It was the other way round; Vive was considered better but significantly more expensive.
It was the other way round; Vive was considered better but significantly more expensive.
Post Touch it comes down a bunch of other things because you can get either and not regret it.
* The Vive tracking system has more usable range, but that doesn't mean anything for > 80% of spaces.
* Touch controllers are much better than the Vive wands (pick your reasons).
* Oculus USB requirements are a disaster as is the USB extension situation.
* Oculus can run four sensors with fewer occlusion issues, and yes I still have occlusion with 4 sensors.
* Optically you find people on either side in terms of which is better. Without double blind testing several samples of each I wouldn't assume anything.
* I'm not sure if they have parity for reprojection performance
* Vive has the passthrough camera which seems to be poorly utilized.
* Oculus comes with built-in headphones, that's 100$ add on for the Vive.
* Rift doesn't come with a third camera that's a 60$ add on.
* Rift was lighter, but newer Vive units have gone on a diet bringing them closer.
* Vive has a longer cable and if you have a primo space like mine it's a big deal. You need a biiig space though.
The Vive is more expensive right now. Optically I think the Rift is better, and it's dirt cheap to add prescription lenses to (<30$). The Rift works with Oculus Home without hacks, but the reverse is not true of the Vive.
IQ wise, I've used both, and I found that optically the Vive was better.
> IQ wise, I've used both, and I found that optically the Vive was better. I've used both and like the Rift better. Not everyone has the same experience. Best advice to give people is try both and buy the one that looks better to you or pick one and be happy because they are both pretty good.
It's one less thing you're tethered to, they make jumping into VR faster and they are surprisingly high quality.
Oculus does it with computer vision and (for room scale) 2-3 1080p 60Hz cameras. I've read reports of USB 3 bandwidth problems; you have to be careful about what gets hooked up where and some people went as far as adding a PCIe USB card to handle them.
EDIT: Oculus has published official notes on this, see link below. They recommend two sensors on your USB 3 ports and the third on USB 2 to get it on a different USB controller.
https://www.oculus.com/blog/oculus-roomscale-balancing-bandw...
Overall I have a more positive impression of Vive, but I haven't used either company's retail hardware so I don't have a strong opinion on them.
If there were significant differences between the platforms' capabilities I'd be more sympathetic, but they're basically interchangeable.