The rig has a PCIe USB 3 expansion port with two ports so I should be good there. I just realized, do any cameras come with this bundle?
The bundle comes with two cameras. Extra cameras come with an active 15' extension cable.
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The rig has a PCIe USB 3 expansion port with two ports so I should be good there. I just realized, do any cameras come with this bundle?
I believe the rift+touch bundle comes with 2 cameras which is good for standing VR games. If you want proper room-scale you will need to purchase the 3rd
You should be good to go!! Yes, you get two sensors with the bundle. 1 with the Rift and 1 with the touch controllers. You will need to buy a third sensor.
I may be in the minority here, but I say get the Vive. I've never seen any complaints about the Vive, really, other than that it costs more up front.
On the other hand, I own a Rift. I use it mostly for sit-down games, so while I'm satisfied, it does leave some things to be desired:
1. Oculus' tracking tech isn't as good, I think. It requires A TON of USB bandwidth, meaning that for proper usage, you need at least one USB add-in card on most machines. Also, you have to buy the extra sensors separately. Even if you get it as a bundle, it seems kind of poorly thought-out, to me. Also, I suspect that the Oculus arrangement requires a great deal more CPU horsepower than the Vive's does, which becomes a factor in some VR games that already hit the CPU pretty hard (I'm looking at you, Elite Dangerous!)
1a. The sensors are not wireless, and have laughably short cables. The cable for the headset is like 15 feet long, but the sensor cables are much shorter. They're so short, in fact, they don't even reach all the way from one side of my desk to the other.
2. The Rift's headphones are reasonably good, but mine crackle with loud bassy sounds. Unlike the Vive, which has a headphone jack, and can thus support any headphones you want, the Rift requires a totally separate cable all the way back to the host PC in order to use anything other than its built-in headphones.
3. I think the Vive's face pad is more comfortable than the Rift's. The Rift's has kind of a sharp edge that digs into my face after a while. As I recall, the Vive's is nice and plushy.
The Rift does currently have vastly superior hand controllers, though. Edit: Also, the Rift's image quality is also a little better, as its lenses concentrate more pixels in the center of the visible area.
I may be in the minority here, but I say get the Vive. I've never seen any complaints about the Vive, really, other than that it costs more up front.
On the other hand, I own a Rift. I use it mostly for sit-down games, so while I'm satisfied, it does leave some things to be desired:
1. Oculus' tracking tech isn't as good, I think. It requires A TON of USB bandwidth, meaning that for proper usage, you need at least one USB add-in card on most machines. Also, you have to buy the extra sensors separately. Even if you get it as a bundle, it seems kind of poorly thought-out, to me. Also, I suspect that the Oculus arrangement requires a great deal more CPU horsepower than the Vive's does, which becomes a factor in some VR games that already hit the CPU pretty hard (I'm looking at you, Elite Dangerous!)
1a. The sensors are not wireless, and have laughably short cables. The cable for the headset is like 15 feet long, but the sensor cables are much shorter. They're so short, in fact, they don't even reach all the way from one side of my desk to the other.
2. The Rift's headphones are reasonably good, but mine crackle with loud bassy sounds. Unlike the Vive, which has a headphone jack, and can thus support any headphones you want, the Rift requires a totally separate cable all the way back to the host PC in order to use anything other than its built-in headphones.
3. I think the Vive's face pad is more comfortable than the Rift's. The Rift's has kind of a sharp edge that digs into my face after a while. As I recall, the Vive's is nice and plushy.
The Rift does currently have vastly superior hand controllers, though. Edit: Also, the Rift's image quality is also a little better, as its lenses concentrate more pixels in the center of the visible area.
I may be in the minority here, but I say get the Vive. I've never seen any complaints about the Vive, really, other than that it costs more up front.
On the other hand, I own a Rift. I use it mostly for sit-down games, so while I'm satisfied, it does leave some things to be desired:
1. Oculus' tracking tech isn't as good, I think. It requires A TON of USB bandwidth, meaning that for proper usage, you need at least one USB add-in card on most machines. Also, you have to buy the extra sensors separately. Even if you get it as a bundle, it seems kind of poorly thought-out, to me. Also, I suspect that the Oculus arrangement requires a great deal more CPU horsepower than the Vive's does, which becomes a factor in some VR games that already hit the CPU pretty hard (I'm looking at you, Elite Dangerous!)
1a. The sensors are not wireless, and have laughably short cables. The cable for the headset is like 15 feet long, but the sensor cables are much shorter. They're so short, in fact, they don't even reach all the way from one side of my desk to the other.
2. The Rift's headphones are reasonably good, but mine crackle with loud bassy sounds. Unlike the Vive, which has a headphone jack, and can thus support any headphones you want, the Rift requires a totally separate cable all the way back to the host PC in order to use anything other than its built-in headphones.
3. I think the Vive's face pad is more comfortable than the Rift's. The Rift's has kind of a sharp edge that digs into my face after a while. As I recall, the Vive's is nice and plushy.
The Rift does currently have vastly superior hand controllers, though. Edit: Also, the Rift's image quality is also a little better, as its lenses concentrate more pixels in the center of the visible area.
Thanks for the info, from what I have been reading some of your points make sense and others are matter of preference.
1. From what I can find Rift's latest updates have vastly improved tracking once you have 3 cameras set up, as for CPU usuage you seem to be correct it does take some extra CPU power for each camera you use (in the range of 1-2% per camera on a i7-4790, based on tests done in Dec last year)
That test done in December is outdated. The 1.12 update in March reduced both the minimum CPU and GPU needed for the Rift.
$399USD, $458.99 for the room scale bundle. Done.
And here I just returned a gsync monitor to BestBuy to purchase a Rift. Guess my CC will have a balance on it for the few days it takes BB to transmit my refund.
Crap, this means I have to clean my office and put away my homebrew supplies
Has it been a while since you've used Touch? These tracking issues were fixed months ago. Oculus Home is now version 1.15.
I made an error and meant to say the first three months there, from December 6, 2016 'til March 1, 2017. Then they cut the Touch price in half after fixing everything with 1.12 when March kicked off.It's actually on 1.16 now and I was just about to ask the same question!! I have no problem with fast movements on the Rift.
That's probably because Oculus thinks dumping raw 1080p60 camera frames per sensor over USB 3.0 for positional tracking somehow makes more sense than using an ASIC to calculate the blob coordinates and just send those over USB, leaving the host CPU to do relatively trivial work - which is what NaturalPoint does with their TrackIR line. That's also why a TrackIR can get by on just USB 2.0 with plenty of bandwidth to spare.1. Oculus' tracking tech isn't as good, I think. It requires A TON of USB bandwidth, meaning that for proper usage, you need at least one USB add-in card on most machines. Also, you have to buy the extra sensors separately. Even if you get it as a bundle, it seems kind of poorly thought-out, to me. Also, I suspect that the Oculus arrangement requires a great deal more CPU horsepower than the Vive's does, which becomes a factor in some VR games that already hit the CPU pretty hard (I'm looking at you, Elite Dangerous!)
I made an error and meant to say the first three months there, from December 6, 2016 'til March 1, 2017. Then they cut the Touch price in half after fixing everything with 1.12 when March kicked off.
That's probably because Oculus thinks dumping raw 1080p60 camera frames per sensor over USB 3.0 for positional tracking somehow makes more sense than using an ASIC to calculate the blob coordinates and just send those over USB, leaving the host CPU to do relatively trivial work - which is what NaturalPoint does with their TrackIR line. That's also why a TrackIR can get by on just USB 2.0 with plenty of bandwidth to spare.
I'm still baffled as to why they didn't just invest a little more in the sensors and add that ASIC to offload the computing. All that talk of Computer Vision being the future of tracking doesn't mean crap this early on if the cameras can't even recognize anything without IR blobs on them.
Funnily enough, the Rift was long considered the better choice for Elite: Dangerous, DCS World, and flight sims in general - also the very same games that are infamous for benefiting far more from single-threaded CPU performance improvements than GPU improvements and slogging down well below 90 FPS once you're on the front lines and you've got AI and other players everywhere, slugging it out. Couple that with the differences in lens structure (Rift has a greater "sweet spot", less perceived SDE and less obvious Fresnel lens ridges) and Asynchronous Timewarp (NOT Spacewarp, ) vs. Interleaved Reprojection, and that's led to the current rhetoric where the Vive is considered quite inferior for cockpit sims. That, and sim players didn't like paying extra for hand controllers they were never going to use.
Whether that holds any water today is another matter. Word is that Elite: Dangerous is much better than it used to be on the Vive, IL-2 Sturmovik: Battle of Stalingrad and House of the Dying Sun use OpenVR with no Oculus API path, Asynchronous Reprojection is a thing now, and so is the deluxe audio strap. Heck, some racing sim enthusiasts actually find the Vive preferable to the Rift despite what most people say; there's plenty of YouTube videos comparing the two for cockpit sims leaning one way or the other. HMDs are quite inherently YMMV.
I've had both, a Vive and now an Oculus Rift with Touch + 3rd Rear Camera. The Oculus wins hands down. Tracking is just as good if not better than a Vive, the headset is MUCH more comfortable, and the built in headphones are fantastic. The Touch controllers are smaller, lighter, better to hold plus have capacitive areas so you can do much more with them in games. The lenses on the Rift are better as well, no annoying rings and easier to focus. VR is acutally enjoyable with the Rift vs. a pain with the Vive.
Also, the curated Rift store is fantastic. There is much more "junk" on Steam vs. high quality, curated games on the Rift store. It's nice to have options though and all of my Vive apps / games work just fine. With the sale right now there is no reason NOT to buy a Rift!
I just speak from my own experience with my own Rift. I like it a lot, don't get me wrong here, but if there are issues, I will notice. Heck, I'd probably be just as nitpicky about the Vive if I had the chance to try one because that's just the kind of person I am.So much old information! It's like you stopped researching this stuff 6 months ago.
First, again, the tracking issues were fixed. Even the Quill test (the very same test you're referring to) proves this has been resolved from 1.13 onward.
USB 2.0 has been an option from the beginning, but compressed JPEG frames obviously aren't as ideal as raw ones. Still, it's probably one of those "good enough" vs. "absolutely optimal" tradeoffs in practice, but we wouldn't be [H] folk if we didn't push hardware to the very limits to see if the performance improves any.This was also resolved, and you can now use USB2 ports. In fact, Oculus' official recommendation is to use USB2 for your 3rd and/or fourth sensor if you want that many. The sensors run in a compressed JPEG mode while on USB2. Updates to Oculus' runtime since December now bring the sensor CPU load down to negligible levels of around 1%.
Yes, ASW has been around for a while, and if you've done your research, you'll find that a lot of people prefer to disable ASW and revert back to ATW because of the visual artifacts it causes. It happens a lot in flight sim cockpits (particularly annoying "double reticle" bugs with the gunsight in WWII aircraft), I've seen it happen just flicking through options in the Overload teaser's main menu... it's strange, but it's really distracting when I see it.It's true that both Valve's OpenVR and Oculus' VR APIs both have asynchronous reprojection (ATW, or Asynchronous Time Warp). But even before Valve implemented their own ATW implementation, Oculus released ASW (Asynchronous Space Warp).
I agree 100% on your reasoning for the rift.
Software wise... honestly, I'd still suggest buying your games on Steam, at least until / unless Oculus opens their store to other HMDs. With Steam, you have the luxury of playing the games you purchased now, and in the future when you upgrade your headset regardless of what headset you next purchase. With the Oculus Store, that will only be the case if you buy the next generation of the Rift as an eventual replacement. Personally, I try to buy what I perceive as 'the best' at the time I'm purchasing - there's no guarantee that will be the Oculus next time around.
I just speak from my own experience with my own Rift. I like it a lot, don't get me wrong here, but if there are issues, I will notice. Heck, I'd probably be just as nitpicky about the Vive if I had the chance to try one because that's just the kind of person I am.
We're on 1.16 now, and I repeated the Quill test. The zig-zag line issue is STILL there. However, you have to move your hand really fast for it to show up at all, like Climbey jumping or punching fast, which is why you probably didn't notice. Most people aren't going to notice in regular usage, I'm sure, but that doesn't mean I'm not clearly running into limits with Oculus' current choice of tracking system.
USB 2.0 has been an option from the beginning, but compressed JPEG frames obviously aren't as ideal as raw ones. Still, it's probably one of those "good enough" vs. "absolutely optimal" tradeoffs in practice, but we wouldn't be [H] folk if we didn't push hardware to the very limits to see if the performance improves any.
Then I seriously wish I knew how you got it to work flawlessly like that, because that just hasn't been the case in my experience.There must be something wrong with your Sensors then because I can swing my arm as fast as possible in quill and I can tell you that the zig zag line issue isn't still there, hasn't been there since the 1.12 update. Unless you can move your hands a hell of a lot faster than I can, then I doubt you are reaching the limits of the tracking sensors.
Then I seriously wish I knew how you got it to work flawlessly like that, because that just hasn't been the case in my experience.
How many sensors are you using? I've got a full quad-sensor setup because nothing less really suffices for room-scale in here.
I also have my Rift roomscale in an 11'x11' space with 3 sensors. Works great. If you want larger than ~12'x12' you only need to add another sensor for a total of 4.
The Vive used to be the "better" HMD until Touch was released (Oculus' hand controllers), but now they're even in every way aside from price. A full Oculus Rift kit (HMD + Touch controllers) and an extra sensor costs $660. To get a similar setup on the Vive, you would need to buy the base Vive kit ($800), and the new Deluxe audio strap ($100).
Furthermore, Oculus' Touch controllers are considered by most everyone to be far more ergonomic in comparison to the Vive wands. Valve has been teasing "Knuckles" controllers to be released "soon", but it remains to be seen how much they will cost, or when they will be released.
So what's the cheapest computer that can be built to run Oculus and Vive, so we get an all-things-considered price for each? Surely the info is out there considering how fast component prices change.
Ah, I thought for some reason Rift needed more CPU power, not sure why though... good to know 1k is recommended (the 1k pre-builts are probably min-spec, 500 bucks in parts?)
Ah, I thought for some reason Rift needed more CPU power, not sure why though... good to know 1k is recommended (the 1k pre-builts are probably min-spec, 500 bucks in parts?)
Heh, Rift showed up Wednesday. Explained it off as it was my birthday present from mom. G29 arrived Thursday, said I got it on sale and it will work well with my birthday gift. Touch got delivered this morning, that was easy to handle as it was a package deal with my birthday present.Lord help me I just ordered my Rift+touch combo, now I have to explain to the wife why I just spend $580 on a new toy for my computer lol
Haha i actually just told the wife today about it, shes mad not because of the price but because I thought she would of said no to something I really wanted. BUT as punishment it's now my birthday present and I have to wait until July 26 to get it lolHeh, Rift showed up Wednesday. Explained it off as it was my birthday present from mom. G29 arrived Thursday, said I got it on sale and it will work well with my birthday gift. Touch got delivered this morning, that was easy to handle as it was a package deal with my birthday present.
Still trying to figure out how I'm going to explain the Obutto Ozone Gaming Cockpit that's arriving next week...
One of many reasons I can't imagine ever wanting to be married...having to explain my actions and feeling a need to hide things I want...fuck all that, lol.Haha i actually just told the wife today about it, she fitness mad not because of the price but because I thought she would of said no to something I really wanted. BUT as punishment it's now my birthday present and I have to wait until July 26 to get it lol
... I can't begin to tell you how much you should buy Robo Recall, it's absolutely fantastic...
my theory is always buy from steam if you can, the steam version contains the Oculus SDK but if you ever switch to a different HMD then it should work with it because it will be on the SteamVR front instead of locked to the Oculus storeRobo
Robo Recall is awesome, and free with Touch. I can't see how you could play it without Touch. I need a bigger office, and something to block punches thrown at my monitor and speakers...
I also recommend SUPERHOT VR. I bought it as part of a bundle from Oculus, but it's on Steam now too depending on how you want to throw your money around.
Yeah, you are right, the packaging makes Rift feel high end.even opening the box is pretty special
my theory is always buy from steam if you can, the steam version contains the Oculus SDK but if you ever switch to a different HMD then it should work with it because it will be on the SteamVR front instead of locked to the Oculus store