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!
![Big Grin :D :D](/styles/default/xenforo/vbSmilies/Normal/biggrin.gif)