Vive and Rift compared.

Soldato
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I have just finished playing on my dad's rift so I thought I would compare my experience Vs my vive.
1. Rift is a lot lighter than the vive which makes long play sessions more comfortable.
2. Rift has less screen door effect than vive approximately 50% less noticeable.
3. Rifts screen isn't as bright as the vives.
4. Rifts lenses have a distortion around the edges you get a fish eye effect vive doesn't.
5. Rifts fov is narrower the lenses are squarer where as the vive is more oval.
6. Rifts touch controllers are better than the vive wands, they are more ergonomic and the joysticks are a lot nicer to use than the wands trackpads.
7. Rifts 2 sensors mean front facing only, as soon as you turn around you get tracking drop outs, vive tracking is 360 with no blind spots.
8. Rifts asw is superior to vives asw we were able to run 1.5 SS and everything was still judder free on the vive 1.3 SS was the max before judder.

Conclusion. I was very impressed with the rift it's light, comfortable to wear, the touch controllers are excellent, asw does a cracking job of keeping everything judder free so even on a minimum spec machine it is more than playable. If I was buying a vr head set today then I would get the rift given as it's nearly half the price yet offers just as good an experience, it's just the rifts tracking when it comes to 360 degree movement that lets it down but as long as you use it in a face forward configuration it works fine.
Iam very tempting to buy a rift to use with all my driving/cockpit games the comfort factor alone makes it very appealing.
 
Good report Dan, can't really argue with any of your conclusions apart from one. 360 degree tracking.

IF you don't want to go to the trouble of buying another sensor to test it out, use the two sensors you have. Put them in the opposite corners of the room facing towards each other. Try to put them as high up as you can. It should let you experience 360 degrees with the Rift, then you can decide if you want to get the third sensor or not.
I reviewed the rift "as is" straight out of the box, I don't have a usb extension lead and the lead on the sensor isn't long enough to place it behind me. So as it stands out of the box 360 tracking is a no-go iam sure adding a 3rd sensor would rectify the problem but that means having a cable trailing across the room and also uses another usb socket.

Something I forgot to mention was the rift packaging was the new bundle which doesn't have the Xbox controller or remote included, also the oculus compatability program said my dad's CPU (amd FX 8320) and his usb ports weren't good enough but I can confirm all is working fine.
 
That's true, you couldn't hit a barn door in archery. The amount of times that I have carried you through the Quests in Rec Room is shocking :p:D

Actually I haven't experienced number 4 either!! I read it wrong, I thought Dan meant that the vive had a fisheye effect, reading fail!! :)
I assume it's the lenses in the rift causing this issue, if iam looking at a straight line for instance and I move my head left and right when the line reaches the very edge of the lense the ends bend in slightly I noticed it immediately. Do you guys not have it? My ipd is at 64mm.
 
My rift turned up so had a good play,managed to sort out the distortion by adjusting the straps. I have noticed the rift has a smaller sweet spot than the vive if its not on your face just right its either blurry or you get distortion.
 
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