F5F Stay Refreshed Software PC Gaming Rift S vs Rift CV1

Rift S vs Rift CV1

Rift S vs Rift CV1

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_broteeshka_
Junior Member
41
08-27-2016, 11:00 PM
#1
What are your thoughts on the new Rift S? I've been checking out reviews, but I ended up at my local Microsoft Store and wasn't really impressed. The tracking seemed much worse than with a room scale setup, and the screen didn't feel significantly better compared to the original.
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_broteeshka_
08-27-2016, 11:00 PM #1

What are your thoughts on the new Rift S? I've been checking out reviews, but I ended up at my local Microsoft Store and wasn't really impressed. The tracking seemed much worse than with a room scale setup, and the screen didn't feel significantly better compared to the original.

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Vayneofhate79
Member
215
08-28-2016, 04:08 AM
#2
The Rift S is designed for users without a desktop, directing more budget toward processing power instead of tracking or display quality.
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Vayneofhate79
08-28-2016, 04:08 AM #2

The Rift S is designed for users without a desktop, directing more budget toward processing power instead of tracking or display quality.

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pandahxx
Junior Member
4
09-02-2016, 06:33 PM
#3
I understand because they reduced the refresh rate to 80hz.
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pandahxx
09-02-2016, 06:33 PM #3

I understand because they reduced the refresh rate to 80hz.

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RulwenJr
Posting Freak
786
09-04-2016, 04:17 PM
#4
I appreciate it. I would appreciate a higher resolution, though there isn't sufficient content to justify the cost of the new headset. The S refers to desk tops. Quest is the standalone version.
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RulwenJr
09-04-2016, 04:17 PM #4

I appreciate it. I would appreciate a higher resolution, though there isn't sufficient content to justify the cost of the new headset. The S refers to desk tops. Quest is the standalone version.

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Mr_Floobiful
Posting Freak
890
09-04-2016, 10:05 PM
#5
If the refresh rate had been a problem, I would have taken it back.
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Mr_Floobiful
09-04-2016, 10:05 PM #5

If the refresh rate had been a problem, I would have taken it back.

T
67
09-04-2016, 11:26 PM
#6
It's not necessary, but it helps them maintain their minimum requirements.
Personally, the most noticeable improvement is the headset—it's significantly more comfortable to wear. I think wearing a VR cover facemask could further enhance the experience.
Beyond that, it's perfect for those who don't have a cv1, though I won't abandon my 3 sensor room scale system anytime soon.
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Toxic_Ninja_11
09-04-2016, 11:26 PM #6

It's not necessary, but it helps them maintain their minimum requirements.
Personally, the most noticeable improvement is the headset—it's significantly more comfortable to wear. I think wearing a VR cover facemask could further enhance the experience.
Beyond that, it's perfect for those who don't have a cv1, though I won't abandon my 3 sensor room scale system anytime soon.

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OmqDace
Posting Freak
798
09-12-2016, 04:21 PM
#7
It's identical to any VR headset, just a simple illusion. Great at first, but becomes monotonous and outdated within a few months.
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OmqDace
09-12-2016, 04:21 PM #7

It's identical to any VR headset, just a simple illusion. Great at first, but becomes monotonous and outdated within a few months.

K
55
09-12-2016, 09:42 PM
#8
If you're aiming for a comprehensive improvement over your CV1, it's likely worth checking out Valve's index once it launches.
It should perform much better in most aspects (with the exception of cost).
Other headsets offer superior visuals compared to the CV1, but their tracking is significantly less reliable, making the CV1 a more stable choice unless you're primarily interested in simulations.
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kirkethemighty
09-12-2016, 09:42 PM #8

If you're aiming for a comprehensive improvement over your CV1, it's likely worth checking out Valve's index once it launches.
It should perform much better in most aspects (with the exception of cost).
Other headsets offer superior visuals compared to the CV1, but their tracking is significantly less reliable, making the CV1 a more stable choice unless you're primarily interested in simulations.

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ShadedBlades
Junior Member
16
09-17-2016, 07:00 PM
#9
That is where my head is at.
The Valve Index looks great too, but I will wait to see how well it works with Revive before I consider that.
I am heavily invested in the Oculus Ecosystem at this point (it has that console "it just works" stability going for it. Steam VR not so much from my experience).
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ShadedBlades
09-17-2016, 07:00 PM #9

That is where my head is at.
The Valve Index looks great too, but I will wait to see how well it works with Revive before I consider that.
I am heavily invested in the Oculus Ecosystem at this point (it has that console "it just works" stability going for it. Steam VR not so much from my experience).

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MATTIA269
Junior Member
47
09-18-2016, 08:41 PM
#10
I had a different outcome. The Oculus setup was much more unstable for me compared to Steam VR. The CV1 often failed to recognize my input, needing a restart of the OVR runtime in most cases and a full system reboot in extreme situations. I mainly use DCS World with it, and if I didn’t launch and close the game in monitor mode before starting VR, it would cause my system to lock hard and force a power cycle each time. I’ve moved to a Pimax 5k+ for DCS, which has been much more reliable after fixing the faulty cable from Pimax. Now it works well unless I need to redesign the head strap or print an adapter for the Vive Deluxe. I intentionally kept all my non-exclusives on Steam because I anticipated better HMD support and Oculus wasn’t showing any plans for native compatibility.
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MATTIA269
09-18-2016, 08:41 PM #10

I had a different outcome. The Oculus setup was much more unstable for me compared to Steam VR. The CV1 often failed to recognize my input, needing a restart of the OVR runtime in most cases and a full system reboot in extreme situations. I mainly use DCS World with it, and if I didn’t launch and close the game in monitor mode before starting VR, it would cause my system to lock hard and force a power cycle each time. I’ve moved to a Pimax 5k+ for DCS, which has been much more reliable after fixing the faulty cable from Pimax. Now it works well unless I need to redesign the head strap or print an adapter for the Vive Deluxe. I intentionally kept all my non-exclusives on Steam because I anticipated better HMD support and Oculus wasn’t showing any plans for native compatibility.

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