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Vive vs rift Plus pros and cons? (waiting for all the people
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Vive vs rift

Plus pros and cons?

(waiting for all the people who will come just to talk about how vr is a gimmick)
>>
>>333504902
VR is a gimmick
>>
Calling VR is a gimmick is a meme.
>>
>>333504902
how about google, read reviews, watch videos and make up your own god damn mind huh?

Fucking millennials wanting to be spoon fed
>>
>>333504902
Rift is dogshit.

That's all you need to know.
>>
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VR is just Kinect for PC that will die just as fast.


It's a dogshit gimmick.


Sorry to all the snowflakes and goyim for the truth-bomb. You'll get over it.
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>>333505395
t. console cuck poorfag
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>>333505195
I have made up my own mind. I like the Vive better. Just was wondering what /v/ thought. Jeez.
>>
>>333504902
its for porn and movies. no one will ever beat a kb+m with motion controls
>>
I understand the Vive having a bunch of sensors for that room movement thing, but I would rather just sit there and move around with my mouse and keyboard like normal.
What was the issue with motion sickness? Does remaining stationary while moving around all willy nilly cause this??
>>
>>333505715
I feel like the vive is better because you could do both if you wanted to.
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>>333505715
>Does remaining stationary while moving around all willy nilly cause this??

No, it's fine.
It's just weak fuccboi being loud.
FPS drop is what cause sickness.

Giant bomber went around 15 min on a mirror's edge rip off and it was fine.
>>
>>333505641

imo I like the rift better right now because it works with oculus home AND steam instead of just one. Theres fuck all content for either right now so this is kind of important. They both mostly just have a bunch of tech demos to fuck around in but oculus has a couple more actual games. More devs had dk2s than vive dev kits so im also excited for the likely larger volume of games we havent even heard of yet. The rift can do largeish scale tracking, not as large as vive, but still quite large so i dont see vive having a real edge here since most peoples room scale play space is smaller than vive's max anyway. Also lastly and most importantly, the ergonomics of oculus touch are significantly better in a lot of situations vs the vive wands. they let your hand sit in a natural resting position and also provide more natural grip simulation with its triggers plus rudimentary finger tracking. Yes, they arent out yet, but thats not a terrible thing. Vive's wands are done, set in stone, no changes til vive cv2. The rift's on the other hand still have maybe another 4-6 months of dev time, so theres no telling what new features they might have been on the cusp of implementing that they now have time to do.


Thats my 2 shekels op, both are great but i see a little more potential in the rift right now. im gonna pick up a vive soon enough im sure, but not until theres an exclusive that really makes me want one.
>>
>>333505715
People who have never tried it will tell you motion sickness doesn't exist, because they've seen some youtuber play things. The truth is it exists and is a problem, but you can train yourself. It's more like a sinking feeling in your stomach that grows over time, you can play just about anything for 15 minutes, but some things can make you feel really bad after an hour straight. You can get accustomed to things if you take things slow. Play until the sickness starts, don't try to power through it. Once you start feeling sick stop. Eventually you will be able to play longer and longer until things don't bother you anymore.
>>
>>333506981
>I like the rift better right now because it works with oculus home
really?
last time i read it didn't
>>
>>333507098
just shut up
>>
>>333504902
vive
>pros
>

>cons
>waste hundreds of dollars on a gimmick that wont be worth a damn for years
rift
>pros
>

>cons
>waste hundreds of dollars on a gimmick that wont be worth a damn for years

hope this helped :)
>>
>>333507252
You shut up. Just because you watch some faggot on youtube play shit doesn't mean you know shit.
>>
>>333507290
Fucking your mother would be more helpful you nigger.
>>
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>>333504902
meh, just get the 2nd or 3rd iteration so there's very few cons and the technology is fully developed.
>>
>>333507356
Shut up.
>>
>>333507098
>>333507252
>>333507356
samefag
>>
Pros: you can brag that you spent 600-800 to remain a virgin

Cons: you're gonna go fucking blind
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>>333505586
lmao'ing at ur life
>>
>>333507527
>you're gonna go fucking blind
proof?
People told that for LED screens yet no degradation of my vision.
>>
Vive seems like the better option, especially at this moment. Higher FOV, clearer optics apparently, less plugs you need to plug into your PC, and doesn't require Oculus Home.
And then you have the roomscale (which admittedly the Rift can do right now, it's just that you have FOV issues of the camera, and no motion controllers), and motion controllers which work just fine.
It also looks like buying a Vive now means you'll get it before you'll get a Rift if you buy it now.
Obviously it's more expensive, but I think with the controllers and extra trackers it will even out anyway.
>>
Purchase now to get VR killer apps like Job Simulatorfor free!
>>
>>333507682
>i5
>>
>>333504902
I haven't been able to use either yet, but I've been keeping up with both for a while.

Rift pros
>has exclusives that no other VR headset can play without hacks/cracks
>$600
Rift cons
>they collect data on you and share it for marketting purposes
>the process that keeps the software running is constantly sending this information to facebook and the headset won't function if you disable it
>they have permanent and transferable rights to any user-created content released, stored, or shared through their services, even if the user removes it
>360° head tracking has accuracy issues when turning to look backwards

Vive pros
>has motion controllers bundled with it
>has full room tracking
>--Might(?) have exclusives? not sure
>Valve generally has more consumer-friendly than average terms of service, and don't share personal information with third parties or retain rights over user content but this is for Steam itself, no Vive-specific ToS have been shown yet
Vive cons
>$800
>fine movement with the motion controls can be a little bit jittery (this might be on a by-game basis or it could be a consistent issue with the OpenVR software)
>looking straight down causes the headset to tilt in relation to your head and lose focus
>>
>>333507167
im assuming you didnt copy the "and steam" bit

and it does now. it was a beta update last week and i think a full update this week. works fine, but games have to support the rift. there are a decent number of games that support rift and vive on steam already and more that devs are teasing the oculus update for.
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>>333507527
pros: you have a nice door-stop

cons: you fell for VR marketing and bought shitty hardware that will die in two years.
>>
>>333507796
>Might(?) have exclusives? not sure

They're not playing the muh exclusive game.

That retarded bullshit should stay on console.
>>
>>333507858
no i mean using the vive on games only on the oculus store
>>
>>333507098
I just watched the Valve talk at GDC about integrating TF2 support way back before Rift devkit 1 was out.

They said it was something like this. They compared it to seasickness, where it can be bad at first for some people, while others don't notice it much, and after a while, people get used to it.
>>
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look at all the mad kids who cant afford vr
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>>333507901
>That retarded bullshit should stay on console.
I agree, but I wasn't sure. I know they've been supporting open source VR since the beginning, but some of the early access stuff that uses their motion controllers might be considered exclusive because it's unplayable without it.
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>>333507491
This so much. If you are a dev, you should get one now, but if you are a regular guy it's dumb to get one. The best stuff is still just regular games with injectors or emulators and that will always be a little janky. Really the best headset overall is still the DK2. It was cheap enough to buy to just fuck around with and the new ones aren't so much of an improvement to be worth double the price. Too bad they stopped production.
>>
>>333505715
>>333505821
>I feel like the vive is better because you could do both if you wanted to.

This, but a lot of stuff made for VR was already made for Oculus. Stuff made with the Oculus SDK isn't compatible with Vive so I hear, but things made with Vive's SDK can work with Oculus barring those made for standing play.

I think there's a new SDK in the works to create games that support all platforms.
>>
>>333504902
>rift has its own shitty headphones

Nope, fuck that
>>
I have a rift but no vive. I can still tell you the pros and cons of each:

Rift:
+
Comfortable
Exclusive games
Built in high quality headphones
Single cable
Can be put on or taken off like a baseball cap once its adjusted
Higher pixel density

-
No motion controllers yet, price of them unknown.
More glare than the vive
Lower Fov

Vive:
+
Motion controllers
Everything except headphones is included
Less glare
Higher Fov

-
Lower pixel density
Heavier
Shitload of cables dangling on the back
Takes a little longer to put on and off, might have to re adjust.
No built in headphones

Conclusion:

Once Rift gets the motion controllers you'll be able to play Vive games. While Vive might not ever be compatible with Oculus exclusives. Once the controllers are out I believe the Rift will be the better experience. But if you want it RIGHT NOW get the Vive.
>>
>>333507782
vidya isn't very CPU intensive. My processor from the PC I had 9 years ago still met minimum requirements up until last year.
>>
>>333508428
You can take them off, they're just there to have a baseline of "headphones". HTC includes fucking earbuds.
>>
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>>333508294
also 4k is very close to becoming mainstream, and since these screens take up so much of your fov it's best to wait.
>>
>>333508146
Yeah, Vive will have practical exclusives. Most exclusivity is dev laziness rather than money for exclusivity like people believe. Rift exclusives just seem to be exclusives because they had access to the SDK and their headsets first not because of some contract. Lots of important devs haven't had access to a Vive until now.
>>
>>333508452
>Shitload of cables dangling on the back
it's just one more cable
>>
>>333508452
I thought the Rift had more connectors coming out of the headset. In any case, the Vive's cables are actually a single cable as well.
>>
>>333508452
You are completely clueless about the Vive, actually.
>>
>>333508409
Everything made for Vive can be played on Oculus technically. Oculus can do standing and walking around just fine, even Valve themselves say so.
>>
>>333508452
>Rift will be better
>Because of headphones and a cable?
Exclusives is actually a decent point, though I'm sure people will be able to pirate them.
>>
>>333508760
How so? He's obviously biased, but nothing he said about the Vive was technically wrong.
>>
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Oculus has to die

I don't want the PC to become like consoles

If one day I want a LG or a Philips headset they shoud be able to sell them just like fucking monitors.
facebook is truly a cancerous company
>>
>>333507527
But what if you arent a virgin before the purchase?
>>
>>333508927
>Shitload of cables dangling on the back
>Takes a little longer to put on and off, might have to re adjust.
Both of these are wrong
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>>333509008
>>Shitload of cables dangling on the back
Yeah no, that one is actually true.
>>
>>333508543
>4k is very close to becoming mainstream
>current consoles can't even 1080p

lmao, sure thing bud
>>
>>333509165
literally one more than the rift
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>>333508927
>Shitload of cables dangling on the back
It's bundled together, like the Rift's "single" cable.
Headphones are included, they're very shitty though.
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>>333509008
Yup. The cables are le fused so they count as one. All these cisnormative fuccbois WILL bow down to le vive master race!! :^)
>>
>>333509217
just enough to make you trip
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>>333507682
>1080p
XD
>>
>>333509347
shrink wrap them together if you're that much of a klutz
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>>333509339
Le same ammount of le cables, cisboy! :^)
>>
>>333508954
they arent pushing for exclusives tho. the only reason you cant use the vive on oculus home right now is bickering between valve and oculus about a steam overlay and either party wanting to add the headset specifics render paths into eachother's sdk. its just paperwork shit that'll get ironed out in a few months. it'll be like having uplay origin and steam. yeah its annoying but its not the end of the world.
>>
>>333509008
Ah, yeah the cable is now wrong. It's just all wrapped into one flat one now. The longer to put on and off is still true, just for the simple fact that you have headphones to put on last and take off first. And it's harder to fine the sweetspot, but it's not a big deal once you get used to it. If people can act like the Vive FOV being a smidgen bigger is a big deal, others can act like the time to put on and off is a big deal. The reality is they are both so close that everyone is just nitpicking.
>>
I want horror games on this shit so fucking bad. I want there to be mechanics were you're not supposed to look at the ghost or whatever, and like eventually a new type shows up or a boss, and you look down at the ground, and she just slowly comes into view and you see her head upside down looking right into your eyes, like fuck so much potential!!!
>>
>>333509523
>If people can act like the Vive FOV being a smidgen bigger is a big deal
It's like 10 degrees or whatever. It's noticeable. It's not a fucking smidgen.
>>
>>333508452
You forgot some - on oculus:

>datamining
>horrible and aggressive dev policie
>lied about it(perf and price) over the years
>no freedom

And exclusives are a -.
>>
>>333509681
I've tried them both. It's not noticeable.
>>
>>333509687
And camera FOV issues for roomscale. Camera requiring a data cable for roomscale.
>>333509767
I've seen people disagree.
>>
>>333508452

fuck off facebook shill
>>
If I had to choose right now I'd go with the vive, but maybe oculus will fix the horrible FOV with an updated headset although it shouldn't have been an issue in the first place.
I'm sure Valve is collecting data on the shit you do just like Oculus. I'm still going to wait a year since all the games that are out right now are shovelware tier garbage.
>>
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>>333508452
>Built in high quality headphones
>>
>>333509817
I know they disagree. It's mainly because of the shape. It makes it hard to tell. The shape is more important. It's not really about size. I prefer the Vive's shape, but its still too small FOV overall. I'm just saying that people acting like one is significantly better than the other is just bullshit. If the Rift FOV is small to you than the Vive's FOV is as well.
>>
>>333510140
>but maybe oculus will fix the horrible FOV with an updated headset although it shouldn't have been an issue in the first place.
I doubt it. They likely consciously decided on lower FOV, to get less screendoor effect. To get a higher FOV they'd either have to sacrifice on screendoor effect (which I guess is not something they want to do) or get higher resolution screens (which considering these are customs screens already, I don't think they'll be able to do at a good price).
>>
>>333510305
Well fine then, then it's the "shape" that's better.
>>
>>333510165
My other pair of headphones is a Senn HD800 through Objective amp 2 and an ODAC. They are good headphones. Palmer Luckey even went to head-fi.org and made an account to ask people For suggestions when they were designing them.
>>
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>>333509203
>consoles being the main pusher for 4k
>>
>>333510548
I doubt they're that good. The shape just allows for no bass.
>>
The biggest difference between the headsets is that one has a camera and and the other doesn't. Other than that, they're basically the same shit.
Not sure how the controllers will compare once Oculus' are actually out.
>>
>>333510548
>Palmer Luckey even went to head-fi.org and made an account to ask people For suggestions when they were designing them.

please, please, have a link so i can read what those turbo autists told him
>>
>>333510461
It really isn't a big difference. Like I said both are too small. If DK2 was too small for you, then it's still too small. People acting like these headsets are totally different are just fanboys on either side.
>>
Anybody who pays $600 to play three games which last an hour each is a drooling retard.
>>
>>333510992
http://www.head-fi.org/t/681806/you-are-a-skilled-headphone-diyer-i-have-cash-let-us-help-each-other
>>
>>333510909
Pretty much the only objective post here. If you are trying to feel good about your purchase by shitting on what you didn't get, you shouldn't have got one in the first place. You really aren't missing anything if you go with one or the other.
>>
>>333509516
it more than annoying
it's like nvidia gameworks

this just shouldn't simply happen
>>
>>333511230
PC gamers in a nutshell
>>
>>333511798
atari gamers in a nutshell
>>
>>333511601
Their render paths really are very different. Valve's is traditional and solid, Oculus is fancy and more flexible and includes ATW. Does Oculus need Vive to use it's SDK to sell games on their store? Technically no, but it would mean system requirements may not be accurate on both headsets. Now Valve, doesn't give a shit if their store listings have incorrect system requirements, but Oculus is trying to run a different store.
>>
>>333511908

Fuck off. River Raid is the single greatest game I've ever played and completely justifies the cost of the 2600.
>>
I Just bought a rift and a vive will probably post results on my blog page
>>
>>333512132
Cool.
>>
>I just want a reasonably priced headset I can play most games with (even with some modding and hacking)
>I dont give a shit about motion controllers
>It doesnt have to be perfect

I hope someone brings out a more open source headset soon.
>>
>>333512242

Google Cardboard with a desktop streaming app?
>>
>>333512242
DK2. If you can find someone selling for about $300-$350. It really is the best choice. OSVR is kind of what you want, but it's priced more than DK2 and it's significantly worse tracking. Oculus made a big misstep by stopping production of DK2. They should have just kept selling it.
>>
>>333512027
and that's why oculus has to die
you should just need
a. hdmi port
b. usb port
c. intel or amd cpu
d. nvidia or amd gpu
e. any fucking powerunit
f. any fucking mobo
g, games

you can improve the feeling, the lag, the quality of your hardware but you can't pretend to create an exclusive store with exclusive technology in the PC market

what year is this?
If I want to buy games on uplay or origin why FACEBOOK would be against it?
>>
>>333512319
That's probably really, really shit latency-wise. And the ergonomics won't be great either. And it won't have positional tracking.
>>
And I'm just here planning to buy the GearVR
>>
>>333512502
You really aren't understanding what I'm saying are you? It's about the software. Latency is mostly in software now. I'm explaining that their SDKs really are different and work differently. HTC/Valve are the ones who need to open up their hardware so that Oculus can make their SDK work well with it. They can probably do it without HTC/Valve's permission and aid, but it will take more time and money to do so.

>but you can't pretend to create an exclusive store with exclusive technology in the PC market

>you can't pretend to create an exclusive store with exclusive technology in the PC market
They haven't.
>If I want to buy games on uplay or origin why FACEBOOK would be against it?
They aren't.
>>
>>333512556

There are certain shell compatible with the Cardboard environment that are fairly nice ergonomically.

Latency wise, things might be improved with connections by USB-C or maybe even BlueTooth.

As far as positional tracking, I'm not super interested, I just want cool fully 3D games.
>>
>>333512959
Yeah I kind of have my mind on that as well. But I do feel kind of conflicted about buying a way the fuck more expensive phone than I ordinarily would for VR.
>>
>>333511017
>Like I said both are too small.
I was talking about the shape now, not the size of the FOV.
>>
>>333513071
Positional tracking isn't just about room scale or whatever. It's about allowing and picking up natural head movements. It opens up a really powerful depth cue that way, motion parallax from moving your head. You use that cue all the time, usually without noticing.
>>
>>333512502
>Trying to play games without RAM or storage
Top kek.
>>
>>333513036
no no I get it and I wish the decisions made by Facebook will backfire.
>>HTC/Valve are the ones who need to open up their hardware so that Oculus can make their SDK work well with it.
what people at Oculus think to be? they are fucking nobody. If VR explode everybody will just in and sure nobody will pay royalties to facebook
>They haven't.
>They aren't.
sure they want
>>
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Has anyone got their vive shipped and how long did it take? I am about to pull the trigger on this shit with my rent and food money.
>>
>>333513617
The vive seems to have pretty big shipping problems as well right now.
>>
>>333511520
>A suspended ear-speaker would be far more flexible, (perhaps connected to the VR set on an arm) but probably not what you're going for.

literally the second sentence of the first post. hope he got paid.
>>
>>333513617
wait for 2nd gen
>>
>>333514104
I want to develop games i can't wait
>>
>>333513825
lease nigga I just got my vive today and I live in Hiroshima
>>
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>>333504902
PS VR and Star VR have much better ergonomics, I don't understand how those staps don't cause pain after long sessions. I'll probably get the former since its dirt cheap, but of course I'm waiting for the reviews and PC drivers first. Might spurge on a gen 2 or 3 set if they include cool shit like eye and expression tracking or built in EEG.
>>
>>333514264
>PS VR and Star VR have much better ergonomics, I don't understand how those staps don't cause pain after long sessions. I'll probably get the former since its dirt cheap, but of course I'm waiting for the reviews and PC drivers first. Might spurge on a gen 2 or 3 set if they include cool shit like eye and expression tracking or built in EEG.

psvr has only one big screen
that says how shitty it is. not even in the same league as oculus or vive
>>
>>333514264

I hadn't heard of Star VR until your post.
>>
>>333514264
>Star VR have much better ergonomics

Haha, no. You clearly haven't even touched one of these headsets.
>>
>>333514437
They all use one screen beside StarVR moron. They're literally off the shelf smartphone panels. Nigga you dumb.
>>
>>333514467
That's because it's a clunky piece of shit that gives you a headache. Anyone that talks about it just does it because they saw the specs and think it must be good because of the FoV.
>>
>>333514526
Having a hinge on the display already makes it superior to the rift and vive
>>
>>333514576
just no
>>
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>>333514576
How many screens do you count here?
>>
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took this picture 5 hours ago, I live in Hiroshima and my Vive arrived today, it is literally astounding, I was stuck in the fucking vive tutorial intro thing for like 90minutes just in complete aww, waving contorllers in front of your eyes seeing every tiny detail is incredible. It's well worth the money kids if you already have the PC, even if you have to upgrade it's worth it, holy shit it's worth every fucking yen. I can only say what everyoneelse who shills vr says because t really is impossible to explain, I just fuck,.... even sitting on my floor chilling in altsapce while browsing steam in vr is so comfy to a whole new level. I am a very happy person today. I've heard about some problems with rift, light leakage, godrays, poor fov

the games are what sell me on vive, go vive or go home even when the touch controllers are out, rift's camera tracking isn't shit compared to this flawless fucking flawless ir tracking system. what a time to be alive
>>
>>333514246
>>333513825
There was some anon in a thread yesterday saying that he wasn't home to sign for it when they delivered it, and wasn't going to have the chance for a few days.

He called FedEx and asked for a hold on the package so he could go pick it up, and they told him he wasn't authorized to do that, and that he needed to call HTC and have them ask for the hold.

So he called HTC and asked them to request the hold. HTC told him they aren't authorized to do that and to call FedEx and ask for it himself.
>>
>>333514264
kys nigger lover
>>
>>333514760
>all that dust on the case
did you get hit by a bomb or something?
>>
>>333514707
Okay, they're adapted for higher refresh rates, but essentially they're all flat 5 inch smartphone screens. It's the reason why mobile companies are rushing into VR. They already have the means of production and the experience making tiny panels.
>>
>>333514696
You have no idea what you're talking about. I actually used it at VRLA. It's nothing compared to Rift or Vive ergonomically.
>>
>>333514760
timestamp plus nice message or fuck off

custom maid 3d looks great in 3d, right?
>>
>>333514874
>but essentially they're all flat 5 inch smartphone screens
no anon
no
sony does only cheap hardware for cheap gamers
>>
>>333514874
Did you just skip over >>333514752? There are 2 screens in the Rift CV1.
>>
>>333514989
Different anon here, with a DK2
it's more about the 1:1 sense of scale and the sense of space from positional tracking
>>
>>333514760

How are the anime titties on that?
>>
>>333515129
Yeah I just saw this
>>333514752
I never knew there were tangible benefits from using two screens. I was wrong, my bad.

>>333514881
Isn't the weight distributed towards the top of the head? Shouldn't this make it easier to use for longer? I'm legitimately curious.
>>
>>333514760
>tfw I thought my computer was fairly decent, but it's actually way too shit for VR
kill me
>>
>>333514760
THE GLORIOUS WAIFU AGE
THROUGH DICK : UNITY
>>
>>333515373
>Isn't the weight distributed towards the top of the head? Shouldn't this make it easier to use for longer? I'm legitimately curious.
Aren't all headset's weight distributed over the head?
>>
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>>333514760
>preordered in the first minute
>STILL no tracking number
kill me
>>
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Has anyone on here tried TrinusVR with a google cardboard? Concept seems interesting.
>>
>>333515373
It's insanely front heavy and it feels very much like a prototype. Like you're sticking your head in a vice.
>>
>>333515373
One benefit from using two screens is that you can adjust how far they're apart, because people have eyes that are differently far apart. I think it generally leads to wasting fewer pixels, too.
>>
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>>333514989
why timestam? i have nothing to prove to you faggots

actually come to think of it, the fact that all of the mad children who hate vr w/o even trying it will not ever pollute the steamVR player base ever since they can't afford a vive or rift brings a massive smile to my face. already >80 titles on steam for release this year, 15 of which I will easily poor 1,000s of hours into so I could give a shit if the normies ever adopt VR, it's awesome to realize how nice onlone will be

>>333514829
fucking lol, xD
>>
>>333515605
Yeah, but StarVR and PSVR are mounted to the top rather than strapped on your face.
>>
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STOP

MAKING

FUN

OF

VR

CONSOLEFAGS!
>>
>>333515579
>all those waifu in Unity engine
>>
>>333515932
The straps run on top of your head as well. It's the same thing.
>>
>>333515364
have to go to bed for work now, will tell you this weekend
>>333515531
save up for an upgrade brother
>>333515627
it might arrive tomorrow for all you know man, I pre-ordered in the 09th minute and recieved no email nor was my charge finalized until after they gave me the vive today, now I have emails though after the face, hold out man, what country you in?
>>
>>333513825
>>333514817
Vive shipping problems are overblown. They're shipping on time. The pace isn't as fast as people thought it would be but that's pretty much it. Hell, I got mine the day it released and I'm going to get my shipping refunded anyway.

http://blog.htcvive.com/us/2016/04/vive-shipment-updates/

People are saying HTC is having shipping problems to lessen the fuck up Oculus had but it isn't even close. They aren't a week late with shipments and they aren't leaving people in the dark.
>>
>>333516018
USA

Although they admitted that they sent out the first batches out of order. Apparently, they exhausted the supply at the fulfillment center which explains the lack of any shipment notifications yesterday.
>>
>>333515641
Well, hopefully they get their shit together and fix the weight distribution. I'm probably not going to buy it either way, but I don't want less competition in the market.

>>333515653
Wouldn't a single curved display work better and give you a wider field of view? I can understand wasting pixels, but if the screen is oled, does it really matter?
>>
>>333515932
See that triangle at the back of the Rift and the Vive?
>>333514752
>>333514760
It goes slightly under the back of your head. That and the top strap are what support most of the weight.
>>
>>333516178
>Wouldn't a single curved display work better and give you a wider field of view?
The crucial part is that you need a lens between your eye and the display. Making the display curved would probably just lead to even more complicated lens shapes.
>>
>>333515373
>extra leverage
>better
no.
>>
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>>333505673

>no one will ever beat a kb+m with motion controls
who cares
>>
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>>333516119
If by "on time" you mean "in the month of April".

Defeats the point of a preorder if you can't ship them in the order that they were placed.

And they sold 15,000 in the first 10 minutes and couldn't fulfill that in the first week which is p. sad.
>>
>>333516178
>Well, hopefully they get their shit together and fix the weight distribution.

Dude that's the least of their problems. They're still running 60hz LCD screens and they don't even have a working positional tracking system for consumers.

Also what people fail to realize is that only a certain percentage of that FoV actually has stereoscopy because of the overlap. It's not truly 210 degrees in the way you might think it is. Also the optics are mediocre.

Honestly, the whole two massive cell phone screen design is a dead end. I doubt it will even make it to market.
>>
>>333516018
>save up for an upgrade brother
Most definitely, but
>no job
Fuck

According to a dude from Valve at a GDC talk, the pixels rendered per second for a Rift or Vive is roughly equivalent to running a game at 2560x1600 @ 100 fps, so that's a handy benchmark to have. If I can get War Thunder or Dirt Rally running at that spec, then I might just dive in anyway.
>>
>>333516018
>it might arrive tomorrow for all you know man
I don't think so, Tim. If you live in the US, you can use FedEx delivery manager and it'll tell you as soon as a label is printed for your address. People were getting notifications from FedEx sooner than HTC.
>>
>>333516532
>If by "on time" you mean "in the month of April".

Yeah.

They already acknowledged what you're talking about in the link as well
>>
>>333516195
But what stops it from causing pressure on your face? I assume the vive doesn't have this problem, but the Oculus literally leave their logo on your face.
>>
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>>333516584
maybe?
>>
>>333505673
Actually, out of all the control schemes, motion controls are the only thing that can truly compete with a mouse.
I actually think for example, flightstick+mouse is considerably better than just KB+mouse. It seems the more analog a system the better the system.
Thumbsticks obviously can't compete because it's a physics problem. They're too fucking small and they don't have big enough range of motion. They'll never be accurate enough.
>>
>>333516692
>they admitted that they sent out the first batches out of order
I know.
>>
>>333516737
why's he got two dildo's in his hands. they even have a shaft and ballsack
>>
>>333516717
That's only if you strap it in tight. And the Vive does it as well, if you strap it tight.
>>
>>333516717
I don't think that's a problem honestly
>>
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>>333516141
at lease you're not a bong, they have no luck apparently but it doesn't even matter man once you have this shit it's glorious you will love it, like crazy

things you could do b4 the arrival this week/next week - prepare a place to store the vive, reange your room so your pc faces away from your VR play area, back up your pc, upgrade to the windows 10 botnet for a performance boot, buy steam games, clean your fucking room up, masturbate furiously, plan out exactly where your lighthouses will go, run the steamvr test 87 times, buy one of these things (helps me more than anything as a photogropher and it already has made cleaning hair a dust out of the vive easy and safe, the cloth can drag stuff on your lens and scrath it, if you ever buy a pro camera remember that, you can buy silica gells as well, buy loads to fight humidity ruining your screen/lenses

it's coming soon man
>>
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>>333516692
They probably shipped out the first 15,000 to the wrong people (later in line) which was supposed to be wave 1. Seems like they went based on payment confirmation time which put all of the PayPal users first because they got billed immediately. Either that or they didn't use UTC time which is why California got theirs first.

Now they don't have any waves since they noticed the problem and are scrambling to ship them in order, but the fulfillment center has run out and they're waiting for a shipment from Taiwan.
>>
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>>333516840
>And the Vive does it as well, if you strap it tight.

I think it does less. The padding on the Vive is softer than the Rift. If you look at Jeff after using the Vive he has less marks.
>>
>>333516717
>I assume the vive doesn't have this problem
That's a weird assumption to make. My guess is that with all headsets, you'll be able to do a certain amount of fiddling around with their various velcro straps and springloaded thingimajigs and whatever else to arrive at some kind of compromise between a firm fit that doesn't shift with movement, and having pressure on your face.
>>
>>333517078
>those little horns

make me kek all the times
>>
>>333517078
Okay, that might be slightly less.

Also, I noticed during that stream that they weren't wearing it correctly (shocker). The triangle at the back is really high up for them, which results in it shifting when you look down, which Jeff commented on. Might be able to strap it tighter if you move that triangle down (and get more mark kek).
>>
>>333517065
Well I got mine and I'm a 00:01 order and used a credit card. In CA though. Not sure why they went for west coast first seeing as the shipment came in from Indianapolis.
>>
>>333517127
>>333517078

playing with the vive today if was perfect on my face, put the headset on the carefully undo the velcro and tighten them around you, fells great the weight is a non issue
>>
>>333517270
>I noticed during that stream that they weren't wearing it correctly
Fucking exactly. Lots of people are basing lots of impressions on a bunch of guys who have basically no idea what they're doing.
>>
>>333517321
Was it FedEx super saver? I'm guessing that they shipped out west coast first because it would take longer, so they chose a slower shipping method with the plan on doing closer areas later with expedited shipping as it got closer to launch.
>>
>>333517372
Tested remarked that the Oculus is a bit better because of the triangle support, the rigid temple beams instead of strapping, and the lighter weight.
>>
>>333517372
I still think you can use some of their insights, but obviously things like comfort should be disregarded from them considering how stupid they are with that.
>>
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>>333507682
>i5
>16GB RAM
>980
>1080p
lmao'ing at your life
How's it feel being a toasterfag?
>>
>>333517425
Express Saver if that's any different. That's what I figured when I got my tracking info since it said I would get it on the 6th. Honestly had no problem with them doing that to save some money. Shipping that huge as fuck box with 2 day shipping would cost more than $30 probably. But hey if they're going to give refunds to everyone.
>>
>>333513617
Just got my Vive yesterday, it shipped on Monday. I live in Texas. But I ordered it over a month ago or so.

I agree that the shipping problems are probably overblown. I suspect that for a lot of people, this is the most money they've ever spent at once, so they chimp out as soon as there's any sort of an issue.
>>
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>>333517734
>>
>>333517887
Nice. I happened to order it 13 minutes after launch and that didn't even make it the first shipment wave. Chatted with HTC and the person said mine will ship mid-April. Hoping for next week.
>>
>>333517887
Nice. I'm not too concerned with postage time because the usual speed is about a month for everything to Australia. I also need a bit more cash before i can afford it.
>>
>>333516717
>>333517078
Vive is heavier and constantly makes you look down due to roomscale. If you want to avoid it wiggling all over during play if anything it will be worse.
>>
I have my vive and i'm having a shitload of trouble getting into the sweetspot where my central vision isn't blurry. i adjusted IPD and eye relief, adjusted the straps, but it ends up blurry after a few minutes. maybe my sweaty ass face fogging up the lenses?
>>
>>333518186
>and constantly makes you look down due to roomscale.
That's a stupid argument considering the Rift can do roomscale at this moment, and the Vive is not limited to roomscale only.
They're also wearing it incorrectly.
>>
>>333518396
when did you get it and what games have you been playing?
>>
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VR is the future . they just need to perfect it.

Imagine.
>no more buying monitors, you can have a multi monitor setup in VR , custom made for your liking
>no need for glasses if you are near sighted. Because the headset is strapped to your fucking face
>you can look at porn and watch it without looking over your shoulder to see who's cumming anymore.
>you can have chat rooms with other anons and actually feel like you are there.
>you can watch the latest movie in a virtual theater with other people
>companies can use the headsets as a much more efficient way of work in the office ( can work and get called into meetings right there and then)
>it can be used in programs to get over phobias or social anxiety ( imagine program teaching you to speak infront of a crowd)


It's the future. We just have to work out some kinks in the system. (High price point and needs big hardware)
>>
>>333518080
According to my wife, she ordered it 4 minutes after launch, so I guess we got lucky. We fucked around with TheBlu and The Lab last night; both are pretty cool.
>>
>>333518807
>no more buying monitors, you can have a multi monitor setup in VR , custom made for your liking
I don't see it. I want to be able to use my PC without isolating myself from my environment. I could see it happening with sufficiently good AR.
>you can look at porn and watch it without looking over your shoulder to see who's cumming anymore.
Dude that doesn't even make sense.

But yeah, seems pretty cool stuff overall.
>>
>>333518807
For a lot of that to really work, they'll need like 16k screens. It will take years for that technology to be available, and even more years for it to be affordable.
>>
>>333518807
There's also a lot of interesting research being done into VR therapy for people with dementia and Alzheimer's. VR may seem gimmicky right now, but it's going to be really big in the future.
>>
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>>333517734
>5820K
kek
>>
>>333519140
How so? All that's needed are the programs, chatroom like stuff doesn't need hardcore 16k screens
>>
>>333507098
So say I get car sick. I'm fine if I'm just looking out the window or talking to someone. But if I read or play a video game, I'm done after about 20 minutes. So my body is in motion, but I'm focusing on something stationary (I don't fucking know what causes it). Am I fucked as far as vr technology is?
>>
>>333519371
I was thinking of upgrading to a G3258 and 900p monitor.
How are they? Pretty good?
>>
>>333519441
For movies and desktops to be clear on the VR headset, you need a proportionally higher resolution in the headset. You can't have a clear virtual "1080p" monitor at 50 cm with a headset that only outputs like 1440p or whatever.
>>
>>333517734

>having 2 extra monitors at 60hz

That shit's retarded for all kinds of reasons.
>>
>>333519583
I don't get it. Occulous is more than enough for 1080p. How are you saying it's not? It the movie is 1080p and you are using occulous at 1440p it's going to be clear.
>>
>>333519483
I've heard of people who got motion sick but were nigh immune to sim sickness. I think the only way to really find out is to try it.

>I don't fucking know what causes it
Mismatch between the acceleration sensors in your inner ear and the image recognition processes that extract acceleration information from your visual feed. One explanation for why it makes you sick that seems kind of plausible is that it acts as a detector for ingested poisons and tries to make you vomit them up.
>>
>>333519629
I only have two monitors.
The other one is my TV which I use for watching videos and entertaining friends/family or my PS4.
>>
>>333519810
You're not thinking in angular resolution. The viewing angle on your average screen is about 60 degrees. These headsets stretch their pixels over 100 to 110 degrees.
>>
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>>333519810
>It the movie is 1080p and you are using occulous at 1440p it's going to be clear.

No, it actually isn't.
>>
>>333519810
>Occulous is more than enough for 1080p.
The Rift CV1 is not even 1440p.

You can't use all the screen to display the virtual monitor, because it needs to be at a distance. To make it clear you need the 1920x1080 pixels in a really small part of the screen.
Just try and hold your fingers close to your eyes (about where the OR screens would be), and measure out the monitor in front of you. It's going to be like 5 cm, which is really small for 1080p, and not the pixel density of the OR screens.
>>
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>>333519810
>Occulous
stopped reading there
>>
>>333508409
This is what bothers me. To me, the Oculus is the absolute standard for vr headsets. They've released dev kits, they even have fucking John Carmack working on it. But then Facebook happened. I was literally heartbroken when Facebook bought them, because I knew, I fucking KNEW it was going to turn into a facebook-required, nsa-spying, advertising piece of SHIT. It's the best thing to ever be ruined, and there's nothing that can be done.
Sure, there are other headsets coming out, but Oculus has all the research and dev input already.
>>
>>333520170
Whenever I see somebody spell it wrong, I have no idea how to spell it anymore. Fucking u's that don't sound alike, and sound more like o's.
I just call it the Rift :^)
>>
>>333520306
it literally just uses the least amount of letters to still make that word
>>
>>333520237
The dev kits were pretty useless, considering you needed a new SDK anyway, which was only released after CV1 release. Vive send out dev kits as well. And there's been a lot of research going on at Valve regarding this. Carmack apparently works on the Gear VR instead of the Rift.
>>
>>333520390
Oculos. Ocolus. Ocolos.
That's what I am talking about. And then you have the short O sound implying there should be two c's there.
>>
>>333520596
But those would change the pronunciation of the first u, wouldn't they.
>>
>>333520730
Doesn't sound like that to me, though this is definitely just me not comprehending that I guess.
>>
>>333519828
Some users are reporting it happens frequently in games with flashing lights moving horizontally. I don't have a Vive so I can't confirm though.
>>
>>333520857
This is gonna get retarded because the English language makes no sense, but to me, it seems like Occulus should be pronounced like occ-ullus, whereas Oculus is oc-you-lus.
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