Which VR solution to get, any reason to get a vive?

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.

Thanks guys, just checked Oculus' site and this looks correct so all together $560 not counting extra cables and whatnot.
 
If you are after a 3rd sensor, I'd highly recommend just buying another Touch package. That way you'll not only get the camera sensor but also another pair of controllers as backup for only an extra $40. (The extra sensor alone is $59.99, whereas the sensor with the touch controllers is only $99)

And yes, a 3rd sensor is a must have if you want top performance with room scale VR gaming. 2 sensors does seated/standing just fine, but will glitch a bit and be subpar if you move/turn around a lot in roomscale VR. 3 sensors have worked great for me in a 12'x12' play 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)
1a. the light towers with vive have power cables as well. I actually find the idea of needing a power outlet for each light tower more annoying than USB cables to my PC but thats more personal opinion
2. I have read about this before and apparently this is affected by the USB your using, some people have been saying going to USB2 on their headset fixed all the audio quality issues they experience. The earbuds that come with the Rift are suppost to be good quality so if your experiancing issues I'd look at your USB.
3. The foam is more comfy on the Vive but the headstrap sucks, with the fix being the delux audio strap which add's another $100 to the vive pricetag

Honestly for half the price I just dont see any reason to grab a Vive, while i agree it probably is the better room scale experience a 100% price increase doesn't justify a 5% improvement in roomscale tracking as it still works very well on the rift
 
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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.

Don't disagree with most of your points, but cost is a big factor to lots of folks. To me at least they both work great and the tracking I experience between the two is identical. The Rift also has ASW tech baked in which really helps those with lower spec hardware, which more than makes up for the slight USB processing burden. The Vive with the deluxe audio headstrap pretty much eliminates my biggest gripe against the Vive, but to get there, that's $900 all in. The Rift, even with a third sensor and some USB cable extensions comes in at under $500. That's a huge difference in cost, and given the superior controllers with Touch, even if money weren't an issue, I'd still recommend the Rift over the Vive... Bottom line, you really can't go wrong either way when it comes to getting into VR right now, but one option is significantly cheaper!
 
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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.


sorry, just want to argue with a few of your points. :)

1. The tracking is just as good now between the Vive and Rift, unless the area your in is huge!! If you haven't updated to the latest Oculus software then I suggest you do that. You can use USB 2.0 and don't need an add-in card unless your USB 3.0 ports are really cheap. You aren't right about CPU use either. The minimum CPU needed for the Rift is lower than the minimum CPU needed for the Vive. Not that it matters, most people that have a graphic card of running either the Vive or the Rift more than likely have a good enough CPU. Most of your information is outdated so that's why I think maybe you haven't the latest Oculus update.

1a. The sensor cables are 2.5 meters long. Any extra sensor you buy comes with a 5m extension cable. If you really need the extra cable length for the first two sensors, you can buy USB 3.0 extensions cables for $5.

2. You must have had something wrong with either your USB port or their was a fault with the headphones themselves. Look on any forums, the headphones on the Rift get great reviews for their sound quality. You make it sound like a big deal to use your own headphones with Rift. Again, most gamers will already have a set of headphones hooked into the back of their PC. All they will need to do it put them on.

3. Yes, some people find the Vive more comfortable, others the Rift. But, again, this isn't a big deal and easily solved. You have users of both the Vive and Rift buying third party face pads to get a better fit. The Vive is better for people with large glasses though. Easier to put on and take off.
 
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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.
 
That test done in December is outdated. The 1.12 update in March reduced both the minimum CPU and GPU needed for the Rift.

Good to know :D I'm looking forward to ordering my rift this month so just reading/learning as much as I can now
 
$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
 
$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

nooooo, not the homebrew!!
 
Has it been a while since you've used Touch? These tracking issues were fixed months ago. Oculus Home is now version 1.15.
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.
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.

So much for being able to enjoy something in advance, huh?

Also, as for the tracking issue I'm talking about, it's very easy to notice in Quill if you make very fast hand movements. Try throwing a punch with the trigger held down, for instance, and see if your brush lines have any weird zig-zag jumps in them. You'll also notice that curved lines look less curved and more approximated with straight line segments. Most games don't require this sort of high-speed tracking, but I have a feeling stuff like Climbey and Thrill of the Fight! may be rare exceptions - both developed on Vive hardware, I should add.

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!)
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.
 
So much old information! It's like you stopped researching this stuff 6 months ago.

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.

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.

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.

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%.

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.

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).
 
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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'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 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.
 
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.
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.

It'll probably be a moot point when the next-gen Rift rolls around anyway.

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%.
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.

I suspect the official Oculus recommendation largely has to do with the limitations of USB host controller bandwidth on a typical computer; two sensors will eat up most xHCI bandwidth, and a third on USB 2.0 would tie up most of the EHCI bandwidth, too. The only way around that is to add additional USB host controllers via add-in cards; some people overdo it and get quad-channel cards with four USB 3.0 host controller chips. I suppose that leaves plenty of bandwidth to spare for USB 3.0 hard drives and video capture devices after the full quad-sensor setup is accounted for, provided two of the ports on such cards have hubs that don't make the sensors flip out.

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).
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.

Sometimes, just leaving it to "Off" in the Oculus Tray Tool settings doesn't quite do the job; you have to set it again before it goes back to ATW. It's odd, a bit tedious, but at least it tends to stick until the next reboot.
 
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.

As an owner of both HMDs, I try and buy on Steam exclusively if it is available there. Some are not and are only available for the Rift via the Oculus store. Example: The Climb, Robo Recall, Lone Echo, etc. If the game was developed via Oculus funding/support, I totally get why its only available via the Oculus store and I'm ok with that, but for games that are sold/available on both, I go with Steam.
It would nice if the Oculus store opened up more to all VR devices, but until a universal VR SDK is developed and supported by all the players, it simply won't happen. I do see it happening though as hand/object tracking devices start to align as to form/fit/function. Give it another year or two. And kudos to the devs in the past that have provided keys to the other store if you bought their game. (E.G. Frontier Developments with Elite Dangerous)
 
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.

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.

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.

There is no difference in tracking between USB 2 and USB 3, not since the 1.12 update. I did a lot of testing on this. And you can check the Oculus Reddit forums, other people have tested this too.
 
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.
 
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 wish I could help you, you sound like you know what you are doing. I haven't done anything special just kept to Oculus's guidelines about what ports to use sensors in.

My advise, do proper troubleshooting. Go back to a three sensor setup, use 2 in usb 3.0 and 1 in usb 2.0. Use the cable that Oculus supplied with the sensor rather than USB 3.0 extension cable that I presume you are using. If tracking is better, add the fourth sensor on USB 2.0 as well. If you have the startech card with the four separate usb 3 host controllers then you can just plug everything into that, but, still use the USB 2.0 extension cables supplied by Oculus.

It's what I would do anyway to try and find the source of the problem. Honestly, I am not just saying this, I get no zig zag lines no matter how fast I move my hands in Quill. I am very fussy about tracking and it took me a lot of time to get the best positions for my sensors.
 
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.

There is something to be said for cabling, if I recall you need each rift sensor hard wired to the pc, whereas with the vive the lighthouses communicate wirelessly. I have heard anecdotal evidence about USB driver problems with the rift associated with windows updates as well. For roomscale I think the Vive is safer with its front mounted camera.

If it came down to which is the better value I would go for a Rift though.
 
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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.
 
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.

There is very little difference between running an Oculus Rift or an HTC Vive when it comes to PC specs. They both pretty much mirror each other as to needed hardware to drive them. (The Rift can get away with a slightly lower GPU spec due to ASW tech, but I wouldn't say its enough to really recommend going for a lesser GPU over the other.) Also, if you are going for a great VR experience, pursuing minimum specs really isn't recommended as it will increase hiccups/performance issues that will only tend to exacerbate nausea/motion sickness due to sub-optimal visuals/performance. For a good entry level VR rig, I personally wouldn't recommend anything less than a GTX 1060 as to GPU, 16 gigs of RAM, and an Intel i5-4590 or better as to CPU, all of which can be had for roughly $800-$1000. Yes, you can go lower spec, but VR won't be optimal. Where VR really shines is when it has the needed power to drive it properly. The good news is that most folks that are serious about PC gaming most likely already meet these minimum specs with the PC they have... or just need a small upgrade like a newer GPU.
 
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I picked up a bare minimum laptop (i7/1060GTX 6GB) and it does do the job, but as he says visual quality suffers. You can snag one of those for ~$900 on occasion. As for desktop I'd normally suggest 1070, but due to the current GPU price insanity I'd give the nod to either the 1080 or 1080 ti. If you wait a month I'm sure you can snag a 1070 for MSRP or even lower.
 
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?)

Margins are pretty slim these days... more like ballpark $800 in parts for most $1000 pre-builts that are min-spec.
 
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
 
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?)

Actually the minimum specs have dropped a lot. Any half decent cpu will do the job. Even a lowly Fx4350 from AMD will be enough. Most people will just need GPU upgrade.
 
I have both a Vive and Rift.

I got the Vive first, one of the 2nd batch made.
Before I got it my friend got his Rift so I tried that first.
My Vive arrived and had so much anticipation but its not as good, not by a long way.
I tried very hard to get support and only got canned responses. The first week they didnt even respond.
In the end I gave up and went through the automated process to return it but they didnt give a return address.
They gave a new email address to use if there were any issues but they didnt respond to that either!
I got absolutely nowhere so went to my CC company to see if they would refund me instead.
They sent a letter to them but received no response and I got my refund.
They responded to that by issuing me a refund so the bank withdrew their refund, it must have put a black mark on them.
Then I got an email saying to destroy it lol. Yeah right.

The problems compared to Rift are:
Heavier
Too front heavy
Uncomfortable to wear
Earphones are not as simple to use
Earphones kept falling out of my ears and hurt one ear
Sound isnt as good
Heavier cables and more cable drag
Much blurrier optics. the Vive is only focussed dead in the centre, anything outside that is quite blurry and smeared. The Rift is focussed along the horizontal axis and is much clearer outside that than the Vive.
(I have better than 20/20 vision btw)

Rift has since got the Touch controllers which are a lot better/nicer than the Vive wands.
Tracking on Rift is very good and I only use 2 cameras.
Theres more, cant remember.
The only thing I dont like about Rift is the Facebook connection.

My Vive was boxed up to ship back and since they didnt come to get it has remained that way ever since.
I have no intention of using it, its way inferior.
Get the Rift for the best experience if you dont mind the Facebook link.
 
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
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.

Still trying to figure out how I'm going to explain the Obutto Ozone Gaming Cockpit that's arriving next week...
 
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.

Still trying to figure out how I'm going to explain the Obutto Ozone Gaming Cockpit that's arriving next week...
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 lol
 
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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
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.

I've been a Rift owner since DK2, I still don't use my Rift as much as I thought I would, though I think that's just because of the early adopter issues with lack of compelling content. I just recently ordered the 3rd sensor and tracking is pretty good, though I did notice momentary tracking loss at one point, can't recall my orientation though. Rift has always been comfortable, solid headphone performance (You can purchase replacement earbuds from Oculus if you don't like the on ear headphones), and SDE that can only be perceived if you really look for it. My only gripe would be the lenses themselves and the issues inherent with their design. Any games that utilize high contrast colors like white lettering on black gives serious god ray like streaking. I guess it would also be nice to be able to get text and call notices from my phone through the HMD like the Vive does but it's not anywhere near a deal breaker.

As far as content goes, I can't begin to tell you how much you should buy Robo Recall, it's absolutely fantastic. Elite Dangerous is a great space sim, Blaze Rush is a fun top-down racer, and Dragon Front is a cool card game.
 
Robo
... I can't begin to tell you how much you should buy Robo Recall, it's absolutely fantastic...

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.
 
Robo


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.
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
 
BAM order came in today, Bestbuy shipped it very fast lol. Now I just have to wait until the 26th when I can use it lol
IMG_2049.JPG
 
even opening the box is pretty special :)
Yeah, you are right, the packaging makes Rift feel high end.
Opening the Vive didnt have the same effect and I got that first. It is purely functional packaging and a HUGE box.
 
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

That makes sense. My plan is to buy exclusives from Oculus and everything else through Steam, with a major caveat of pricing at the time. A few bucks here or there isn't a big deal, but the bundles on offer right now are pretty solid. You get a couple of cross platform games for less than the price for the same on Steam, plus a couple that aren't on Steam thrown in for good measure.

Do you have a third sensor coming? If not, I'm reading that you can get ok tracking if you set two up in opposite corners of your place space.
 
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