- The software crashed several times
- There was no audio and then randomly there was audio (without me changing things)
- I had to go buy two giant six foot tripods for the motion sensors
- There are several large wires coming off the headset which plug into a box which plugs into the PC
- The HDMI cable is extremely short (and a longer one can cause issues).
- The Steam GPU test said my GTX480 could run it at high quality (which surprised me, but it ran the test fine)
- The display never turned on (just remained black) while it was tracking correctly on screen
- The first few attempts it didn't even show up on screen, just kept crashing.
I troubleshooted the thing for two days and gave up assuming I need to buy a better PC (I'm assuming their test is busted). I think Oculus and Palmer Luckey/Carmack have put a lot more effort into shipping a product that actually works.
I'm more willing to hack something to work than most people and this was still a pain/mess of wires.
I'm also concerned about the durability of the Oculus. Being cloth covered it seems to pick things up. I'm also worried that once the fabric gets a tare it'll all start coming off.
Honestly I can't even blame Valve/HTC for this, I only blame them for not launching with SteamOS support on "Day 1" as they said. Any day now... (mumbles stuff about Valve Time.)
As for the rest, unfortunately that's the best of breed right now. Oculus is no different. Yes, there are wires (precisely one triple wire from the headset). Yes, you need the tracking sensors (on the bright side, Lighthouse wires only run to the AC outlet rather than your PC). Yes, you need a high-end videocard. When you're extending your HDMI cable, make sure to get an active HDMI cable rather than a passive one. People have extended theirs by over 50ft with no issues.
I'm assuming you haven't gotten your Rift yet (otherwise most of these wouldn't be a surprise). Hope it's a better experience for you! I'd upgrade the videocard while you wait, though. :)
I think it's a driver issue. Part of the problem I noticed (before I got the Vive) is that the keyboard is also a USB hub and sometimes the machine completely locks up if I try to use it before Windows is fully booted.
Another issue I ran into is when I installed the Vive bluetooth driver, the Vive HMD camera stopped working (also runs over the USB hub). I've read a few other threads where people ran into this issue. Weeeee.
If you have USB2.0 breakout ports use them for the legacy devices, if not use a good USB hub.
Beyond that, what VR doesn't need as an ecosystem isn't fanboying (which your post comes off as, have you even tried the CV1 yet with your setup?) it needs its users to condemn actions like the ones taken by Oculus that weaken it as a whole. VR software is well and good for short demos, but the current catalog is small, of poor to mediocre quality, and generally too expensive for that quality. Users are going to remain on the fence (which is actually a positive for Oculus, with the release of Touch later on it'll reach feature parity with Vive's room-scale stuff and make it an easier sell) and smart studios are going to continue to wait before wasting any money on high-end VR development on PC.
Finally, all of this has finally convinced me that if you're interested in developing or investing in VR gaming the details on the PS4K and Playstation's VR roll-out at E3 are going to indicate how VR really fairs in its early years.
No doubt it probably is the GTX480, but their software test for VR capability is broken then. Maybe the rift will come and have similar issues, but for right now I'm only going off of the article I read where Palmer talked about how it's critical to get the first interaction right. This is something that the Vive did not (at least in my case).
I'll have a new build when the 1080 is out, but for now there's not much I can do.