/vr/ general

Just got processing confirmation for my oculus. Getting hyped for the meme.

What have everyone's experiences been like so far with either? For a bit, I thought I dun goofed with the Oculus, but it seems like it'll end up being the absolute victor in every area, except lacking a front camera for implementing a full fledged chaperone system, in the long run.

Current pros for each atm, according to reviews seem to be

Oculus
>way more conformable
>less bulky cords
>superior headphones
>interchangeable padding (could possibly see alternative versions to fit different heads and people with glasses better)
>easier to set up
>support from oculus and steam vr
>tracking towers more robust/ lose tracking less often, and with no interruption
>cheaper
>sharper image with less screen door effect
>touch looks incredible
>with touch and second tower, full room vr works very well

Vive
>pre-orders don't have to wait for months
>bundled with motion controls
>chaperone system
>passive tracking towers
>steam vr offers more freedom
>better with glasses currently
>individual eye distance adjustment (sort of)
>theoretically unlimited vr playspace with enough towers
>looks schway as fuck
>no wait for full vr experience
>front cam and ir tracking theoretically makes it more future proof, as far as software tweakable features go

Thoughts? Let's be objective, here. I know I'm a bit biased because I'm stuck with oculus now, but I'm still aware vive is the currently the better system, at the very least until touch releases.

Other urls found in this thread:

gizmag.com/oculus-rift-vs-htc-vive-review/43301/
youtu.be/EBieKwa2ID0
slashgear.com/valves-chaperone-system-will-work-with-oculus-rift-25429081/
youtube.com/watch?v=J54dotTt7k0
youtu.be/vHXxL8I9Bjs
youtu.be/iFEMiyGMa58
youtu.be/gI5P12GqXbQ
youtu.be/zdU_OGCVjVU
twitter.com/SFWRedditImages

Ive got a Vive.
My favorite thing so far has been VR porn. Its the most visceral 3d entertainment, better than all the tech demoes.

Also, apparently a less full featured chaperone system is being implemented for oculus. Pretty much you just preset a boundary area, and you have a virtual wall, rather than the camera defined edges of the vive

Nice. I'm so hyped for vr porn. Glad to see its not awful.

Bump

>bought the meme glasses instead of the superior headset
ISHYGDDT
gizmag.com/oculus-rift-vs-htc-vive-review/43301/

With Vive being Valve's headset it's obvious that most game devs will dev for the vive.

How? Afaik the Vive uses lighthouses to define the virtual chaperone walls. Not the front facing small passthrough camera.
Anyway enjoy your front facing standing experience on the oculus.

>Gizmag

Its pretty obvious in every one of their vr articles, they are huge Vive shills.

Here's something a bit more objective, if boring. youtu.be/EBieKwa2ID0

Valve isnt doing enough to help devs.
Ive had the Vive for a month now and Im pretty much down to watching porn, movies and waiting for cockpit games to integrate full Vive support.

Fucking Elite Dangerous is giving me blueballs cause they borked the resolution and I dont want to buy a steering wheel for Project Cars.

So the oculus is a bit more comfortable (more of a adjustment issue) but loses or is on par at everything else? I think we are done here.

>How?
I would imagine through clever use of the front-facing camera. It may require the room be well-lit and scanned ahead of time.

However, without decent tracking in room-scale, for both the headset and (hypothetical, in Oculus' case) handheld controllers, I don't see much use for it.

Have you seen the chaperone system? Its literally just a filter on the camera that tracks edges.

Also, oculus chaperone system will likely rely on controller tracking and predefined space, though the towers are pretty much cameras, so who knows what they'll do with it. Either way, with at least 2 towers, and touch the oculus apparently has superior full room

slashgear.com/valves-chaperone-system-will-work-with-oculus-rift-25429081/

slashgear.com/valves-chaperone-system-will-work-with-oculus-rift-25429081/

Oh you meant the oculus's standing camera. Now I see.

Seems pretty unreliable to me.

Add touch, and chaperone, and there's literally no reason to own a vive.

youtube.com/watch?v=J54dotTt7k0
Nope. The chaperone is defined by the user and limited by the playspace. Doesn't have a thing to do with the camera.

>more of an adjustment issue

You can't adjust a strap to be less shitty, or a vive to be less heavy, user

you did demo one before you threw away your money, right?

Except for roomscale and steamvr.
And you don't know if the oculus controllers track 1:1 like the vive does.

Kek. Have you ever adjusted the straps of a helmet? It makes all the difference.

youtu.be/vHXxL8I9Bjs
Looks like predominantly the camera to me

>literally every single review talks about how much more comfortable rift is

THEY JUST ADJUSTED IT WRONG

Nope, thats not how it works in the games. Theres just the grid, which is defined by the user with the help of the lighthouses. That's the passthrough thingy if you need to see something and you dont want to lift your headset ie. taking a drink or answering the phone or something.

Enjoy your nogames and no roomscale and nocontrollers on the slightly more comfortable rift. Or deadlift 3 plates and get a neck.

>don't know if touch tracks 1:1
But we do, tho

youtu.be/iFEMiyGMa58

Does it do roomscale?

Wait, the rift does finger tracking? Fucking how? Their shitty cameras?

>nogames
Steam VR is allowing, and even encouraging compatibility with rift. At the moment, rift has the advantage of more compatible titles, and that will likely increase to almost 100% with touch.

Also, pic related

Half moon design with it tracking.
Allows for tracking of gestures and simple hand movements, as well as grip

Nope, just virtual images of hands. It's a controller just like the vive's.

Unless they were using leap motion or something.

Every oculus exclusive game can be played with the Vive lol. reVive wrapper.

IR* not it

You know ReVive is about to be gimped, right?
Also, see idiot.

>revive gonna be gimped
lol

We have to wait and see what the touch controllers can do, but room scale stuff with oculus is a long stretch.

I don't see how that controller could in any way track the thumb. Or how you could gesture with your fingers without dropping the thing.
Location of hand, sure, but that's not what we're talking about

>long stretch
>demoed at e3 last year

youtu.be/gI5P12GqXbQ
youtu.be/zdU_OGCVjVU

Gestures like pointing and moving fingers, and pretty much anything you can do with something like a wii remote in your hand, which is more than you'd think. I don't know that it would track the thumb, but ir shit like that is ridiculously accurate. Hell, the Vives towers are ir

So vive controllers, with precise finger tracking? I can dig it

Just got my Gear VR and watched porn with it, don't think I'll ever watch porn the regular way again

Anyone got footage of themselves using Vive/Rift?

The thing is, Rift owners can still play games developed for the Vive.

>I can't justify my purchase anymore!

You define the chaperone bounds by clicking the motion controller trigger at 4 points around your room during setup, or by tracing the room with the controller if you want it to be more detailed. You aren't even wearing the headset during this process

>wanting shit ass headphones built into your headset
fuckin disgusting

>vive literally comes with earbuds

Nigger please.

Vive owner here.

- The earbuds are actually excellent and despite my initial "no fucking way I'll use that shit" state of mind, I'm now exclusively playing with them after eventually giving them a try. They fit in the HMD's straps thus giving some form of integrated audio solution as well.
- The lighthouse bases are much more relevant than what I thought they'd be for room tracking. They can actually see me from across a corridor and into the next room, which is awesome since I don't have to move them at all to bring the Vive over to my room mate.
- I don't believe Oculus' camera-based system could work in a similar fashion or at all for two reasons: cameras mean they have a fixed resolution (and thus less granularity in tracking on longer distance), and mean that the tracked volume is a much more limited cone.
- Vive has interchangeable padding as well.
- Resolution is somewhat shit for both headsets anyway. Screen door effect is definitely noticeable on the Vive, supposedly less so on the Rift but still here. The "Rift has a sharper image" thing still is some Oculus marketing bullshit at this point. Potentially both will be trumped by the PSVR non-pentile display anyway.
- Rift is not "cheaper" especially since we have no idea how much Touch will cost. Factoring in taxes and shipping, the Vive was actually cheaper than Oculus' retarded way of handling international sales in the end, which I why I got Valve's HMD in the first place.

Unseen Diplomacy already tested Touch, and said users would basically destroy the controller if they tried to play their game. Players can't crawl inside tight spaces without crushing it, nor can pick up objects on the ground without the half moon hitting said floor.

Yeah, OPTIONAL earbuds.

Except its the other way around.
Rift does not support room scale.
#checkmate

Oculus' headphones are optional, as well, they even include a screwdriver to remove them. They're just better phones out of the box.

(except it totally can)

>implying a demo is the same as working 5x5 meters 1:1 tracking room scale vr
>implying optical cameras are suitable for such tracking

>oculus
>CV1
Nah should have waited for it to get the 5-8k screen

>b-but the oculus is as good in the future!!
Seriously, get out, facebook shills

I dig the gesture index finger tracking and grabbing system on oculus since it feels more natural. Especially the grabbing mechanism since the vive one is awkward and really fucking sucks since it is tactile.The touch also has more buttons, and I thought I'd be happier with analog sticks.

But honestly after trying the Vive controllers the trackpad is fucking amazing with plenty of utility including emulating oculus thumb recongnition since it can tell when and where you have your thumb on the trackpad.

I prefer Vive's setup now so much simpler with plenty of options since you can turn the trackpad into multiple buttons or use both trackpads to type text on a keyboard split in half relatively quickly, or have a command rose style menu that you can quickly cycle through like in space pirate trainer. So much utility.

My only major complaint about the vive controllers is the fucking annoying side grips that are awkwardly positioned and awkward to press and hold onto. Most game designers either use trigger to grab and hold onto items or a toggle approach for that very reason.

Mind you it is a massive, MASSIVE hassle to setup rift for roomscale if you have a sizeable room since you will need USB3.0 extension cords for the cameras to set them up in opposite corners of your play space.

The shorter cable on the rift HMD itself does not help its case either. And the camera is pretty useful damned useful whenever you want to take a quick peak without taking the HMD off. Even if you don't use it most of the time when playing.

Really what it boils down to is how much bang I am getting for my buck between the two, I went with Vive since the price is so close when you factor in the touch controllers, yet despite that Vive has some clear advantages that make the Oculus a deal breaker for me.

If it were around $400 I wouldn't be owning a Vive now.

Oculus is literally better now, in every aspect, but one. The single redeeming feature of the vive is the controllers, and it looks like oculus touch will be better than the vive, there, too in a couple months.

>rift devs can support vive api
>vive devs can't support rift api

damn, that's cold
it's like valve does everything to make shit as compatible as possible (which is logical step for something as fresh as VR, you can't really keep gaming device afloat without games) while oculus counts their precious sheckles, laughing in evil manner

They wont even ship in a couple of months. Let alone the touch controllers. Unbelieveable bias.

>only argument is they're selling so fast production can't keep up
>I'm biased

>literally better
I don't think so chap, the verdict is still hanging on that one. Touch literally isn't out yet.

The main issue with oculus at the moment is their complete lack of interest in roomscale and their "we can do it but we don't want to" approach to roomscale.

Since most people won't bother buying extension cords to setup cameras in opposite corners of the room, most content designed for rift will be limited to interactions in front of the user to avoid loss of tracking.

Really? Vive has over 50 000 units sold and installed, what about the oculus?

*every aspect not including fov lighthouse the wands God rays and build quality. I actually can't believe even Sup Forums is fooled into thinking fabric on something that touches your nose and you handle is high quality. Yes I've used both headsets for longer than a week

>they're selling so fast production can't keep up
>Their production can't keep up
fixed

Oculus has a 23 year old kid running things and it failed on them.

That too. If the oculus was truly the superior device, why would you think i would dump my cash on the more expensive device? Its a no brainer.

>if ThinkPads were the superior devic, , why would you think I would dump my cash on a MacBook?

I'd like to try a few paid Rift games on my Vive, but don't want to buy them on Oculus Home for various reasons (ReVive could stop working, or the games could be ported to Vive natively in the future anyway). For instance, The Climb. Are there torrents of this one?

Not enough content. Last thing I bothered was getting Minecraft VR and that got old quick since it's not modded.

Basically 80% of my use was for watching videos, which can be inconvenient to set up since I can just watch on my monitor

Not enough VR JAV porn. No serious that shit is crazy good but there's so god damn little of it.

Is jav still pixelated in vr too?

Unfortunately. I know one of them isn't and that one wasn't really anything more than a virtual lap dance

>powered by oculus
So wait, is the samsung gear just a rift?

I have not been keeping up with all this VR shit at all. All I know is Facespace bought oculus and then I peaced out.

But thinkpads are the superior device.
They do everything the macbooks do.

However the rift doesnt do everything the vive does. There's a difference you see?

Gear VR consumer edition has Oculus sensors in the HMD and the Oculus Store for all its applications.

The problem is that you need to buy the phone, which is around $600 on top of the $100 headset.

Thumb stick on touch doesn't sound great for games designed with vive in mind where you have the touchpad emulating multiple buttons by moving thumb on touch pad and pressing it down.

I mean fuck grab a playstation or xbox controller and angle the thumbstick 45 degrees in any direction and press it down, so awkward. The feedback from the spring pushing on your thumb and recentering has its uses on traditional games, but VR is a different ballgame.

I thought touchpad would suck on vive, but after trying it I can safely say it is a better solution for VR. I keep discovering devs using it in different innovative ways and it just feels right.

There are only 2 features I would praise touch for which Vive lacks, the index finger tracking and using a bumper with more natural grip for grab instead of a fucking pair of tactile switches.

The vive controllers would have been absolutely perfect if they had implemented the same dual stage design as the trigger for the grab buttons.

Samsung gear is just a way to strap a phone on your head with some lenses in it

>no games
should have got a $5 cardboard, its been around for years

lol no

I prefer the vive myself. Only problem is the lighthouse units sometimes make a noise and the sdk sucks.