OK, I'll take a shot (using the simplest argument I have access to, without trying to sell you on something fundamentally different): the Oculus Quest, which uses the same controllers but isn't tethered to a PC and is coming out in the same "Spring 2019" timeframe, seems to be even higher resolution and also costs only $400 ;P... (edit) oh, and AFAIK the Quest will have mechanical IPD adjustment, a feature the Rift S apparently lacks (?!?), which is frankly an absolute requirement if you have a head that isn't exactly the average-sized head (I find the experience using the Oculus Go, which also lacks this feature, entirely unusable for even a couple minutes due to the distortion and blur, whereas I happily will spend hours inside of a Vive).
Can I tether it to a PC if I want to? My primary use case is PC gaming.
Hopefully they perfect inside-out tracking eventually but in the meantime the lighthouse system just works for me.
I'm here to say that being tethered to a PC is a feature, not a bug.
The advantage to being tethered to a PC is processing power. Any standalone headset is going to be running purely off of batteries. That means there are MASSIVE trade-offs in processing power, especially for the graphics. The GPU in a standalone headset like the Oculus Quest is going to be about as powerful as your phone's GPU or a Nintendo Switch, meaning it won't hold a candle to the power of a mid-grade desktop GPU. Yeah, sure, games are going to be made with that in mind, but it will definitely limit the graphical quality. You might think "Well I don't care much about graphics", but you'll find many game devs unwilling to make a lower quality port of their game in order to support lesser hardware. In other words, there just simply won't be as many games made for the Quest as their will be for desktop. Every PC will have the power to run a Quest game, but Quest will not have the power to run every PC game.
I think the future of PC headsets is wireless streaming to standalone VR devices (I'd much rather have one $400 device that can do both than pay for separate PC and mobile ones). I think Oculus said they were actually investigating wireless PC streaming for the Quest, but obviously that wasn't a design requirement up front so who knows if they will get it working. If they do get it working, it seems like that could basically kill sales for the Rift so I can see why they might not want to put too many resources into it.
The Samsung (like other Windows MR headsets) only has two cameras, so the Rift will probably do a better job of tracking the controllers when they're behind your head.
The Samsung also has some comfort issues for some people, the Rift may be better there.
Overall the Rift will probably hold up well here as a more well rounded package despite the slight drop in resolution, I'll be interested to try one if they get in-store demos.
Also depends on whether you want to buy a VR headset from Facebook.
- Full scale walk around the room support
- Touch controls (at the time the oculus was still using xbox, though I've heard their new controllers are better)
- Oculus headset intentionally leaks light through the nose
- Vive had an external facing camera (not a huge feature, but nice to have)
Has the oculus improved at all? This wasn't even considering the Vive Pro.
Overall, I just liked the Rift as a polished product better. And they have had a great track record of improving the product and dumping money into quality content.
The OG Rift has also been able to do most of that since the Touch controllers released two years ago (full scale tracking with controllers that are arguably better than the Vive wands). You can also fix the light leakage problem (if you consider it a problem) by buying a third-party faceplate (the Widemo ones have a much smaller nose gap).
But really, we are only getting closer to a new headset as time goes on. It is inevitable.
Any sense of what might be going on? A reference design for other manufacturers maybe? Judging by the small iterations between the latest developer versions of the Knuckles controllers you'd have to expect those to be released fairly soon. Seems like putting out a headset along with the controllers would make sense.
https://www.roadtovr.com/report-new-valve-vr-headset-appears...
Naturally, it depends on your interests. But my issue is lack of time to work through my library, not lack of compelling software.
I've spent over 100 hours in it. Having the player interaction makes it so fun. Desktop online poker just feels like playing with bots.
There's some stuff that convinces me of the potential (SuperHot VR), but the whole thing is still too much of an expensive pain in the ass to be worth the trouble.