HTC Vive Excited Like Kids Thread (My Vive arrived)

Soldato
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Ok, I'll try and do much the same as I did for my Rift: https://forums.overclockers.co.uk/showthread.php?t=18726269

The box is a beast
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Packaged nicely
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Headset look proper Scifi
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Controllers feel nice - mine had a scuff though... (obligitory photo with cat photobomb)
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Lighthouses are smaller than I thought they'd be
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Various hidden compartments in the box with cables for all the accessories
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The setup
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Ok, so if I was buying ONE today is just get the Vive.

If you're saving up, save up for the Rift and Touch.

Couple of reasons:

1) Rift screen has better pixel fill and less screen door resulting in the appearance of higher resolution
2) The Rift headset is lighter and has a better fit
3) Rift integrated headphones are a god send
4) Camera isn't as useful as you might think when combined with how easy the Rift headset comes off/on with one hand.
5) people that have tried the touch controllers comment on them being functionally identical to Vive controllers so it's a dead heat in that part.

Don't get me wrong, the Vive with controllers has all the wow factor you could ask for, but so will the Touch once they're out.
 
Yes, all sorts of tracking problems being on my desk! :)

Just got it last night and only had an hour to setup (30 mins) and use.

I'm reluctant to fix them to the walls just yet as I'm clearing out the room where we keep the junk for perminant setup.
 
Yeah, I'd agree. The screen is just a fraction better on the Rift but it makes all the difference.

Not tried DCS specifically but I find focusing on both quite easy, but again just prefer the comfort of the Rift.

Not sure about the breakout box - interesting thing to try however!

One thing I've not been able to replicate is the Rift and Vive plugged into the same machine that people have said they have working. I've got 980's in SLI (which I disable) but had no luck with the Vive in the 2nd card, it had to go in the first to work.

Saying that, that MIGHT be because I was running out of USB juice! Kept complaining about power usage until I disconnected everything I could find!
 
Out of interest for a muggle like me, why did you disable SLI?

I have 2 x 980ti on my machine and have been thinking about how to connect my HMD if it ever arrives - unfortunately I use a rather lovely samsung 4k tv as my monitor so that hogs my only HDMI port on the master GPU. I believe if I want to use SLI i can't use the second card's HDMI so will need a displayport to hdmi for the Tv to leave the hdmi open for the Rift. - how have you got it hooked up?

SLI doesn't give the improvements you'd expect with VR at the moment simply because the games available haven't been designed to take advantage of it.

This is likely to change in the near future as both Nvidia and AMD have released support for VR with their SLI configurations but nothing (that I'm aware of) benefits from it at the moment.

By having SLI disabled I was under the impression that both HDMI sockets should work BUT I've honestly only spent an hour, unboxing (taking photos) setting up and playing games. I didn't investigate the issue other than "why isn't this working while plugged in with my Rift? **** it, I'll just unplug everything else - it works, woop!"
 
Having used the controllers on the Vive there's no way I could go back to a VR experience without them now. Only exception being flight/racing sims I guess.

So you WOULD go back to an experience without them? :)

While I agree that motion controllers are ****ing fantastic I disagree that VR without them isn't worth playing.

Cronos, Luckys Tale, Air Mech, even Eve Valkyrie (to name just a few) are fantastic games to play with a controller.

It's just a different genre - motion controllers isn't the answer to everything.

While likely I COULD play "Zombie Shooter 3000" with amazing gun interactions and cover based shooting where I need to dive around my room it's likely that come the end of the day that a simple top down arcade shooter will keep me going into the evening.

There's a time and a place for everything and as engaging as motion controllers are they don't completely replace those experiences that exist that can do without it.

Oh, by the way, if you've never acctually played something like Cronos, Lucks Tale or tried the fantastic VR demo for Mythos of the World Axis (https://share.oculus.com/app/mythos-of-the-world-axis) you're seriously missing out on a whole genre of games that are totally compelling in VR. It's like playing with toy soldiers on your table as a kid, but instead of inanimate objects you use your remote control to move them around - it's freaking brilliant :)
 
Well, you know a sure fire way to spoil your weekend?

One of your Vive controllers breaking when you only used it for 30 minutes!


Totally gutting!

Working fine all last night, then picked it up this evening for a quick wee blast before bed and one of the controllers triggers is sticking.

It might not look like a problem (due to the fact that it's still got a positive "click") but the implementation of the triggers in Steam (for example) seems to acknowledge you holding the button down before clicking, almost like it's "locking" onto the selection for you.

So effectively the button doesn't actually work any more because it doesn't want to release the "lock" on the last thing you pointed at.

Uggggggggggggggggggghhhhhhhhhhhhhhh!

Emailed support, will see what happens next :(
 
Interesting to see what these graphics are like. i purposely cancelled the rift because i want the full VR experience. I also heard that neither screens are good enough really for reading text on your ship as well as seeing the track ahead. So my perhaps flawed logic was, well I'll be buying the next gen anyway...so why not get room experience now.

I am not entirely convinced Oculus will support a room experience. Something is fishy i think.

"The graphics" are like any regular game. It's the resolution you'll care about.

With specific references to "reading text on your ship" or "seeing the track ahead" I can only assume you're referring to Elite Dangerous and Project Cars (although Live For Speed is also an excellent racing game)

I address the point specifically this point in my Rift thread (https://forums.overclockers.co.uk/showthread.php?t=18726269) that the resolution of the consumer versions (over the Oculus Rift development kits) has finally got over the hump of resolution being an issue.

If you used the Oculus Rift DK2 for playing games, in my opinion, you had to KNOW the game to make it work. Reading menu items was a chore and unless you chose your track wisely (during the day, obviously marked corners) or new the intricate in cockpit menus inside-out; you were always going to have issues.

Today, I'd happily recommend that anyone pick up a Rift, or Vive, and play either of those games from the start in VR.

Every aspect is possible now and to say that you "can't read text" or "see the corners are coming" then that someone has either never actually tried the consumer versions, has bad eyesight, or has higher standards that most.

Yes, neither of them are 4K (I liken it to 720p, which I think is fair)
Yes, neither of them are perfect.

but picking up either headset and playing any Triple A title is a pleasure, and you're missing out.

Also, useless comments like "I am not entirely convinced Oculus will support a room experience" just confuse already well established things. Room scale is a game design choice and is determined by the choice of headset and room setup the game designer supports. The Oculus Rift DK2 supports room scale. You just had to get out your seat and walk! With the Oculus Touch they've already announced that it's coming with a second camera and it supports any physical positioning just like the Vive. There's nothing to be convinced about, you just have tried it.
 
Thanks for your post and helping me decide going to pre order my oculus now :)

You won't be disappointed - if you've never tried VR the Oculus is such a cracking piece of kit. Once the Touch controllers come out you'll go through all the same emotions as I did moving from the Rift to the Vive. Hand controllers are amazing, and room scale is awesome - it will make it seem like new again :)

Also, it's funny but you actually hit on a point that I was just talking about today with my friends.

I've moved from a 2m x 1.6m space (which felt restricted) to a 3.5m x 3m space (which feels massive)

Theoretically this makes room scale much more "fun".

However, in practice, this massive amount of space makes little to no difference.

As Liamb2005 touches on; most, if not all, games for the Vive let you walk around in space. They also have areas that you can move around in that a much larger than your typical play space.

Even if you had a 5m x 5m room you would STILL need to use the games built in move mechanic.

As such, with the increased space, you end up actually not moving that much...

It's quicker, and easier, to teleport where you want to go. If anything, the larger space has let me say "Hey, check how far you can walk!? Cool isn't it? Ok, now teleport over there, and everywhere else - because it's faster."

It's a nice gimmick to have an entire room setup for VR, but unless the game is designed specifically for the exact space you have it makes little to no difference compared to the guy with a 1m x 1m standing experience.

This is what I've got now, and I spend most of my time standing in the middle of it :)

EDIT: Oh! The camera on the Vive - I've actually disabled it for the chaperone. It's too invasive at the edge of your play area. I KNOW I'm near the wall, you don't need to remind me by SHOWING me the wall - I can see the normal chaperone wall just fine thanks.

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I actually had dk2 for a short while yeah !

Some really good points there. Im sure room scale is great for some experiences but i think i will be seated for most (although itd be nice to have the choice if there ) and like you say unless a game is made specifically for that space irs not going to make much difference.

Ive been reading a lot about the touch sensors bring better than the vive ones as well which again is tipping me more oculus...not to mention the other things like comfort, ease of settimg up etc

Whats your opinion on the better content if the two ? If you had to sell the vive for example what would you miss most ?

The experience I'd mist the most if I got rid of my Vive is Longbow (https://www.youtube.com/watch?v=JMBMMQdQy68) and "hotdogs horseshoes and handgrenades" (https://www.youtube.com/watch?v=lnyUB5wuutM)

As a side note, I always use my Rift for seated stuff (because of the better resolution) and Vive for standing - for obvious reasons at the moment! :)

My room is tiny, but if i push my chair outside i probably have about 1m x 1.5 m to stand in. Good to know that this may be just enough.

I keep forgetting where I post these things but room scale doesn't actually scale that well as you go from 2m to 3m squared.

The games are always bigger than the space you have and unless made specifically to match the exact space requirements you have then you'll likely always need to make use of the built in movement mechanic. If you have 2m or 3m to walk around in it makes little difference.

Saying that, I'd imagine that going from 1m to 2m squared would make a difference. 2m squared is just enough to let you explore the immediate area around you and only have 1m might feel quite restrictive.

When it comes to the Vive I think you'll find that you'll need to choose "standing room only" rather than room scale as I think the minimum space for room scale is 2m by 1.5m. Obviously try it first though!

Mmmmm I'm not sure that's entirely true. My understanding is "Room scale VR" was coined by Valve / HTC as shorthand for walking about with 360 degree tracking.

Oculus made the safe choice. It is likely a choice that was made two or three years ago. They decided to drive through a seated experience. To be honest I could see agreeing with that if I had been in a meeting three years ago. Then they drove both internal and external development to focus on that. As a result IMHO the Vive is at least one year ahead of Rift on this feature.

In a sea of opinion it is fact that Oculus has told developers to target forward facing cameras for the touch. The officially supported setup for the rift + touch leaves an untracked area behind the player where the motion controllers cannot be seen by the cameras.

As such games like fantastic contraception are forward facing only experience on the Rift (so don't expect to be walking around freely and interacting with objects). They have said it over and over. "Rift is a forward facing experience". Oculus have not created an environment that developers can target 360 degree tracking using touch - the officially supported target for devs is that they keep the player facing forward on the rift.

I'm not saying the Rift technically can't do room scale but IMHO (deliberately keep adding that) until it's officially supported this feature won't be as good as the Vive.

Just because Valve / HTC coined the phrase doesn't mean the Rift can't support it. That would be like saying the Vive can't support seated experiences because that's originally what the Rift targeted and started talking about first.

It's entirely up to the developers on what to support and the fact is that the Vive ALSO has to support a simple standing experiences - it's even part of the setup where you define your room size.

"fantastic contraception are forward facing only experience" - have you actually played this game? The very nature of the game makes it a "whatever you want" experience given that the game mechanics easily allow you to play the game seated. On the flip side, here's the FC devs showing that the Oculus Touch is more than capable of 360 tracking if you take the time to set it up. https://www.youtube.com/watch?v=zdU_OGCVjVU

Oculus said they were focusing on the "seated experience" before they announced touch. Now they're keen on delivering high fidelity touch controls and one of the mechanics they're promoting is using a pair of forward facing cameras because it gives more durability to the tracking. As a long time user of the Vive I can tell you that 100% tracking accuracy isn't happening when the controller is only covered by one lighthouse. Simple interactions in games like Fantastic Contraption, combined with what appears to be the odd syncing issue between the camera, does mean that it fails every now and again and THAT's what Oculus are trying to avoid.

BUT that doesn't stop the countless other developers not on Oculus Home (we might even get a Oculus wrapper for Vive games - just like we've got a Vive wrapper for Oculus games) targeting whatever they want.

All said, I think we're arguing semantics :)

Both are very capable devices, both do whatever the hell you want, both depend on the developers delivering the experiences that you want. I'll pick up the Touch controllers and have the two cameras setup just below my Lighthouses - so I'll be able to compare like for like.

That's some ghetto duck tape tweaking on the racing pedals ;)

Funny thing is I fixed this just when I got home today! :D
 
I'm not sure a post that is just a quote deserves a response... we're obviously interpreting things differently - just because they allow for people to have both cameras in front doesn't mean that it can't do it any other way and they're own video shows this that I linked previously (https://www.youtube.com/watch?v=zdU_OGCVjVU)

Here's another dev trying out room scale 360 tracking with the Oculus Touch: https://www.youtube.com/watch?v=t2iriq6PFM4

You're obviously in the Vive camp and you mentioned previously that you think the Rift is a year behind the Vive when it comes to hand controllers and tracking volume. However if the Touch is released this year then. in my opinion, it's the Vive that will be behind as the headset itself will be the biggest differentiation between the two. The Rift screen quality, built in headphones and ergonomic fit are what make it the better device.

The Vive camera I haven't used pretty much since I bought it and cleared enough space - although I do appreciate others will find it more useful if they have a multifunctional space that isn't as clear as mine... though I wouldn't advise that either because it's not as if the camera goes it when it detects your about to step on a piece of Lego...
 
I haven't heard a word said about the difference in screen quality. Care to enlighten?

I mentioned it in my 3rd post (https://forums.overclockers.co.uk/showpost.php?p=29393203&postcount=3) but ultimately while the specs of the two screens are the same the perceived resolution due to the pixel fill being higher and pixel separation being smaller means that small text is more legible with the Rift.

This is most apparent in games like DCS (http://www.digitalcombatsimulator.com/en/) where in it's current state the realistic font size of the physical gauges on the cockpit are pretty legible on the Oculus Rift but only barely so with the HTC Vive.
 
I read a few articles running up to their releases that said the screen tech was identical. The only difference was the shape of the overall perceived viewing area.

A quick search turned up nothing to back up your claim. Got a link?

Yeah, it's not hard to find but it's been observed by many.

Obviously hard to get like for like pictures for comparison but there's a series of Rift (http://imgur.com/a/Kb4I0) and Vive (http://imgur.com/a/GMcvR) photos taken by the same guy.

These two show off the issue quite well however:

Rift: http://i.imgur.com/m4Kz2Ap.jpg
Vive: http://i.imgur.com/VHxs4r1.jpg

Look at the pixels in the horizontal lines, or in the fonts. There's much more separation between the pixels in the Vive and ultimately that results in a poorer image quality.

Doesn't make the Vive any less a cracking bit of kit. The experiences speak for themselves but longer-term, when Touch comes, out it will be harder to justify the Vive being the clear winner in some areas.
 
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