined by the grid lines. Another reason I strongly prefer the standing room option is that it does away with the warning grid lines and gives you a center circle on the floor to help keep you reasonably centered. Far less intrusive. I recently installed revive so I could play some Oculus games not available for Vive and I'm having a lot of fun with that. Ironic that so far I feel like I'm having more luck playing Oculus games on vive than Vive games on Vive. One last thing. Take care of those lenses!! They are extremely delicate plastic and no replacements are available that I've found! Wiping with a dusty cloth, or using the wrong cleaner can make them horrible to look through in no time at all. This is a horrible issue when you have someone who plays that tends to fog up the lenses a lot. Really disappointed neither system seems to have a reasonable solution for this.