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December 2015 rift vs vive thread

Discussion in 'Off Topic - All other stuff here' started by WhiteGoblin, Dec 12, 2015.

  1. WhiteGoblin

    WhiteGoblin Member

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    My Motion Simulator:
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    There's been more and more news confirmed for both headsets and their respective game libraries and I was looking to get everyone's thoughts on which headset (if any) you'll be picking up next year.

    For me I'm leaving towards the vive for a number of reasons:

    1. Elite dangerous seems to be throwing more support behind the vive by using steams logos on their marketing images.

    2. Better spacial tracking. I never liked the idea of the webcam that oculus uses.

    3. Motion controls packed in. The oculus will ship with an Xbox controller. Motion controls will cost extra and I'm afraid that will limit rift Dev support for them.

    4. The weight of valve's existing library and their momentum with stream machines. It's all going to be connected once vr launches, I suspect.
  2. Sebj

    Sebj Active Member

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    I'm getting Rift at first. Already great support fo iRacing and elite.
  3. Linkup

    Linkup Member

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    Rift first for several reasons. One is that with enough vibrations the Vive basestations were reported to have a pause and restart, basically I fear attaching it to my rig will make the whole experience fall apart. Second would be the focus on seated experiences, I'm hoping to one day play Eve Valkyrie with a HOTAS and 2DOF rig. Third, I'm expecting a cheaper price.
  4. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    My Motion Simulator:
    3DOF, DC motor, JRK
    I plan on getting both the Rift and Vive, as VR is my thing...at the moment I am waiting for my GearVR to arrive, as it has been shipped.

    For me both the Rift and Vive have their respective pros and cons, but the real kicker for me is that we are on the threshold of consumer VR, and that is going to be an amazing time of technological change. Augmented Reality development will also get a significant boost from consumer VR.

    With the DK1 my primary interest was optimising the graphic pipeline and tracking, for some of the best first gen experiences: http://www.xsimulator.net/community...est-of-latest-oculus-and-tridef-updates.5662/

    My interest in the DK2 has been around the things that compliment VR, which led me to motion simulation along with associated things such as haptics.

    For me consumer VR will mean the beginning of a new phase, exploring the re-purposing of VR hardware and software. Tomorrow I meet with the CEO of a NGO that specialises in services for the blind and the deaf. My main pitch involves bluetooth beacon tracking to assist the blind to navigate public spaces. But I do intend proposing a possible future related experiment to re-purpose the Vive Lighthouse system to assist the blind, particularly in busy scenarios like a coffee shop where you could do things like accurately track the chairs and tables, tell which are occupied and free, plus map just about any other rigid body object.

    So for me things like price, exclusive game support and Oculus Vs Valve maneuvering to control content distribution are far less important than actually getting my hands on consumer grade VR gear.
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