Feature Article

PlayStation VR, Oculus Rift, and Vive Comparison: Prices, Specs, & Games

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Below you can find details on each major VR headset.

Now that the PlayStation VR launch is nearly upon us, every major VR headset will finally be out in the market. With each headset embracing its own unique approach to VR interactivity and hardware, consumers have a tough decision ahead if they're looking to become early adopters of the technology. To help you compare and contrast the differences between each headset, we've compiled their respective prices, specs, and bundled software.

Which VR headset are you going to purchase? Let us know in the comments below.

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Now Playing: Which VR Headset is Right for You?

PlayStation VR -- $400

No Caption Provided

Of the three major VR headsets currently out, PlayStation VR is the only one designed to specifically work on a console: the PS4. It supports head tracking, controller tracking, and mobility tracking. The headset can also be used as a second screen to play non-VR games and watch movies.

PlayStation VR's base package only comes with the headset, a processing unit, and all the necessary connection cables. Its other accessories--the PlayStation Camera (required) and Move controllers--must be purchased separately. Fortunately, Sony has confirmed that a bundle including both accessories is available in North American regions. PlayStation VR users will be able to download The Playroom VR for free at launch. PlayStation VR Worlds is also included for those who purchase the bundle.

For more details, check out our PlayStation VR review.

  • Resolution: 1920cRGBx1080
  • Refresh Rate: 120 Hz, 90 Hz
  • Field of View: Approx. 100 degrees
  • Sensors: Accelerometer, gyroscope, PlayStation Eye tracking system
  • Connections: HDMI + USB
  • Audio: 3D audio
  • Input: PlayStation Move, DualShock 4 controller
  • Platform: PlayStation 4
  • Release Date: October 2016

Included Games:

Here's a list of every game confirmed to be in development for PlayStation VR.

Oculus Rift -- $600

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The Oculus Rift is a $600 headset that only works for PC. It comes with an Xbox One controller, a sensor, and free copies of Eve: Valkyrie and Lucky's Tale. The headset features both head tracking and controller tracking, and supports a wide variety of games through the Oculus Home software distribution platform. It's worth noting that some games are available on other software platforms as well.

For more details, check out our Oculus Rift review.

  • Resolution: 2160 x 1200
  • Refresh Rate: 90 Hz / eye display
  • Field of View: Approx. 110 degrees
  • Sensors: Accelerometer, gyroscope, magnetometer, external Constellation tracking sensor array
  • Connections: HDMI 1.3 output, three USB 3.0 ports, and a USB 2.0 port
  • Audio: Built-in headphones and mic, 3D audio
  • Input: Oculus Touch, Xbox One controller (included)
  • Platform: Oculus Home
  • Release Date: Available Now

Included Games:

Recommended PC Specs

The Oculus Rift requires a dedicated gaming PC platform. Below are the required specs.

  • Nvidia GTX 970 / AMD 290 equivalent or greater
  • Intel i5-4590 equivalent or greater
  • 8GB+ RAM
  • Compatible HDMI 1.3 video output (required)
  • 2x USB 3.0 ports (required)
  • Windows 7 SP1 or newer (required)

Here's a list of every launch game for the Oculus Rift.

HTC Vive -- $800

No Caption Provided

The HTC Vive takes a different approach from its competitors. In addition to offering seated VR experiences, Vive actively encourages the user to stand up and move around. It's equipped with IR emitters that allow a wide range of physical movement, and a a front-facing camera allows you to see the real world around you, thus avoiding non-VR collisions with solid objects. The package comes with the headset, two wireless motion controllers, two base stations, a link box to connect to your PC, and a pair of Vive earbuds. It only works for PC.

For more details, check out our HTC Vive review.

  • Resolution: 2160 x 1200
  • Refresh Rate: 90 Hz
  • Field of View: 110 degrees
  • Sensors: Accelerometer, gyroscope, laser position sensor, front-facing camera
  • Connections: HDMI, USB 2.0, USB 3.0
  • Audio: Built-in audio, built-in mic
  • Input: Dual Steam VR Controllers
  • Platform: Steam VR
  • Release Date: Available Now

Included Games:

Recommended PC Specs

The Vive requires a dedicated gaming PC platform. Below are the required specs.

  • GPU: Nvidia GeForce GTX 970, AMD Radeon R9 290 equivalent or better
  • CPU: Intel i5-4590, AMD FX 8350 equivalent or better
  • RAM: 4 GB or more
  • Video Output: HDMI 1.4, DisplayPort 1.2 or newer
  • USB Port: 1x USB 2.0 or better port
  • Operating System: Windows 7 SP1, Windows 8.1 or Windows 10

Samsung Gear VR -- $100

No Caption Provided

Samsung's Gear VR launched last year in November and is one of the lowest cost VR experiences you can get. It only works for specific models of Samsung phones and---as a result--is limited by the processing power of those devices. Rather than being a dedicated gaming headset, Gear VR is more passive with simple games and video experiences. It does have some involvement with Oculus, featuring Oculus Home support, which is the software platform the Rift uses. It also supports Samsung's Milk VR video/software distribution platform.

  • Refresh Rate: 60 Hz
  • Field of View: 96 degrees
  • Sensors: Accelerometer, gyrometer, geomagnetic, proximity
  • Focal Adjustment: Focus adjustment wheel
  • Connections: Micro USB connection to Galaxy Note 5, S6, S6 Edge, S6 Edge+, S7, S7 Edge
  • Audio: Built-in audio, built-in mic
  • Input: Touchpad, back button, volume key
  • Platform: Samsung Phones (i.e. Galaxy Note 5, S6, S6 Edge, S6 Edge+)
  • Release Date: Available Now

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Matt Espineli

Matt is a GameSpot Editor who, like a Dragon Quest Slime, strives to spread love and joy to the world. He's been with GameSpot since 2014 and specializes in guides and features for the site. He likes to play video games, watch Jojo's Bizarre Adventure, learn musical instruments, and mod GBAs.

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guitarist1980

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So the ps4 can barely run games in 1080P at 60fps. The psvr supports 90hz and 120hz, how and where is the processing power going to come from? They have to run 1920x1080 X2 for each eye. I will be very interested to see what the end result is going to be.

I sense a big fat fail. I think Sony is crazy, Console gamers generally dont drop 400 dollars on a peripheral and I doubt they even have the processing power to do it acceptably. Unless the games have very low poly counts or just look like shit.

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jumalan75

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@guitarist1980: Sony has the OS, the VR gear, the content, and the gpu/CPU... unlike their competitors they control every part and can optimize better than their competition...

Yes they are dealing with weaker power, but they've been in the display business forever... and they've definitely made the most of what they have... not saying tits better in any regard, but it's a pretty damn good big project that's only going to get better

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FartyPants

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Edited By FartyPants

@guitarist1980: No sony is not crazy but they certainly are pushing the HW to the limits. (or better say make the game developers to push the HW). Also timing is right and they will probably sell a $..load for Xmas. I am not rushing to buy into it. I had seen many "must have" technologies to get hyped into oblivion but then turns out to be just overpriced tech demos.,

910
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poorkingz

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@guitarist1980: The end result is motion interpolation and resolution upscaling along with lower image quality settings.

4 • 
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Flyin3lvl

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@guitarist1980: is this literary the first time you seen or heard about the ps vr?

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guitarist1980

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@Flyin3lvl: No just commenting on the article. Of course I have heard of it, I have seen a lot of fanboys for VR in general. Just trying to give people a heads up that might not know otherwise.

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Scarf0

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@guitarist1980: wrong. The Playstation VR comes with an mini power station to boost the power needed to run the headset at 1080p,60fps. Read up on it before spewing nonsense.

4 • 
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jumalan75

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@Scarf0: that's not really what that is... go to Sonys blog 75 questions on PSVR... you'll learn a lot about it

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SlenderTony

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Edited By SlenderTony

@Scarf0: A mini power station LMAO, and that's somehow going to turn the PS4 into a gaming PC? Nope, that's all marketing talk and you've fallen for it. guitarist1980's point still stands that the PS4 (even the Pro with its pathetic jaguar) can't support 1080p @ 120hz, that's a fact.

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Myron117

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@slendertony: the ps4 is 960x1080 per eye. It doesnt do full 120hz is does 60 but fills in with fake frames. The games designers limit the graphics to where the textures are laughable.

2 • 
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UnderSeven

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@Scarf0 The thing is @slendertony makes an excellent point. GPU's need to be on very fast buses to actually be able to provide good graphics quality. Otherwise you would experience noticeable lag. There is a reason you put pc gpu's on the pci x slots. So with pc vr you have very high end pcs with on board gpu's and ps vr you have a 'power booster' which has to go on the same port as the vr (usb?) well even if it isn't usb the point is it -isn't- sitting on the board, so there is just no way it is going to be able to provide the graphics power plus the speed needed to do high quality Vr.

I think it is very reasonable to be skeptical about this.

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Scarf0

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@UnderSeven: You say it can't do it, but Digital Foundry says it can with their review. Guess which one I'm gonna listen to?

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Liliroots

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microsoft (or any other major brands really) should totally come out with their own support or their own devices. doing this will most likley give developers with more choices = more developers in this genre = more competition = better games = happier gamers. obviously all that is the ideal outcome

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Plus_1

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@Liliroots: not really. Collaboration is just as good. Hence MS with oculus. Scorpio VR bundle '17.

4 • 
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Ice12Tray

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So the PSVR worlds is only free to those who buy the camera and move controller bundle?

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Forester057

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For those bashing PS VR, you will benefit from the higher number of sales that are projected incentivizing More games that you never would have seen without PS VR. Playstation is saving VR from being a niche market that only get low budget games. So as usual consoles benefit pc gamers whether they admit it or not. Haha. Watch that blood pressure pc master racers.

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analgrin

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@forester057: And vice versa, a large chunk of those VR games coming to PSVR are already out on rift/vive so you consoles benefit from PC's existence by getting it's ports straight away without having to wait ages for games to appear.

But yeah. I'm all for VR no matter what the system. Hell I thought gearVR was pretty damn good. Even now I think it's a great even after upgrading to a rift cv1

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Forester057

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@analgrin: True. We're all in it together. Just don't rub the beard on me when we hug. Haha

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JoshRMeyer

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Someone that has used these: is it like looking through goggles while diving? I'm particularly interested in the 100 degree fov on the psvr. Like how close would I have to sit to my 55 inch tv to get the same fov? (I know res is different).

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Forester057

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@joshrmeyer: Unlike diving, you don't see the edge of your mask or the divider in the middle. The fov is greater than the limited view of diving goggles.

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JoshRMeyer

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@forester057: ok cool... was a little worried about that.

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analgrin

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@joshrmeyer: Well it kind of is like wearing a diving mask, the ones without the divide in the middle. But think about it. Would racing a ferrari still be a cool experience even if you had to wear a diving mask while doing it?? Yes of course.

The outer edges of your vision will be hindered a little but you can simply move your head a bit and see everything around you just fine. That's exactly how it feels in VR. You can still move just your eyes to see a lot of what is going on around you, like glancing at wing mirrors out of the corner of your eye while driving for example. Fov isn't a problem at all to me. Low resolution is the main hindrance right now but even then VR is so cool i can look past it.

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JoshRMeyer

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@analgrin: Yeah it's still cool. Was hoping it didn't have that "looking through a window" look... I guess you'd need curved screens to wrap around to get the look I'm talking about. Fyi, I love diving, and no this wouldn't stop me from enjoying VR!

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Forester057

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@joshrmeyer: Yeah I think we have close to 180 degrees of viewing with peripheral vision. So until that headset wraps around 160 degrees it won't be completely realistic. That would be even more taxing on the strained hardware we currently have.

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FartyPants

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@forester057: But you know what, VR headset needs to have super high resolution only in front of our eyes, the resolution on the peripheral vision can be really just bunch of blurry pixels. Sadly the progressive displays do not exist for commercial purpose yet.... so we are stuck with uniform semi-high resolution across limited FOV.

946
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RazeAndJadith

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@fartypants: Eye tracking and dynamic pixel density scaling is most likely going to be in gen 2 VR headsets (well, maybe just the higher end ones since PSVR and others will probably just try to catch up to the vive's feature set). Nvidia 900 series gpus are already using the dynamic pixel density stuff.

Next couple years should be pretty exciting. I am just sad that the Rift and PSVR decided to use some bad design decisions, like the controller based movement and no room scale tracking on launch. VR seems to be a much better experience when room scale tracking is involved instead of artificial motion like pushing joysticks.

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walterg74

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@razeandjadith: Who cares if it did't have it on launch? Seriously, it will have it within 4 months of launch, what is the big deal?

I swear I don't know if some of these comments are moronic on purpose or by accident...

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Fanible

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@joshrmeyer: It's coming: http://www.starvr.com/

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Zerabp

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@Fanible: Star VR is only coming to select locations with very selective experiences. They have (unfortunately) stated on numerous that this would not be a consumer geared item. They are marketing it to malls, theme parks and the like as a pay per play experience. Star VR at this point has no plans on going mass market or in home. Which is just depressing beyond everything as it looks to be the best of the group.

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AndyVecc011

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Edited By AndyVecc011

lol PS VR is the only one 120hrtz lol usa is crap lol

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RazeAndJadith

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@andyvecc011: Any chance you know about frame interpolation with the PSVR? 90 hz with 90 rendered frames is better than 120 hz with 60 rendered frames and 60 interpolated.

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Plus_1

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@andyvecc011: What are you talking about? PSVR isnt even providing native 1080p per eye. While all others do. Looks like the 3rd world is still just that.

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analgrin

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@andyvecc011: From what I've seen it looks like most PSVR games dont even render at the full resolution of the screen. They're upscaled from something like 720p instead. With Vive/Rift games ARE rendered at the exact resolution or can be rendered at an even higher res than the screen then DOWN sampled to fit the screen which increases fidelity even further.

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cojuelodevil

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@andyvecc011: and psvr will out sell Oculus and Vive

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SimplyTheeBest

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@cojuelodevil: Oculus and Vive will always have more titles. Even the DK2 sold 120,000 units and it's not even a consumer version.

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Plus_1

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@cojuelodevil: Not by much and only for now till the Scorpio Oculus bundle in'17. Hasnt been fully said but trust and believe thats where that is going, along side Holo lens.

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Scarf0

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@plus_1: The Scorpio Oculus bundle will never happen. Hell the Scorpio alone may cost $600 or more! Just imagine the price with the $600 Oculus attached with it. lol, I'm sorry but $1,200 is an ridiculous price for ANY console! Might as well get an PC.

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SimplyTheeBest

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Edited By SimplyTheeBest

@Scarf0: It will happen. Scorpio alone will only cost $499.95. Don't be sorry, just don't post. Do all anime fans think PC's come bundled with an HMD?

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Plus_1

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@Scarf0: First that bundle will (should lol) happen, secondly Phill has just recently stated that the Scorpio will be priced in the same region as the pro, so I can see a $499 tag on it. Bundled with oculus I can see that going for $1000. PS Pro + PSVR is damn near 1000. So seeing that the Scorpio a much more powerful machine costing 1200 after taxes seems about right, but dont act like a PS bundle isnt 1000 dollars now and not even providing 1080p per eye native. Looks PSVR is now the one that will be upscaling from 720-900p to whatever. I myself am not into PC gaming so this investment is fine for me.

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FartyPants

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@plus_1: You are totally missing the point of consumer tech and niche item. Sony VR will be everywhere, in wal-mart, even our food supermarket sells PS4. I don't think that's same Oculus or Vive fate. Yes they may be technically superior, but really still remains a niche market, stuff that sells in wal-mart doesn't need to be technically perfect, still outsells everything...

951
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SimplyTheeBest

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@fartypants: So Scorpio is niche ?

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SimplyTheeBest

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Edited By SimplyTheeBest

@andyvecc011: Made possible by its LOWER RESOLUTION and has no chance of a matching 120fps from games.

-Only one stuck at 1080p

-Only one with a 100 FOV

-Only one that only works with console and not both console and PC

-Only one that depends on an under-powered GPU

If you can't tell where the crap really is, you're bound to step in it!

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Revival125

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Umm I bought an Oculus a few days ago. It comes included with Lucky's Tale but not Eve Valkyrie. Eve came included with pre orders but if you just bought it now, no.

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analgrin

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Edited By analgrin

@Revival125: Yeah I ordered my rift back in July and didn't get Eve. Think it was only the very first pre-orders that got it free.

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slickwilly06

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As a Vive owner, I can say it is an incredible experience. I use mine almost every day. I came from an oculus dev kit 2, but Oculus has been troubled since the Facebook buyout. It is technologically inferior and their exclusive policy is disheartening. PSVR is a great entry point though if you don't have the PC for a Vive.

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EKirito

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@slickwilly06: I just got my vive a few days ago and can't take it off! The thing is so amazing I had preordered a PSVR but after trying the Vive and the buying it idk if I'll keep it, I probs will for exclusives and such but man room scale is what makes this thing so amazing!

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analgrin

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@slickwilly06: I went with a rift cv1 because I'd heard, and seen videos on youtube, where people were comparing them and said rifts screen is a little bit better. Specifically in Project Cars where you can make distant things out a tiny bit better in the Rift. Vives screen can be a bit bright and washed out. Vive makes up for that with room-scale though. I also prefer the look of the Rifts touch controllers. Vives "wands" look a bit too bulky for my liking.

Seeing as Project Cars is THE game I wanted VR for I went with the rift plus I only have a small flat so room scale isn't that important plus it is coming to the rift eventually anyway.

Either way none of the VR sets are perfect yet, still a good few years from proper HD visuals in VR (4k per eye) I don't even think HDMI is capable of 2x 4k displays at 90hz let alone gfx cards etc.

Exciting times ahead!! :)

2 • 
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LancefromTexas

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@analgrin: the visuals between the rift and vive are negligible....you should have gotten a Vive...project cars looks great ...elite dangerous. .but it's the awesome roomscale and controllers that leave the rift behind.....play Onward...completely incredible

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slickwilly06

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@analgrin: Yeah honestly I just hope VR is adopted by as many people as possible. Be it Oculus, Vive, or PSVR, I want this technology mainstream. There is nothing like it!!!

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SimplyTheeBest

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Edited By SimplyTheeBest

@analgrin: You don't need to run the game at 4k. A 4k screen on its own will remove the SDE even if the game was run at a lower resolution.

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analgrin

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@simplytheebest: It's not just about removing the screen door effect. The screen is magnified so each pixel is pretty damn big. This is the main reason there's not much detail in things that aren't close up. If they could just remove the black border around each pixel you'd lose the screen door effect but would still be left with a blurry image compared to watching a 1080p tv.

Screens need to get much higher resolution to become crystal clear in VR. Only then will it become truly immersive/convincing. I agree a game running at something like 2k which is then upscaled to 4k wouldn't be too bad but like I say, everything in VR is magnified so loss of fidelity stands out much much more than upscaling on a tv/monitor.

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SimplyTheeBest

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@analgrin: It's the SDE that causes the image to look broken up in the distance. The smaller the SDE the closer you can get to the image. I have a DK2 and I have a 1080p and a 480p projector. If I use a DVD movie on both projectors I can sit 6 or 7 feet back from the screen and not have annoying SDE on the 1080p. On the 480p projector I have to sit at least 14 ft back for it to be tolerable, but it's still noticeable.

So even though it's only DVD quality the 1080p makes a world of difference between the two. The HMD screens are no different.

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analgrin

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@simplytheebest: Yes but removing the SDE only gets you so far. If there was no SDE whatsoever right now, i.e each pixel had no black border, things in the distance would still look blurry because there's not enough pixels to make them detailed. There would still be lots of jagged edges and loss of detail because of the large magnified pixels, the only way to make those pixels smaller is to cram more in. If you start zooming out (the equivalent of sitting further away from a tv) then you'll see the edges of the screen losing the VR effect.

Even though I'm gaming at 1200p in the cv1 it looks more like 480p, ignoring the SDE (which isn't that bad on the cv1 anyway), because of how close the screen is.

In order for games to look the equivalent of conventional 1080p the screen will need to be >3240p in VR imo.

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@analgrin: That's not true. I could easily see my braking indicators in iRacing if the SDE was removed from my 1080p panel on my DK2. I already even gave you examples above.

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@simplytheebest: Yes the SCE breaks up the image; I know. Getting rid of it will help a fair bit. I know. But it wont magically give things in the distance LOTS of detail. It's not possible with the amount of pixels. Jeez.

In real life if I sit 6ft away from a 50" 1080p tv, that screen has 1080 horizontal lines, obviously.

In VR if i sit and watch a 1080p movie on a same size virtual screen a virtual 6ft away that movie is only going to be made up of about 400 horizontal lines? Probably not even that. Taking away the SCE isn't going to magically boost those pixels and make it anywhere near as clear as a real 1080p screen 6ft away. Like I say you'd need approx 3000p to get to the same quality. Simple maths, jeez.

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@analgrin: I sit 6ft back from a 106" 1080p screen and it looks just fine. For VR the pixel density of the screen makes far more difference than the image source's resolution.

a 4K screen would make even a 1080p source perfectly tolerable in VR. I know in iRacing it's the SDE and not the resolution that obstructs my vision of things in the distance or in very bright areas.

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