We already had some of these threads but new headsets are on the market, the samsung odyssey for instance , with higher resolution and a bit better controllers than standard windows hmds.
Windows mr is positioned on the market too nowadays, everything is up and running, steamvr is fully supported and the early quirks are out of the system.
There are five major points when comparing these headsets and those are
- tracking
- ergonomics
- overall functionality
- exclusives and game support
- price
I only own the oculus rift, and I've had the oculus dk 2, I also tried the psvr and I've done a ton of research. I also made this thread because I'm especially curious about people who own windows mr devices. @quadknight and @reduc_ab_ have already made us a lot wiser about the psvr, and lot's of peoples here have vive.
* PSVR
We all know when it comes down to it the psvr is the cheapest but definitely not the worst.
They have skyrim and other psvr exclusives that are defenitely worth it, not to mention the lack of screen door effect is a major plus as well. But it has no complete roomscale, and no in game bounderies.
The light tracking is defenitely inferior than what you have on the vive and the rift, but like psvr owners already told me, if you don't stray to far, or remain seated it's good enough and you have the farpoint gun, something other headsets don't have.
EDIT: and there's something else all of the other headsets don't have, a brightness slider, which is more important that you might think. Not everyone has the same light sensitivity, I for one am desperately trying to find a way to get the brightness down on my oculus, and I'm affraid it's going to end with sunglasses, for now.
* Vive & Rift
The vive and the rift are similar when it comes to tracking, but the vive can still support bigger play areas. 2 sensors will already give you near perfect roomscale on the rift, but not much better than 5-6 square feet, a third sensor is advisable and even a fourth sensor if you want bigger play area's but it won't support area's as big as the 15 by 15 feet play area that the vive supports.
The rift has a bit less screen door effect and the reason for this is the higher fov on the vive. The rift comes with build in 3d headset, the vive doesn't. The rift controllers are much lighter than a vive, use sticks instead of a touchpad, and have gesture control support (which only works with oculus exclusives obviously)
The rift has steam vr support and the vive can access oculus game through the vive. Allthough the latter isn't official, and the fallout 4 vr menu system is pretty much made so rift users would kill themselves (allthough there are workarounds) There's also the problem of the right eye pop in for rift users, which isn't that annoying but it's far from perfect (just like the port btw)
Let's also not forget that the vive is still a lot more expensive.
* Windows mr
Now we come to windows mr devices, no need for external sensors but it uses inside outside tracking and I have been told it's only a par with the psvr, and for something that should support roomscale that is something to consider. The controllers aren't exactly the same quality as the rift and vive, not to mention they lose tracking when they come into a position that are out of your fov.
Some do have higher resolution though, like the samsung odyssey, and some sources say that the tracking is certainly good enough for roomscale. Now resolution is defenitely a major plus, but tracking is that too. The odyssey does come with built in headset like the rift and the price isn't much higher.
The vive pro will also have higher resolution (and a built in headset) but who knows how much that will cost...
So what headset would you prefer? (and why)
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