Rift v Vive

I just found it funny that you said the oculus can't do standing, but you were obviously moving about so much that you should have been standing and then you wouldn't have had a problem
 
I wish there was somewhere near me that had a Vive so I could try out. Really interested in getting one but it's a lot of money to spend on something I haven't even seen yet.
 
I never said it could not do standing the rift is ment to to be a seated experience oculus have said this many times.

For me the vive is a more.complete package if oculus had released their new controller's at release then maybe I would have said something different. But sadly a xbox controller just don't cut it

I would say round one to valve
Again this is only my.personal opinion everyone to their own
 
Oculus Rift exclusives are now playable on Vive with this open source hack

Major new gaming platforms usually come with their own exclusive software, and that holds true for the Oculus Rift. Cutesy VR platformer Lucky's Tale and Oculus's Dreamdeck demos count among the headset's exclusives, but it doesn't look like they'll remain that way for long: someone has already figured out a way to get them running on the HTC Vive.
Reddit user CrossVR posted a link to a Github earlier today which contains all the files needed in order to run both launch titles on the HTC Vive. He calls the software Revive, a "proof-of-concept compatibility layer between the Oculus SDK and OpenVR". The Oculus software doesn't support the Vive's motion controls—you'll need to use an Xbox controller—but many users on Reddit have already successfully tried out the Oculus exclusives on their Vives to great success.
Wes and Tom tried out Lucky's Tale on the Vive and had a less-than-ideal experience. It worked, but there were some noticeable differences between headsets. We noticed slight input lag while moving our heads to look around the environment, some stuttering while the camera panned, and frequent dropped frames. These results were intermittent, and even when the game was playable, moving our heads caused the environment to look warped—most likely due to differences between the Vive and Oculus's lens/display systems. This was all on a system with an i7-4770K and GTX Titan Black, which has run every VR game we've thrown at it flawlessly up to this point.

Some reddit posters have reported perfectly smooth performance, so your mileage may vary. Revive is alpha software, which means it should only get better as more Vive users test it out. If you have an issue getting one of the patched games to run at all, try running the Oculus Home software in the background.

"It works by reimplementing functions from the Oculus Runtime and translating them to OpenVR calls," the Github description reads. "Unfortunately Oculus has implemented a Code Signing check on the Runtime DLLs, therefore the Revive DLLs cannot be used unless the application is patched."

Full details on how to test it out are on the Github page. On Reddit, user CrossVR said compatibility with other software may already be supported. "It may work with plenty of other games, but that hasn't been tested by myself," the user wrote. "It's still early days for this project, since it's only been in development for a few weeks. In the future more games will be supported, but I'm glad to see such swift progress already."

Source at PCgamer

so i guess the vive wins the versus :D
no but seriously the exclusive on VR isnt good anyway, this solves the issue i think
 
I never said it could not do standing the rift is ment to to be a seated experience oculus have said this many times.

For me the vive is a more.complete package if oculus had released their new controller's at release then maybe I would have said something different. But sadly a xbox controller just don't cut it

I would say round one to valve
Again this is only my.personal opinion everyone to their own

The 3 Oculus made apps all encourage you to look around in a way you cant easily do seated, and the actual setup instructions tell you to set it up standing

That seems to be at odds with a claim they said it is best to be seated (which I've only ever read from people trying to promote the vive)

If people want to buy a less comfortable headset with a less clear image for the sake of a few 30 minutes demo apps then absolutely fair enough, but they can probably still do that with accurate information. :D
 
If people want to buy a less comfortable headset with a less clear image :D

I have heard that the Occulus is the more comfortable, but the less clear image thing may be explained in this article.

Some really good stuff in here to get yer head around before getting your Vive.

https://www.reddit.com/r/Vive/comments/4e925m/ive_been_wearing_the_headset_wrong_and_i_think_a/

Not sure if anyone has posted it before, so apologies if that's the case.

Personally, I am not taking any stance on which is best until I try them both. I certainly am not going to spend that kind of money without a testdrive first.

It does seem that Occulus is going down the exclusives route before VR is even established, which I think is dangerous and could end up killing VR on the PC before its got its backside off of the ground. I want VR to be a success regardless of which device I choose to buy. Having the ability to play all VR stuff on any of the HMD's is a must in the first few years at least IMHO.

:)
 
So, my first impressions of the Rift vs the Vive.

The Rift is just so much nicer to wear. It's lighter, feels better built, the straps work better, and the headphones are just there - no messing around with earbuds.
It's much easier to set up than the Vive, requiring no mains adapters to work (compared to the Vive's 5). Just two USBs for the Rift and positional tracker, then a 3rd for the Xbox controller.
As far as image is concerned, I'd say that the Vive has an ever so slightly bigger FOV but we're talking millimeters. Resolution is comparable as is SDE. I actually prefer the Rift's shape of display to the Vive. The Rift is sort of square giving you more visibility in the corners where the Vive is more circular. It's hard to describe.

I've played quote a lot with the Vive so far and for me, I found myself spending more time playing seated games than room-scale. Room scale at the moment is awesome to show off to your mates but there just isn't much content that made me want to keep playing. Space Pirate Simulator is probably the stand-out title for the Vive but it's a one-trick-pony and gets boring after a while.

I think the Rift is by far the most polished product so far and if I could only keep one of them then it would probably be the Rift. As it stands I will keep them both for a while (probably until the touch controllers come out for the Rift) and then sell one.
 
It's much easier to set up than the Vive, requiring no mains adapters to work (compared to the Vive's 5). Just two USBs for the Rift and positional tracker, then a 3rd for the Xbox controller.
Hopefully I've just misunderstood, the Vive requires 5 mains adapters! How many USBs?
 
Hopefully I've just misunderstood, the Vive requires 5 mains adapters! How many USBs?

One USB, the equivalent spec rift system will need 4 (hmd, camera x2, Xbox receiver) and whatever the touch controllers charge with.

But can you not just charge the Vive's wands off and old micro USB power source such as a charging station thus negating the need for them power plug brick things.
 
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Hopefully I've just misunderstood, the Vive requires 5 mains adapters! How many USBs?

Yes, 5 in the box. One USB required.

But can you not just charge the Vive's wands off and old micro USB power source such as a charging station thus negating the need for them power plug brick things.

You can indeed and this is what I ended up doing. I've got a mains to 6 x USB brick that I used. However, without this you will need 5 mains sockets. With it, I still need 4 just to power it all (1 for both wands, 1 for the headset, 2 for the lighthouses).
 
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