No, I don't have a HTC Vive Pro.
No, I don't have a HTC Vive Pro.
I was curious about the resolution jump. How does it actually feel for the eyes? Is it similar to switching from a 1920p monitor to a 2k one, or from 2k to 4k? Or perhaps from 1920p to 4k? What would you say is the typical HTC experience? A 1920? less? 2k? The HTC Pro feels like watching a 1920p screen? 2k? 4k? I’m not asking about the pixel count, but rather how it actually appears. Distance from the screen plays a big role. A 1920p 19-inch display will always look much better than a 1920p VR setup because you’re farther away.
From my understanding, the text works better in the Pro version. I haven’t used it yet, but the original version always felt fine—just make sure the display stays centered for optimal readability. Remember, the Vive now comes as a full package, while the Pro adds about 200 extra dollars just for the headset, requiring additional controllers and lighthouses. Also, the current controllers don’t match the new 2.0 tracking system I’ve heard about.
My findings suggest the Vive PRO offers an improvement, though it comes with a significant price tag. I’m planning to receive one in May for testing.
The Lenovo Explorer offers a more budget-friendly option compared to the Vive, though it lacks premium features. It serves as a lower-tier alternative. The WMR headsets require no additional equipment and function seamlessly, making them dependable for purchase at current prices.
In all honestly, the people who say that the screen door effect is too bad for it to be worth it must be really freaking spoiled. I own an Oculus Rift and I'm still jaw dropped at how amazing it is 2 years later. You forget about the screen door effect as soon as you start playing. You pretty much have to go cross eyed to really notice it anyways. You don't need to get the Vive Pro. A regular Vive or Rift is more than good enough. You're going to have to start with a regular Vive to get the Vive pro anyways since the Pro doesn't come with the controllers or anything else you need. I'm personally waiting for Oculus to release their constellation gloves because jumping from controllers to gloves is WAY more important to me than a higher resolution. Anyways, point is: don't listen to the haters. The Rift and regular Vive are both amazing and you'll have endless fun with either so no need to shill out as much as they want for the pro now. Better off buying a regular one now and waiting till the prices come down for the pro. Oh, and I'd advise against buying any of the 3rd party headsets. I hear the game selection can be extremely limited and you really can't trust these other ones to be around in a year. Oculus and Vive are the big two. Investing in one of the other ones feels like buying an Amiga in the mid 90's to me Just a matter of time before they fail, go under, and you regret that purchase.
For me, most VR experiences worked well with the original version, but ultra-realistic games were a letdown. The car models appeared so poor through the headset, requiring much higher resolution. This was really frustrating since that’s what drew me to VR in the first place—simulation-based content.
You adjusted the settings quite a bit. Typically, you should boost the resolution scaling and reduce the anti-aliasing. I use DCS World and it works fine for me. The only issues arise when viewing from a distance where performance drops. There are many games with highly realistic graphics that shine in original VR headsets such as The Gallery Episode 2, Obduction, or Xing. When complaints about the screen door effect come up, people usually overlook how natural things appear up close.