@schu said:
@commander said:
the biggest problem is that there ain't any real good headsets, there could be , the rift cv1 was a good headset, but the resolution is not good enough anymore.
Al this inside outside bs, and headsets that are way too heavy
Valve Index is solid. I wish it had a bigger FOV, but other than that it's fine.
it's way too heavy, it's 1.8 pound, that's a ridiculous weight for active vr. A headset needs to be light. My cv1 is almost half that.
But even if you can get around that , the knuckles controllers are over the top technology, and not needed but you pay for that. The wands on the other hand are simply crap controllers. The cv1 controllers are ergonomic, light and feel natural for most action needed in games, they are sturdy.
The rift s is light tho, but what's the point if you have sensorless tracking if you need to consider what patterns your room has, what lighting there is, the cv1 works in any condition. Now it has the same flaws wmr headsets have, not that it matters that much, since oculus is now a camera in your house run by facebook, that forces you to agreee to basically use any data from you, even what the camera's see...
In that sense we should be glad facebook doesn't realize which headset vr needs, and hopefully this time around sony does.
Because valve doesn't really get it either, it's a great thing they did with halflife alyx and steam vr in general but how are you gong to bring vr to the masses with 1000$ headsets. I mean the valve index should exists, but 144hz displays are not really necessary, nor perfect finger tracking
and it does make it heavier, and sure you can advocate all day how it is comfortable , for active vr it is not as comfortable as the lightweight headsets like the cv1.
and that comfort is a necessity for longer play sessions, I play skyrim vr for 4 hours straight, I could even do that with psvr, I could not do that with an index.
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