F5F Stay Refreshed Software PC Gaming Virtual reality goggles... from 2018!

Virtual reality goggles... from 2018!

Virtual reality goggles... from 2018!

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Jetfact14
Member
193
07-26-2016, 04:48 PM
#1
In the latest Oculus sponsored video, it looks like the Oculus has made progress to compete with the Vive. Features like room tracking and two wireless controllers were highlighted as reasons why the Vive felt better at times. Are there still notable benefits to the Vive over the Oculus now? What are the key differences between them? Are certain games only playable on one platform? On Steam, I’m curious about PSVR compatibility—has Sony made it possible to use it on PC yet? It’s significantly more affordable compared to other options.
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Jetfact14
07-26-2016, 04:48 PM #1

In the latest Oculus sponsored video, it looks like the Oculus has made progress to compete with the Vive. Features like room tracking and two wireless controllers were highlighted as reasons why the Vive felt better at times. Are there still notable benefits to the Vive over the Oculus now? What are the key differences between them? Are certain games only playable on one platform? On Steam, I’m curious about PSVR compatibility—has Sony made it possible to use it on PC yet? It’s significantly more affordable compared to other options.

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Super_AapjexD
Posting Freak
766
07-28-2016, 05:09 PM
#2
Psvr works in 1080p resolution; upgrading to an Acer Windows Mixed Reality would offer additional features, including controllers.
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Super_AapjexD
07-28-2016, 05:09 PM #2

Psvr works in 1080p resolution; upgrading to an Acer Windows Mixed Reality would offer additional features, including controllers.

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petitclou
Junior Member
2
07-29-2016, 12:35 AM
#3
Oculus introduced room tracking and motion controllers in December 2016. Early issues with roomscale tracking were resolved by spring 2017. The Vive offers a broader field of view, more space for glasses inside, a front-facing camera, and simpler wiring for roomscale configurations. Overall, the Rift and Vive serve similar purposes. The Rift supports weaker PCs thanks to ASW technology, and its controllers are significantly improved. Built-in headphones add convenience, though an audio headstrap can be purchased for $100 to match the Vive experience. Most differences are minor; generally, both headsets perform similarly. A few games are exclusive to one platform, but workarounds often exist. While the PSVR isn’t notably cheaper than Windows MR headsets, it lacks comparable features.
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petitclou
07-29-2016, 12:35 AM #3

Oculus introduced room tracking and motion controllers in December 2016. Early issues with roomscale tracking were resolved by spring 2017. The Vive offers a broader field of view, more space for glasses inside, a front-facing camera, and simpler wiring for roomscale configurations. Overall, the Rift and Vive serve similar purposes. The Rift supports weaker PCs thanks to ASW technology, and its controllers are significantly improved. Built-in headphones add convenience, though an audio headstrap can be purchased for $100 to match the Vive experience. Most differences are minor; generally, both headsets perform similarly. A few games are exclusive to one platform, but workarounds often exist. While the PSVR isn’t notably cheaper than Windows MR headsets, it lacks comparable features.

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LiamSoup
Junior Member
18
07-30-2016, 05:42 PM
#4
I haven’t tried Rift before, but I own a Vive and PSVR. The Vive room scale offers a strong experience, though it feels a bit short on large-scale content. This is our initial move toward a Star Trek-style holodeck. It represents the top-tier VR offering, but practical constraints are especially noticeable in space scenarios. The regular (first-gen) Vive price is acceptable now, but the Pro version is quite expensive. It also functions well in fixed positions, though you might want to consider Rift instead. If you’re unfamiliar with it, I assume Rift works more like PSVR, which uses camera sensing. That would make it noticeably less advanced than the Vive. On PSVR it’s sufficient, but its tracking system isn’t as robust as on the Vive. Considering the cost of the Rift, fixed-position use could be appealing, but I’m unsure if it delivers a great room-scale experience with the added accessories. There seem to be some exclusives between the two platforms, yet developers generally aim to support both. You wouldn’t want to restrict the market further.
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LiamSoup
07-30-2016, 05:42 PM #4

I haven’t tried Rift before, but I own a Vive and PSVR. The Vive room scale offers a strong experience, though it feels a bit short on large-scale content. This is our initial move toward a Star Trek-style holodeck. It represents the top-tier VR offering, but practical constraints are especially noticeable in space scenarios. The regular (first-gen) Vive price is acceptable now, but the Pro version is quite expensive. It also functions well in fixed positions, though you might want to consider Rift instead. If you’re unfamiliar with it, I assume Rift works more like PSVR, which uses camera sensing. That would make it noticeably less advanced than the Vive. On PSVR it’s sufficient, but its tracking system isn’t as robust as on the Vive. Considering the cost of the Rift, fixed-position use could be appealing, but I’m unsure if it delivers a great room-scale experience with the added accessories. There seem to be some exclusives between the two platforms, yet developers generally aim to support both. You wouldn’t want to restrict the market further.

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143
07-31-2016, 01:43 AM
#5
PSVR relies on an older camera-based tracking method that wasn't built for VR. It works only in front-facing mode, which means you lose tracking when you turn around, and its overall accuracy is modest compared to modern standards. Oculus employs a more recent camera-driven system tailored for VR, offering full 360-degree roomscale support. It may provide marginally better tracking precision and stronger resistance to occlusion in certain scenarios. However, the Oculus setup increases CPU usage for image processing, and since it uses USB connections, cables must return to the PC rather than plugging directly into power, making installation slightly more complex. USB controllers can also cause problems if they don't handle data at the required USB3.0 speeds. Looking ahead, tracking will likely shift toward headset-mounted cameras, similar to current Windows MR headsets, eliminating cables and simplifying setup. Improvements will focus on expanding tracking range, as existing systems lose accuracy when controllers move beyond shoulder level.
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DaniilKozhuhar
07-31-2016, 01:43 AM #5

PSVR relies on an older camera-based tracking method that wasn't built for VR. It works only in front-facing mode, which means you lose tracking when you turn around, and its overall accuracy is modest compared to modern standards. Oculus employs a more recent camera-driven system tailored for VR, offering full 360-degree roomscale support. It may provide marginally better tracking precision and stronger resistance to occlusion in certain scenarios. However, the Oculus setup increases CPU usage for image processing, and since it uses USB connections, cables must return to the PC rather than plugging directly into power, making installation slightly more complex. USB controllers can also cause problems if they don't handle data at the required USB3.0 speeds. Looking ahead, tracking will likely shift toward headset-mounted cameras, similar to current Windows MR headsets, eliminating cables and simplifying setup. Improvements will focus on expanding tracking range, as existing systems lose accuracy when controllers move beyond shoulder level.

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Mwpinkeras
Junior Member
10
07-31-2016, 02:09 AM
#6
The default setup for a Rift is now a single camera. At optimal settings, the Vive tracking works well. Sometimes minor issues appear at specific angles, especially when both beacons are on the same side or behind you.
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Mwpinkeras
07-31-2016, 02:09 AM #6

The default setup for a Rift is now a single camera. At optimal settings, the Vive tracking works well. Sometimes minor issues appear at specific angles, especially when both beacons are on the same side or behind you.

Z
52
08-03-2016, 04:40 AM
#7
You receive two cameras equipped with the Rift. It supports full 360-degree coverage and basic room-scale tracking using two units, though a third camera would be better for broader areas and avoiding blockages. A fourth camera could be added, but it's more suited for warehouse-level rather than room-scale applications.
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zamoraktheking
08-03-2016, 04:40 AM #7

You receive two cameras equipped with the Rift. It supports full 360-degree coverage and basic room-scale tracking using two units, though a third camera would be better for broader areas and avoiding blockages. A fourth camera could be added, but it's more suited for warehouse-level rather than room-scale applications.