• Oculus Rift / Virtual Reality General
    4,360 replies, posted
[QUOTE=Ogopogo;49338183]Just a question, what's the real difference between the HTC Vive and the Occulus Rift? I've been looking back and forth between the two and I can't really make enough of a distinction between the two now that I've committed to the idea of buying one, and I'm trying to figure out which one would be better for my current setup.[/QUOTE] What's your current setup? I'm trying to make that decission as well and as far as I know, the Vive is more suited for stand-up gaming where you move around, crouch and whatnot, while the Rift is more about being on your chair and looking around. Also, the Vive comes bundled with the controllers while the Oculus Touch will be released a bit later than the headset itself. EDIT: Probably talking out of my ass about the sitting down/standing up stuff.
[QUOTE=GeneralSpecific;49337636]Is there any reason a USB hub wouldn't work for this?[/QUOTE] Well, the cameras and Rift need to be powered. Don't know how much of the available power draw of one USB 3 port they'll take up. Assuming the controller accounts for one of the ports, I'll only have to free up one more to connect everything in the back.
[QUOTE=Ogopogo;49338183]Just a question, what's the real difference between the HTC Vive and the Occulus Rift? I've been looking back and forth between the two and I can't really make enough of a distinction between the two now that I've committed to the idea of buying one, and I'm trying to figure out which one would be better for my current setup.[/QUOTE] The only difference is that Vive sensors are wireless and a bit more future-proof. Vive also comes controllers included, however both systems can be used with the exact same setup in the exact same ways.
[QUOTE=Ogopogo;49338183]Just a question, what's the real difference between the HTC Vive and the Occulus Rift? I've been looking back and forth between the two and I can't really make enough of a distinction between the two now that I've committed to the idea of buying one, and I'm trying to figure out which one would be better for my current setup.[/QUOTE] Hard to say since the Vive CV1 has not been revealed yet. We can only compare the Rift CV1 to the Vive DK1, which are currently very similar. The current Rift CV1 is[I] slightly[/I] better in most things (screen, optics, ergonomics, controllers, announced games etc) to the Vive DK1, except for the Vive's laser tracking system that it has an advantage in. The Rift is expected to be cheaper than the Vive, which has been confirmed to be "priced premium". But the Rift will not ship with the hand controllers, whereas the Vive will. Although the Rift is able to do room-scale, the Vive and its games concentrate a lot more on it, so if you want to walk about your room you might want to go for the Vive. Also, the Rift is coming in 1-3 months (very likely 1-2), but the Vive is coming in 4. So if you want to get into VR quick, get the Rift. Vive CV1 will make the wands much smaller, bringing them closer to the Rift's controllers, and likely have other upgrades we don't know of yet, ergonomics being an obvious one. I wonder if they'll show the Vive DK2 in tonight's conference. With the risk of sounding completely wrong, they give me the feeling of Windows/Mac, one's the mainstream option with more games and the other is the pricier option which does certain things better but isn't quite as supported
USB 3 is the standard as far as I've seen. It is easy to get a quality modern motherboard without spending more than 70$. [editline]17th December 2015[/editline] I just installed a four slot expansion from PCI-E a few days ago. It's really simple to do. [editline]17th December 2015[/editline] [QUOTE=Orkel;49338322]With the risk of sounding completely wrong, they give me the feeling of Windows/Mac, one's the mainstream option with more games and the other is the pricier option which does certain things better but isn't quite as supported[/QUOTE] This has been my impression.
Is using the Rift / Vive as a monitor a feasible option?
[QUOTE=Daemon White;49338378]Is using the Rift / Vive as a monitor a feasible option?[/QUOTE] Although Virtual Desktop is quite a nice application, the resolution just isn't good enough to simulate a 1080p monitor on a comfortable distance for everyday use. The workflows for efficiently doing actual work in VR still have to be designed I guess.
As far as Rift versus vive is concerned, as currently presented by their respective companies: Both can track your room, but the Rift is limited by USB cord length making it impractical but the Vive can track multiple rooms (which is impractical for home usage) Both can track your desk The Vive is more expensive (maybe; touch controllers are unknown) Too soon to weigh in on what screen tech the final versions will use The likelihood is that with Facebook funding and lots more development kit time, oculus will have more games and the first consumer release, bringing it more market support so: if you can barely afford pc upgrades and the rift itself, get the rift if you're rich get both if you're rich enough to buy a vive but not both, wait until the vive is actually available for sale to decide with what additional details we will gain over the next half year [editline]17th December 2015[/editline] [QUOTE=Daemon White;49338378]Is using the Rift / Vive as a monitor a feasible option?[/QUOTE] In additional to the resolution problems Clavus stated, using a vr device to even have an additional monitor is impractical and will become uncomfortable in extended use. You'll also face a serious potential issue of operating system support. Just don't.
We need 4K [I]per eye[/I] for a virtual 1080p monitor to look as sharp as your real one. [editline]17th December 2015[/editline] Almost as sharp, should I say. For full sharpness you'll need to add a few more K's
We're getting there, though. Two or three years, easy.
[QUOTE=Orkel;49335972]Rift requirements were bumped up. [t]http://i.imgur.com/GW8MkmW.png[/t] You now need 3 USB 3.0 ports and 1 USB 2.0 ports. Used to be just 2 USB 3.0 ports. Welp, time for a new mobo.[/QUOTE] thats gonna be cable hell, my desk is a fucking disaster just with the dk2 it'd be nice sell touch separately but im not expecting anything i remember hearing lighthouse requires less resources than there camera based tracking, any truth to that?
[QUOTE=waylander;49339503]thats gonna be cable hell, my desk is a fucking disaster just with the dk2 it'd be nice sell touch separately but im not expecting anything i remember hearing lighthouse requires less resources than there camera based tracking, any truth to that?[/QUOTE] Oculus' Constellation tracking system uses cameras and computer vision algorithms to calculate position of the markers based on the input image. Lighthouse calculates the position simply by triangulating signals it receives from on/off light sensors over time. In the end, Lighthouse's math is just less complex and takes less steps. I don't think it'll matter that much though, modern CPUs are blazing fast so even Oculus' tracking method barely makes an impact on system resources. Bigger advantage for Lighthouse is that the sensors are on the tracked elements themselves, the laser beacons are independent and don't need to be connected to the computer. There's basically no limit to how many tracked objects you can use with the laser beacons, since they don't directly affect each other. The advantage of Oculus' system is more in its future potential; the camera could be used to track other visual things. Basic pose tracking for example to give a more accurate description of the user's stance to games?
HTC is going to set up its own content store apparently. With DRM: [t]http://i.imgur.com/tuTthBf.png[/t] Some more juicy bits can be found in the [url=https://www.reddit.com/r/Vive/comments/3xak0g/htcs_own_store_planned_viveport_including_a_drm/]reddit thread[/url]. Main sucky point is probably the device activation limit. Reminder that this isn't mandatory or anything, just like Oculus' store. I don't expect Vive devs to bring any titles exclusive to this storefront unless HTC brings money to the table. Otherwise they have no reason to bring it to Steam also. [editline]18th December 2015[/editline] Also can't help but notice how HTC designed its [url=https://developer.htcvive.com/us/hero.php]developer page[/url]. [url=https://developer.oculus.com/]Seems familiar[/url]. [editline]18th December 2015[/editline] I see some messages going around that agreeing to release on the HTC store first seems to be a requirement on the request forms for the Vive DK2. Edit: [url=http://i.imgur.com/nnEgvwl.jpg]might not be a requirement[/url]. They just [i]ask[/i] whether you're planning to debut your title on the store (probably moves you up the handout list though). [editline]18th December 2015[/editline] I should probably mention then there's a signup form for the new Vive Dev Kit: [url]https://developer.htcvive.com/devkit[/url]
Feels like HTC is stabbing Valve in the back with all this time exclusiveness, separate store, and online DRM. Seems very, very different to their whole OpenVR SDK, and their policy of no hardware locking/DRM
[QUOTE=EliteGuy;49341181]Feels like HTC is stabbing Valve in the back with all this time exclusiveness, separate store, and online DRM. Seems very, very different to their whole OpenVR SDK, and their policy of no hardware locking/DRM[/QUOTE] They've obviously had a change of heart. Probably to appease shareholders due to their shaky financial status and the delay.
[QUOTE=Zombii;49341247]They've obviously had a change of heart.[/QUOTE] Not necessarily. IIRC Valve have been the ones talking up openness. It really isn't clear at this point which company is responsible for what. Also it seems p obvious to me that the two companies have different vision, values and goals. All this makes conflicting messages and interests pretty much inevitable.
[img]https://i.imgur.com/NSce6wj.png[/img] [img]https://i.imgur.com/E2F1jey.jpg[/img]
There's a camera on the front of the headset?
Love the futuristic look on the controller
[QUOTE=Orkel;49335972]Rift requirements were bumped up. [t]http://i.imgur.com/GW8MkmW.png[/t] You now need 3 USB 3.0 ports and 1 USB 2.0 ports. Used to be just 2 USB 3.0 ports. Welp, time for a new mobo.[/QUOTE] just get an internal USB 3 hub like I did
oh shit those controllers look boss as fuck [editline]18th December 2015[/editline] [QUOTE=Why485;49341814]There's a camera on the front of the headset?[/QUOTE] Yep, the current DK1 has one too not exactly sure what it does tbh, I assume it helps with tracking.
[QUOTE=Ott;49341630][img]https://i.imgur.com/NSce6wj.png[/img] [img]https://i.imgur.com/E2F1jey.jpg[/img][/QUOTE] oh wow it actually looks USABLE now
Ok I've been searching ford days now but apparently no one uses the Rift or the Vive with a GTX 770, because I can't find any reviews or comments about its performance. Would I be able to run at least the less demanding games like Stacks until I can upgrade to Pascal?
[QUOTE=Killstr3aKs;49342582]Ok I've been searching ford days now but apparently no one uses the Rift or the Vive with a GTX 770, because I can't find any reviews or comments about its performance. Would I be able to run at least the less demanding games like Stacks until I can upgrade to Pascal?[/QUOTE] can a 770 handle 2160x1200 at +90hz? if yes, then you're vr ready. if no then time to upgrade.
[QUOTE=Qaus;49342639]can a 770 handle 2160x1200 at +90hz? if yes, then you're vr ready. if no then time to upgrade.[/QUOTE] I guess it would depend on the game I'm trying to run, I know the 770 will shit itself if I try to play stuff like The Climb but I'm not sure about other lighter games.
I have a 770, and I had to play fallout 4 with everything on low (but 2560x1440) to get 60fps, and it still struggled in some areas. Before any patches were released however.
that's mostly bethesda's fault
I have a feeling I'll end up going for the Rift. Not that I don't think I'll want to try the vive, but the space I would be playing in isn't really one I want to be moving around in too much.
[QUOTE=Giraffen93;49342720]I have a 770, and I had to play fallout 4 with everything on low (but 2560x1440) to get 60fps, and it still struggled in some areas. Before any patches were released however.[/QUOTE] You should be able to handle everything on ultra as long as you turn godrays to low and shadow distance to medium. Godrays don't look that different on low (Maybe a little more pixellation on edges) and shadow distance is / was the main performance hog pre-patch (Going to high from medium almost tripled the draw distance).
Seems much more like the HTC vive than anything to do with valve - there a particular reason why valve appear to be being left out?
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