Reverb g2 is what rift s should have been?

They probably listed the Rift S that way due to the single LCD panel and non adjustable IPD... the original CV1, Quest, Index, Reverb G1/G2 etc all have individual screens for each eye.

The Quest 2 is kind of a funny one because it uses a single panel but does have a “per eye” section of the screen that moves with the IPD adjustment... so maybe that’s why they list it that way, or they just decided “per eye” was a more standardised way of doing it.

The CV1 controllers were some of the best VR controllers yet IMO. They were bullet proof, made of the same stuff as old Nokia phones it seems! Excellent tracking with the external constellation cameras and very comfortable... the quest and quest 2 controllers were downgrades in most ways IMO (except for the truly exceptional battery life on the Q2 controllers, but the CV1 was no slouch).

G2 controllers I find comfortable and as long as you remain within the tracking volume they have worked very well for me, although they can be a bit cumbersome when reloading due to the massive ring out in front of them. You learn to work around it but it’s not ideal.

The main downside for them in use actually comes from the headset where it lacks tracking volume below so you lose tracking if your hands are on your lap or by your side, comes back quickly but it’s just a bit irritating - again you learn to work around it but it’d be better if you didn’t have to.

Other minor annoyances include the battery life simply not being up to snuff by comparison to the Quest 2 (I get maybe 6-8hrs from my NiZn batteries) and you can’t use 1.2v nimh you have to either use disposable 1.5v or buy relatively exotic 1.5v rechargeables. No capacitive touch you may or may not care about depending on what you do... obviously better to have than not have but I don’t find the lack of it to be a problem personally.
 
The Index controllers are definitely over-rated. The layout of the controls is awkward, mainly due to the central touchpad being where the stick ought to be, the grip mechanic is finicky, the finger tracking a bit of a gimmick, and surprisingly few games properly support them - most treat them like touch controllers (with dodgy grip mechanics) or like vive wands (with trigger based grip mechanics).

I much prefer the CV1 controllers over every other current VR controller, as they were perfectly balanced, had extremely ergonomic controls, and were almost indestructible. They also had superb tracking if you had a three sensor setup. I was surprised how jittery the Index controller tracking feels compared to the CV1. The Quest 2 controllers are not quite as good (not as balanced and feel less robust), but I still prefer them to the Index controllers.

Just about the best thing I can say about the Index controllers is the hand straps work well, and one of the most immersive things I found while playing HL: Alyx was being able to push open doors using a fully open hand. Sounds like a small thing, but it really felt like I was interacting with a real door - but you can get similar straps for other controllers anyway, so that's not exclusive to the Index.
 
battery life

Using the cheapo ones from aldi has been alright for me. A couple of quid for eight, they've done me 25hrs of Fallout 4 over the last week. I can only compare with the index and the old vive wands, but both those need a recharge after about 4-5 hrs. I suppose it's been quite refreshing knowing the controllers wouldn't die on me sitting playing Fallout all day:)

The only thing genuinely pap about them is the haptics. I turned them off, which probably extends the battery life some what.
 
I’m using PKCELL nizn and have turned off haptics too as they were just irritating. In isolation the life is ok, but when compared to eg quest 2 which goes weeks on a single AA it’s a bit gash.

the lack of voltage regulation to allow nimh to work properly is baffling too.
 
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