@commander said:
You're right, but it's not only that now you have to strap a tv screen to your face, it can be a lot smaller, it has already been done by cinemizer, the hololens is a lot smaller as well.
The Hololense actually looks like it'll be the biggest of the options, which is not surprising because it's also a full computer itself as opposed to a PC accessory.
@GhoX said:
What's the difference between VorpX and SteamVR? Don't they both provide VR support for older titles? Is one better than the other?
There are apps that present non VR games in a virtual screen within VR, but VorpX takes existing non-VR/3D games and presents them as though they are VR games by using the Z render to mimic 3D support and taking head movement and using it to emulate mouse movement. It works, but the experience is never as good as proper native support. I spent some time playing Ethan Carter with it on the DK2 prior to official support. It was OK, but the proper support was much better.
@pimphand_gamer: I have some feedback for your pros/cons list:
"Current titles are no guarantee that Touch will be supported once it's released."
Technically true but it's a pretty safe bet. It's not a more fringe control option like the Leap Motion or the Sixense STEM.
"Proprietary platform/Oculus Home (yet another client/store front you have to jack with as if PC's do not have enough as it is)"
Well, yes but also runs games in Steam so technically you only need to deal with the Oculus store for exclusives and games that have an Oculus exclusive version that's only hosted on the Oculus store (like Adr1ft). You can buy an Oculus and use it for many games without buying anything on the Oculus store.
"More accurate tracking sensors"
I'm not sure about that. I actually get a lot more instances of tracking loss with the Vive than I do with the Oculus. Part of this is probably because the sensors are on the headset itself unlike the Oculus, so it's easier to accidentally block line of sight.
"No camera/Camera *chaperone system"
The camera isn't something that I find to be a big advantage, and the camera chaperon system is actually redundant with the room boundary system. Also, although the Oculus technically requires higher spec USB ports, using the camera on the Vive doesn't work with every USB bus.
"Slight optic glare (shine) from white text on black backgrounds but it is avoidable if devs keep that in mind."
Now that you mention it, I do see a difference here but that might also be because the games that are Vive exclusive tend to be brighter. Overall I find the visual difference between the two negligible, with a slight edge for image overall going to the Oculus.
"(assorted comments about weight and comfort)"
I find the Oculus to be -much- easier to wear for longer periods. Really light, better strap system, and more comfortable foam ring (the Vive one feels like cheap foam and gets itchy after a while, like the Oculus DK2 did). Also (and this might partially be because I have a big head) when looking straight down the Vive tends to slip a bit where the Oculus feels much more secure.
"Titles support room scale and you can play seated with a controller reportedly."
Room scale games tend to be VR exclusive and also Room Scale/Motion Controllers exclusive. In fact, some of the Room Scale games I have picked up actually have a size minimum to work properly, so even if you have a Room Scale setup, if you have anything less than the full 15x15ft you may not be able to play every game.
To everyone else, I have both and as VR headsets they are both very good. Oculus gets the edge for comfort and maybe a little bit better screen but they are both great and leaps and bounds over earlier models like the DK2. Oculus has no room space, and to be perfectly honest I have to admit that Room Space VR is like yet another level on top of standard VR. Here's the thing about that, though. So I've been saying since the beginning that VR won't probably succeed based on adding VR support into existing games but instead based on exclusive experiences made from the ground up for VR. The problem with that right now, though, is that with maybe one or two exceptions the best VR games aren't VR exclusive, they are AAA level or high quality indie games that added VR support or have a VR version. As for room space, while it's amazing very few of the room space games right now are really system sellers. Vanishing Realms is pretty cool, and the Adobe painting program is awesome (although it's not a game) but a lot of the room space stuff is basically a fancy demo at the moment. While room space experiences are truly awesome, the software support may not be there right now to justify the extra cost.
-Byshop
Log in to comment