4 days 14 hours
Abbot's Book Demo
7D Game (VR for VIVE)
4 days 13 hours
AVOlight.Space (Multi-Screen Media Player)
RAYGUN COMMANDO VR
Well we at least agree the Vive's "lighthouse" has "less" blind spots then a single pair of Oculus sensors : The "lighthouse" is exactly the only thing that's technologically superior about the HTC Vive.
But for me the hand controller tracking is perfectly adequate on both systems (and the headset tracking is ~perfect on both), so I'll take the lighter, more comfortable headset, along with the crisper display and convenient built-in audio, the optimized drivers, the thinner and lighter headset cable, the lighter and more ergonomic Touch hand controllers, the easier installation process (both hardware and software)... and make that my "technologically superior VR solution", over having more tracking then I need instead :)
Also the Touch tracking is perfectly accurate (within their tracked space), and as for their reliability, it's more like it's the HTC Vive controllers that have been know to make your virtual hands suddenly fly off for no reason (due to software driver issues) despite the increased range and reduced blind spots of their "lighthouse" hardware.
I mean the best choice would be to have CV1 for the headset, Touch for the hand controllers, and lighthouse for the tracking. And if you can't have that then the closest you can get to that (regardless of pricing) is CV1+Touch+Oculus Sensors, and not HTC Vive+wands+lighthouse.
Because VR immersion isn't about the strongest point : It's about the weakest points.
Yup, as I said in the article, the Rift is definitely the most consumer-friendly of the VR headsets and the one we'd recommend.
As I said, it's the tracking which makes the Vive technologically superior to the Rift. Even in smaller spaces, the Vive's lighthouse system is more accurate and reliable than a pair of Oculus trackers.
But the fact is they're not $400 better :)
Yeah, with the Vive it's all about those sensors and the tracking. It's not just about the space though, the Vive works better than the Rift in small spaces too.
I do get into situations where even with a pair of the Oculus sensors they lose tracking, which I rarely found with the Vive.
Sound logic, in an ideal world, but in reality you're always gonna have the guy who wants to get one over on legit players. For someone like that there's no fun in cheating when it's allowed. I doubt cheat permitted servers would do anything to dissuade folks like that.
Hmm, first of all, I don't think it's fair to include a GPU (or any other PC upgrade) in the cost of the "VR kit". PC users naturally need to upgrade their machines, so in time a VR ready card will be present on most people's machines anyway. Secondly, Samsung's VR is cheap is you own a rather expensive phone. If you don't, if you have like an old Android phone, you need to add a lot to the cost of the Samsung alternative. Thirdly, they're not the same thing, not by a country mile.
I think PC VR and mobile VR, just like PC and mobile games, cater to different audiences. PC games, what is called "core" gamers, will pick a PC VR experience, because it's so much better. In time, the cost will get lower, the problem is having games that are worth playing. Which currently, there aren't many ... if any.