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Ask Slashdot: Best Virtual Reality Headsets?

Quantus347 writes: Straightforward question: I held off for a year to let the various manufacturers shake out the bugs, but now it's down to either a virtual-reality system or a new generation console. So I ask you, the Slashdot community, what are your personal experiences with any of the various VR systems out there? What are their strengths and weaknesses? What little things annoy you the most? What features make a given product the best (or worst) option? "Sprinkle us with wisdom from your mighty brain!" For reference, the HTC Vive costs $799.00, while the Oculus Rift with Oculus Touch motion controllers costs $598 (which is the price after the recent markdown from $799). These prices do not include the necessary hardware required to power each headset. The PlayStation VR ($399.99), Samsung Gear VR ($99.99), and Google Daydream View ($79.00) are also available for less moolah.

141 comments

  1. Which ones? by Anonymous Coward · · Score: 1

    Which ones don't rape your privacy?

    1. Re:Which ones? by Anonymous Coward · · Score: 1

      That rules out at least the Oculus, which is owned by Facebook. Most likely some or all of the others too. Data on what you use VR for is commercially valuable, and you are sheep who will buy the device no matter how much data it phones home with.

    2. Re:Which ones? by amiga3D · · Score: 1

      It depends on how much you value your privacy. It's a reward versus risk thing and most people don't really value their privacy, at least not to a great extent. I look at all the info people voluntarily put on Facebook and realize that almost no one really obsessed about privacy like advocates try to make it seem.

    3. Re:Which ones? by Anonymous Coward · · Score: 0

      I use a $20 head unit with my smartphone (Bliss ROM, so no Google spyware). I use Nvidia Gamestream + Vireio Perception (if the game doesn't have native SBS output support) + Moonlight (root) to get the games from the PC to the phone screen. It works fine and I have played through a few games on that setup, including Deus Ex, Half-Life 2 and System Shock 2.

      Even though head tracking works, I disable it because that is a feature I don't want. My phone screen is 60Hz, but that has been OK since I don't have the eye/brain disability that makes me sick at less than 90Hz.

      However, the screen in my phone is much higher resolution that Oculus Rift and Vive, coming in at 2560x1440 or 1280x1440 per eye. Oculus Rift and Vive only have a pathetic 2160x1200 or 1080x1200 per eye.

    4. Re:Which ones? by nazsco · · Score: 1

      pls do a write up on getting this setup rigth!

  2. Depends what you want by oic0 · · Score: 1

    Rift is better visually and comfort wise. Vive can have a larger play area and is easier to get the room scale tracking right on. There are no other real headsets. The rest are novelties.

    1. Re:Depends what you want by oic0 · · Score: 1

      Forgot, rift also has better controls.

    2. Re:Depends what you want by Anonymous Coward · · Score: 0

      "Rift is better visually and comfort wise."

      I've tried both and disagree.

      But that's the problem with asking for advise about VR headsets on a random news website like Slashdot.
      You'll just get random people's opinions, mostly without proper arguments or explanations.

    3. Re:Depends what you want by Immerman · · Score: 1

      So, perhaps you could begin to solve the problem and explain why you think the Vive is better?

      --
      --- Most topics have many sides worth arguing, allow me to take one opposite you.
    4. Re:Depends what you want by Wescotte · · Score: 1

      For having hand presence in VR I agree Touch is superior. However, when wielding a gun or sword type object the wands field more real/natural. Touch is exciting though because it lets you naturally do gestures which will add whole new levels to multiplayer communication.

      HTC has the tracker coming out so 3rd parties can make all kinds of cool controllers and Vive has demoed their "touch" prototype. I think having multiple controllers will give you the best overall experience.

    5. Re:Depends what you want by Wescotte · · Score: 4, Informative

      I personally believe the visuals are close enough to not care but...

      Rift has reduced screen door effect making it better than Vive
      Rift has slight smaller field of view making it worse than Vive
      Rift has a slightly darker screen and often people prefer the brighter more vibrant colors of the Vive.
      Rift has worse lens flair issues than the Vive
      Rift and Vive have different focal planes. One requires you to focus a few feet in front of you while the other at infinity. Some people find one more comfortable than the other.

      Rift's head strap is simply better engineered to stay in place and balance the weight of the device so you can play longer. It also has integrated headphones which makes it faster/easier to put on/take off. However, if you don't have a head shaped for it the Vive's elastic bands can be more comfortable. Vive offers more flexibility for people who wear glasses as you can adjust the distance between your eye and the lens independent of how it's mounted on your head. HTC is releasing a deluxe strap that is similar to the Rift in the next couple months.

      The Vive strap is annoying enough to many where you'll find plenty of people (myself included) elected to fix the problem using off the shelf parts like this: https://www.youtube.com/watch?...

    6. Re:Depends what you want by mobby_6kl · · Score: 1

      Yep.Both are close enough that I'd probably make the choice on principle of not giving facebook any money. Still, if you seriously want one now, I'd try both first to see the ergonomics and image quality for yourself.

      I was really hyped about the Rift and then the Vive, exactly until the point they announced the EU prices. I might've been willing to jump in as an early adopter but not at almost a grand. If you can, I'd suggest to wait and see what happens.

      Nobody knows when the Rift/Vive mk2 will come out, but MS and its partners should have some cheaper headsets with inside-out tracking and comparable video, there's a wireless kit for the Vive, and there might be some options with eye tracking out soon as well. There will also be more and better software at lower prices. In the meantime, you can do what I did and go on a vacation. Or just go outside for once :)

    7. Re:Depends what you want by PoopJuggler · · Score: 1

      Rift supports Trump. That's enough reason for me to never buy one.

    8. Re:Depends what you want by Wescotte · · Score: 1

      This won't explain why he thought Vive was better but as this is Slashdot here is a pretty in depth comparison of optics and displays.

      https://www.reddit.com/r/oculu...

    9. Re:Depends what you want by Anonymous Coward · · Score: 0

      Looks like this snowflake needs a hug.

    10. Re: Depends what you want by hackwrench · · Score: 1

      Comfort-wise a smaller device like the Samsung J3 Emerge that I bought for $75 and an el cheapo plastic head-lens-box might be the best. It can also be wireless. There isn't very much in the way of peripheral vision, though.

    11. Re: Depends what you want by Anonymous Coward · · Score: 0

      Rarely has a username been more fitting.

      One of oculus's of founders gam money to a group that produced anti-Hillary ads... It is a hell of a stretch to make that mean "Rift support Trump"

    12. Re: Depends what you want by Anonymous Coward · · Score: 0

      I haven't tried anything but the VIVE yet, but the vive is worth $800 if you think you might like VR stuff and have a vr ready pc already.

    13. Re:Depends what you want by Anonymous Coward · · Score: 0

      Rift is cheaper, better constructed, the touch controllers are better, and mostly the software is very well done.
      Oculus has the best developers around including Carmack.

    14. Re:Depends what you want by rtb61 · · Score: 1

      "you can play longer", would you mind clarifying that. What are the limits of comfort and does it vary to game type. How short is play longer, that you mention it at all, is pretty indicative that it is a whole lot less than a monitor and keyboard.

      --
      Chaos - everything, everywhere, everywhen
    15. Re:Depends what you want by Wescotte · · Score: 1

      The Vive strap isn't the most ideal way to distribute it's weight across your face and head. There are a decent number of reports where in the middle of longer sessions (hour+) people find it gets quite uncomfortable. I've never experienced that much discomfort but I did replace the strap as it had a tendency to allow the headset to slip a bit. However, after replacing it with the welding mask mod ( https://www.youtube.com/watch?... ) I realized just how much more comfortable it can be with a better strap. The PSVR is probably the most comfortable HMD right now with Rift coming in a close second.

    16. Re:Depends what you want by Anonymous Coward · · Score: 0

      Rift is cheaper, but you're on crack if you think it's better made than Vive. Vive owns Rift in every possible way other than price, including not needing to install Facebook spyware to work.

    17. Re:Depends what you want by Anonymous Coward · · Score: 0

      looks like this astroturfer needs a post towards his fortnightly quota.

    18. Re:Depends what you want by Anonymous Coward · · Score: 0

      I personally believe the visuals are close enough to not care but...

      Rift has reduced screen door effect making it better than Vive
      Rift has slight smaller field of view making it worse than Vive
      Rift has a slightly darker screen and often people prefer the brighter more vibrant colors of the Vive.
      Rift has worse lens flair issues than the Vive
      Rift and Vive have different focal planes. One requires you to focus a few feet in front of you while the other at infinity. Some people find one more comfortable than the other.

      Rift's head strap is simply better engineered to stay in place and balance the weight of the device so you can play longer. It also has integrated headphones which makes it faster/easier to put on/take off. However, if you don't have a head shaped for it the Vive's elastic bands can be more comfortable. Vive offers more flexibility for people who wear glasses as you can adjust the distance between your eye and the lens independent of how it's mounted on your head. HTC is releasing a deluxe strap that is similar to the Rift in the next couple months.

      The Vive strap is annoying enough to many where you'll find plenty of people (myself included) elected to fix the problem using off the shelf parts like this: https://www.youtube.com/watch?...

      Rift has computer vision based tracking which is inherently troublesome and inaccurate compared to the Vive's lighthouse tracking.

    19. Re:Depends what you want by thewolfkin · · Score: 1

      Looks like this snowflake needs a hug.

      oh heaven forbid the guy have an opinion on something. Real men don't have opinions.. or ethics... or integrity to stand by their opinions. Nope real men just buy anything without regard for any contradictory aspects.

      --
      Just another second banana
    20. Re: Depends what you want by Anonymous Coward · · Score: 0

      The HoloLens is a true Virtual Reality headset. Does not rely in cell phone, its a stand alone computer. All the others are just fancy cell phone add-ons.

    21. Re: Depends what you want by Anonymous Coward · · Score: 0

      Try again with your fake news. You omitted the bit about someone on Facebook's board who now works for Trump: Peter Thiel. That and the Zuck actively defended him to remain on FB's board means FB is ok with it.

    22. Re: Depends what you want by Anonymous Coward · · Score: 0

      Holo lens isn't full VR it's AR

    23. Re:Depends what you want by TwoBit · · Score: 1

      Stand back people, we have a rabid Vive fanatic here. The fact that he's provably wrong should validate that.

      Vive has better large scale tracking than Rift.
      Vive has very slightly better FoV than Rift (a couple degrees).
      Rift has better screen door effect. This is well known.
      Rift has better audio.
      Rift has better microphone. This is well known.
      Rift has a sharper screen to the edges. This is a provable fact.
      Rift has better ergonomics.
      Rift has better software, hands down. Some people blame this on exclusives, but it's still a fact.
      Rift runs better on hardware (smoother, less judder, etc.), because it has Async SpaceWarp (vive doesn't) and has better TimeWarp/Reprojection, which doesn't exist on Vive at all on AMD hardware.

    24. Re:Depends what you want by TwoBit · · Score: 1

      One person out of a 200 person company is a Trump fan and you associate that with the entire product? Grow up.

    25. Re:Depends what you want by rtb61 · · Score: 1

      I am an unbashed gamer long gaming sessions normally start at the eight hour mark ie like a work day. Think about it, if a work day is deemed as appropriate for extended behaviour, considering for me the bulk of those hours were in front of a computer. A reasonable long gaming session should be at least equal to a working day, else that working day could be considered abusive and indicative of mental harm, just saying. So long gaming session as in, is it at all possible to get past the eight hour mark, allowing for a lunch break and mornin' smoko. Screw all those who think eight hours of mind numbing work is good and eight hours of gaming is evil (greed affected thinking).

      --
      Chaos - everything, everywhere, everywhen
  3. The best one... by 110010001000 · · Score: 0, Troll

    ...is none. Virtual reality will never work. The disconnect between what your eye sees and your inner ear senses will cause motion sickness in the vast majority of people. This is a physiological problem that cannot be solved. AR is the future, VR is dead. Microsoft is finally doing something smart by ignoring VR and going straight to AR.

    1. Re:The best one... by Anonymous Coward · · Score: 1

      That's odd If the vast majority of people get motion sick with VR then all of the sever dozen people I have shared my rift with must be outliers, as none have mentioned any motion sickness when playing. It's nice to know that my friends are are as exceptional as I am, I have never experienced motion sickness either. I do mostly play sim racing games but I play on average 30 or so hours a week with my rift.

    2. Re:The best one... by 110010001000 · · Score: 0

      Right...I mentioned that in my follow up reply. You and your friends are special snowflakes of course. My comment doesn't apply to people like you.

    3. Re:The best one... by Anonymous Coward · · Score: 0

      Well, you're right, the best one is none in that all the current offerings suck. Wires suck and are too easy to get tangled in, and the wireless options are all terrible.

      But I disagree with the "will never work" part. VR is still learning how to make games such that people don't get sick. This generally involves making it so that you can't move, instead you teleport around. It works, I guess, but it also sucks and makes for boring experiences. So it's not an impossible problem to find solutions to, but it does create for very dull experiences. And who knows, maybe in the future people will find new solutions and VR will let players really walk and touch things in the VR environment.

      Right now, though, you're absolutely right: the answer is none. VR sucks. In an effort to prevent making people sick, they've made it boring. Wait for the next generation when a few more of the issues have been solved.

    4. Re:The best one... by RabidReindeer · · Score: 1

      Well, I'm not well-experienced in the field, but 6-axis motion/attitude sensors are very small and very cheap - almost every smartphone has one. And outfits like Oculus have reportedly spent a lot of effort into learning psychological tricks to ensure that your perception of the image appears to track what the sensor detects.

      So I'll defer my sneering until I actually have a chance to try some out. I'm definitely not in the snowflake category. Can't even sit in the front rows of a movie theatre without getting motion sick.

    5. Re:The best one... by Junta · · Score: 1

      Well one, it *can* be solved, and in fact for experiences that do not move the user at all, almost no one gets sick.

      Those that place the user in a cockpit, and move the player around relative to the outside, but not the cockpit, sickness correlates closely with rate of motion sickness in cars and boats and such.

      Even those that move around like crazy, sure more people get sick, but in my personal experience, I'm not even sure it's a majority.

      The short of it is, if you are interested *demo* it for yourself. Don't just assume you will or will not get sick, because it's your own vestibular system and there's a great deal of variety.

      Microsoft is also not really going straight for AR, they did do Hololense, but Windows Holographic is intended to support both VR and AR, and the affordable hardware is going to be VR first. AR still has a big problem of some technology that allows seeing the outside world and seeing the overlay. Problems with how ghosty the content is, and/or more critically ability to project over a wide field of view. In VR, they distort the hell out of the screen to get wide field of view, but in AR that can't be done because it will distort the real world. Also AR can't provide the same total immersion as VR if that's the goal (well it can, but by covering up the whole world, in which case it's really VR).

      --
      XML is like violence. If it doesn't solve the problem, use more.
    6. Re:The best one... by Anonymous Coward · · Score: 1

      There is no disconnect if there's no artificial acceleration. Anything where the brain doesn't expect to feel movement doesn't trigger simulation sickness (not motion sickness, which is the opposite). Teleportation doesn't cause any sickness at all and other systems like "zooming" have short enough travel times that our perception systems don't seem to register the movement quick enough to cause any sickness.

      Typical stick movement causes problems, though there are also more novel systems being created that appear to be more comfortable, usually ones that require other kinds of physical movement such as drags and pulls.

      AR and VR are the same thing, really. AR just lets you assign an alpha channel and might have external cameras for virtual/real object interactions and the like. If you put a plastic shutter over a pair of AR glasses though, you'd end up with a VR headset.

    7. Re:The best one... by Anonymous Coward · · Score: 0

      "Virtual reality will never work."

      Never is a very, very long time.

      Let me ask you a question, do you actually think that 5000 years from now, virtual reality still won't work?
      You really think that we will "never" find any kind of solution for the motion sickness?
      Never, ever?

    8. Re:The best one... by rmdingler · · Score: 1

      I forgot to mention that the special snowflakes here of course are not affected by motion sickness. Just non-Slashdot people of course. So don't get mad at me.

      So long as we're clear, then, this affliction doesn't correlate to the audience with which you have shared....

      Tillerson might as well tout climate science at the next Oval Office gathering?

      --
      Happiness in intelligent people is the rarest thing I know.

      Ernest Hemingway

    9. Re: The best one... by dade2296 · · Score: 1

      Just wondering, have you tried Minecraft, or any game where you have to "walk" using a controller or keyboard? I don't mean teleporting. Games that make you straffe or move forward/backward without actually moving are the only thing that make me feel queezy. Most games avoid that though since they figured it out in testing. If you have tried those games and don't get sick, mind telling me what graphic card you have? I use a 980 and was thinking that the motion sickness effect could be refresh rate related

    10. Re:The best one... by AmiMoJo · · Score: 1

      Buddy, you are the special snowflake here. They guy so sensitive he can't handle VR without hurling. Maybe the headset should come with a trigger warning for you.

      I'm very sensitive to motion sickness from games. Most FPS games make me feel unwell after 10 minutes. Been that way since Doom. But i tried a Rift and it was fine.

      --
      const int one = 65536; (Silvermoon, Texture.cs)
      SJW, n: "Someone I don't like, and by the way I'm a fuckwit" - AC
    11. Re:The best one... by Anonymous Coward · · Score: 0

      special snowflakes

      You are using that wrong.
      http://www.urbandictionary.com/define.php?term=special%20snowflake

    12. Re:The best one... by dbrueck · · Score: 1

      Just curious, have you tried the latest gen of VR? Because I've tried the Rift and the Vive on tons of people (basically large swaths of my neighborhood), almost none of which are tech geeks, and not a single person has had any bit of motion sickness. From young kids to people in their 70s, all of them were blown away by the experience, and nobody got sick.

      The main reason IMHO, besides the much improved tech, is that very few VR experiences are creating the situation you describe, where there is a disconnect between physical and virtual motion. A lot of work has been done to develop techniques for moving the user in ways that don't violate what the user's body thinks is happening. It's an area of ongoing research, but already some pretty effective techniques have been discovered. So while it's true that a lot of people can't stomach a roller coaster VR experience, there are also tons and tons of VR experiences that work just fine without inducing nausea.

      I don't think VR or AR is going to have the exclusive hold on the future because they both have their usefulness. Further, there is so much overlap in the technical needs that ultimately both will probably be delivered to consumes in the same device anyway (e.g. an AR headset with a removable opaque covering over the eyes that you can put on for a VR experience).

      (P.S. As to the OP's question: Vive wins this round, but only slightly now that the Rift has finally released hand controllers - the room setup is less convoluted and it deals with user orientation better and allows for other devices to be given tracking sensors - but round 2 could easily go to Rift, we'll see)

    13. Re:The best one... by Anonymous Coward · · Score: 0

      Right...I mentioned that in my follow up reply. You and your friends are special snowflakes of course. My,

      Or maybe just maybe your theory is full of shit and contradicted the available evidence.

      No problems here either.

    14. Re:The best one... by 110010001000 · · Score: 0

      As a SJW you should know that your post if very offensive and has triggered me. By the way, everyone here knows you are the most special snowflake on Slashdot.

    15. Re: The best one... by 110010001000 · · Score: 1

      Yes...they don't make me motion sick. But the older you get the more susceptible you are. I probably couldn't handle playing Descent now. But VR is much much worse than any video hame.

    16. Re:The best one... by Immerman · · Score: 2

      >AR and VR are the same thing, really.
      In terms of technology, they can be, if they just do the camera thing. Things like Hololens go a different route though, with digital imagery overlayed on actual vision.

      In terms of functionality, AR is a strict superset - as you say, put blinders over it and it becomes VR. Heck, just have the digital overlay completely cover your field of view and you don't need the blinders. But, take the blinders away, and you've opened a whole world of additional applications.

      --
      --- Most topics have many sides worth arguing, allow me to take one opposite you.
    17. Re:The best one... by 110010001000 · · Score: 1

      Entirely possible.

    18. Re:The best one... by 110010001000 · · Score: 1

      Correct. Everyone knows Slashdot people don't get motion sick, or get malware, or create bugs when writing software. I'm talking about those OTHER people.

    19. Re:The best one... by 110010001000 · · Score: 1

      It isn't a psychological problem, it is physiological. Your inner ear has a disconnect between what it is sensing and what you are seeing. You can't solve that problem (unless you interface with the inner ear somehow).

    20. Re:The best one... by 110010001000 · · Score: 1

      AR has technical problems to solve. VR has physiological problems to solve. You can't solve the latter, unless you interface with the inner ear. Maybe use a babelfish.

    21. Re: The best one... by Immerman · · Score: 1

      I've only dabbled, and not yet tried any "fake motion" games, but from what I've heard the "problem" lies in our brains, not the rendering - your body is fine tuned to get sick if your eyes and inner ear disagree on how you're moving, since that's normally caused because you ate something poisonous and should throw it up as soon as possible.

      There are various tricks that can help a lot though - cockpit games for instance offer a reference space that's moving consistent with your inner ear, and reduce nausea considerably. Even just rendering a fake nose can help a lot.

      --
      --- Most topics have many sides worth arguing, allow me to take one opposite you.
    22. Re: The best one... by Anonymous Coward · · Score: 0

      http://www.roadtovr.com/samsungs-new-headphones-trick-your-inner-ear-to-move-you-in-vr/

    23. Re:The best one... by AmiMoJo · · Score: 1

      *An* SJW. Jeez, a fuckwit and a retard.

      --
      const int one = 65536; (Silvermoon, Texture.cs)
      SJW, n: "Someone I don't like, and by the way I'm a fuckwit" - AC
    24. Re:The best one... by dbrueck · · Score: 1

      Pro-tip: to be a really effective troll, and to gain the most enjoyment from trolling, you need to draw out the conversation a bit more, and to do that you can't just completely ignore all the points in a person's reply, otherwise the other person will interpret that as you having no reading comprehension ability (and so they'll walk away because any attempt at conversation is pointless) or they'll know right away that you're a troll (same outcome).

      You gotta lead them along, feigning that you're considering their viewpoints, and that you're always right there, just on the cusp of agreeing to - or at least appreciating - the alternate point of view... but needing just a little more convincing. Repeat for a few rounds of back-and-forth (or until a more interesting victim comes along), all the while leading the conversation further and further away from the point or from rational thinking. The longer you have them engaged, the zanier you can get without them walking away (because the more they invest in you, the harder it is for them to realize it's been a complete waste of time), but even then to keep it going you need to still maintain the pretense of actual debate.

      It's not just a skill, it's also an art. Focus on your subtlety and patience, and with practice you'll master it - I believe in you, you can do it! Have a great day!

    25. Re:The best one... by Anonymous Coward · · Score: 0

      Are SJWs allowed to joke about trigger warnings?

      You guys, AmiMoJo is SO TRIGGERED right now...

    26. Re: The best one... by Wescotte · · Score: 1

      Yup, there are all kinds of strategies that are being developed to reduce motion sickness. I own a Vive and there are a few games with artificial locomotion that get me sick and some that don't. Developers are still trying figure out exactly why it works in some situations and not others but they already have plenty of best practices like you described.

    27. Re: The best one... by Anonymous Coward · · Score: 0

      https://www.engadget.com/2016/03/14/samsung-entrim-4d-vr-motion-headphones/

    28. Re:The best one... by PoopJuggler · · Score: 1

      "Roller coasters will never work."
      "Human flight will never work."
      "Submarines will never work."
      You're just another in a long line of closed-minded fools.

    29. Re:The best one... by Junta · · Score: 1

      The thing that frustrates those of us who can do VR without issue is people loudly shouting that it makes everyone sick and no one should even try it and scare off people from at least trying it themselves. The chilling effect on the market lessens the chance of the market having good content.

      AR without motion sickness would preclude a great deal of experiences (vehicle simulators, any scenario requiring exploring an area bigger than you physically have to explore). If you enable any of these experiences, VR and AR are in the same boat.

      AR may have some applications that are interesting, but probably more productivity oriented than entertainment, due to the physical limitations of having a 1:1 mapping of the AR world and the physical world.

      --
      XML is like violence. If it doesn't solve the problem, use more.
    30. Re:The best one... by elrous0 · · Score: 1

      But....but....3DTV, self-driving cars, men on Mars, flying cars, Hyperloops, solar highways...IT'S THE FUTURE PEOPLE!

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
    31. Re:The best one... by jareth-0205 · · Score: 1

      Right...I mentioned that in my follow up reply. You and your friends are special snowflakes of course. My comment doesn't apply to people like you.

      Right...I mentioned that in my follow up reply. You and your friends are special snowflakes of course. My comment doesn't apply to people like you.

      Right, so, by definition anyone who can disagree with you cannot because they are in the only group of people you have excluded from your blanket claim. Fucking genius debate technique...

    32. Re:The best one... by Anonymous Coward · · Score: 0

      TRIGGERED?!? Quick, check his Med-Alert bracelet for the emergency number for his Hug Space. He needs to get there stat before someone makes a mild dad joke and sends him into a Misogynism Coma.

    33. Re: The best one... by Anonymous Coward · · Score: 0

      You'll refute this but it seems to me that you haven't tried it recently. In a badly created game/environment with badly implemented movement controls I'll be reaching for the sick bag in just seconds, but for the most part, given either room space games or games where you're sat in a cockpit of some kind, I can play for hours. Google earth has somehow got it right too. Vr works very well and is incredibly immersive imho.

    34. Re:The best one... by Anonymous Coward · · Score: 0

      AR can become VR with a dumb cover and a mode that says ignore some of my sensors, but VR can't become AR without additional cameras and a bunch more software/processing.

    35. Re: The best one... by hackwrench · · Score: 1

      Well, with gyroscopes, the input to the VR goggles is the same input to the inner ear.

    36. Re:The best one... by GuB-42 · · Score: 1

      ...is none. Virtual reality will never work. The disconnect between what your eye sees and your inner ear senses will cause motion sickness in the vast majority of people.

      This is not a problem if what your are showing matches what your inner ear senses. For example, if all you are showing is a static scene, there is no problem.
      With proper direction, I thing it will appear what kind of scene are tolerable and what kind shall be avoided. For example, it appears that moving the camera against the user's will is a big no while teleportation is surprisingly well tolerated.
      Anyways 'the vast majority" of people are not subject to motion sickness. Most people don't suffer motion sickness using current technology, some do, but chances are that they also suffer from it just playing a FPS game on a small screen. It didn't stop FPS games from being popular. A combination of better understanding of motion sickness, technological progress, habituation, and in the extreme cases medication will help taking care of the problem should it become the only problem of VR.

    37. Re: The best one... by WaffleMonster · · Score: 1

      Just wondering, have you tried Minecraft, or any game where you have to "walk" using a controller or keyboard? I don't mean teleporting. Games that make you straffe or move forward/backward without actually moving are the only thing that make me feel queezy. Most games avoid that though since they figured it out in testing. If you have tried those games and don't get sick, mind telling me what graphic card you have? I use a 980 and was thinking that the motion sickness effect could be refresh rate related

      Everyone is busy royally fucking up locomotion. Strafing motions are fine. I've played overload alphas (DESCENT) for hours in VR with no problems. Strafe only controls are awesome.

      What is getting everyone sick is move to where you are looking schemes which intentionally create disconnects in change of direction/rotation without the user actually doing it. I would argue in many cases without actually wanting to do it either. These mechanics actively penalize players for daring to look around.

    38. Re:The best one... by thesandtiger · · Score: 1

      Have you considered that maybe your brain and eyes are damaged or inferior? I put it in that way because you seem to have anger at people who don't get motion sickness from VR and went out of your way to preemptively belittle and insult.

      I've had a dozen or so people over to play with my Rift ad Sony VR systems, and only one person indicated discomfort, and that was at the teleport mechanic in a couple of games.

      Mostly I find games are substantially more immersive, and the only issue I have is when I run into a real-life obstacle that isn't visible in VR. I have scraped knuckles from smacking into a (very real) wall when trying to pick something up in VR.

      --
      Since I can't tell them apart, I treat all ACs as the same person.
    39. Re: The best one... by Anonymous Coward · · Score: 0

      An social justice warrior?

    40. Re: The best one... by HornWumpus · · Score: 1

      It really comes down to rate. Switchbacky race courses (Assetto Corsa-Hill Climb) are a lot more pukey than high speed sweepers (old Monza), everything else being equal.

      Which is the killer for most 3d shooters, the spin, run, spin and shoot is fundamental. Will have to be rethought, levels changed.

      The worst game I ever played in VR was Descent 2. No cockpit, no artificial horizon. Granting that was on a whole previous generation of VR hardware. There were games back then that were less puke inducing than games out today. It all comes down to content. Nobody (almost nobody) pukes watching a virtual widescreen movie playing normal content. Almost nobody wants to rind virtual roller coaster after virtual roller coaster etc.

      Vive room scale forces content to keep up up, which is the best plan, at least until players build tolerance to VR sickness, it comes. Driving is good to start, if you've already got a wheel and pedals. Helicopter is generally better than fixed wing which is generally better than space (get 3 axis stick and throttle, having something to hold onto make games less pukey). Keyboard and game controllers both suck for VR.

      --
      John McAfee 'It was like that time I hired that Bangkok prostitute; to do my taxes, while I fucked my accountant'
    41. Re: The best one... by HornWumpus · · Score: 1

      I so wanted Alien isolation to work OK in VR. The head motion tracking kills it.

      --
      John McAfee 'It was like that time I hired that Bangkok prostitute; to do my taxes, while I fucked my accountant'
    42. Re:The best one... by RabidReindeer · · Score: 1

      Well, that's the point of the 6-axis sensors. They are the exact electronic equivalent of the semi-circular canals of the inner ear. In fact even if you're magneto-sensitive, the current sensors can track that as well.

      It's really a psycho-physiological problem. We are able to watch the flickering pictures in movies and scan-line television because the perception of the eyes isn't as important as the perception of the brain. One of the tricks that I have heard of in tracking head/body motion is to take advantage of the fact that the human eye cannot focus on all the interim points between point A and point B, so you can do fast/fuzzy rendering while motion is going on and only have to fill things in when everything is stable.

    43. Re:The best one... by Anonymous Coward · · Score: 0

      I have meet some 'normal' people out there that can't play FPS games without getting motion sickness... then again those 'normal' people usually say they don't play games unless it's Candy Crush...

    44. Re: The best one... by Arab · · Score: 1

      An social justice warrior?

      I think he meant An Ess-Jay-Double-You?

  4. I have both and.. by CptLoRes · · Score: 5, Informative

    I have both the Rift and the Vive, and the Rift is collecting dust. Rift may have better ergonomics, but the Vive has a much higher 'just works out of the box' factor with better tracking and software. It is sadly also becoming a choice made on principle. The Rift was supposed to be the open system, but after the Facebook money they have turned into what is by far the most closed system of them all right now.

    1. Re:I have both and.. by PoopJuggler · · Score: 1

      And Palmer Luckey gave Trump a shitload of money. So, fuck Oculus.

    2. Re:I have both and.. by Anonymous Coward · · Score: 0

      A couple other things I'm curious about:

      1. The focus is on games, which suggests Windows 10 is a requirement. Is there any useful/functional support for VR headsets with linux?
      2. What are the interesting use cases outside of games? Large virtual desktop space/window manager? Virtual IMAX theater?

      As much as I like gaming etc, the last time I had a gaming PC I hardly ever played any games as work/life takes up too much time and is exhausting. I'm also trying to avoid Windows. MS will never make it to my primary desktop but I do have to use Windows in the course or work...

    3. Re:I have both and.. by Anonymous Coward · · Score: 0

      Yes, I too make tech decisions based on political donations and the opinions of people with names like PoopJuggler.

      Oh wait, no, I make decisions based on things like price, effectiveness, usefulness, ease of use, future expansion options, content, and reviews by respectable people who,base their views on experience with the technology and other useful metrics.

      Trump and PoopJuggling are not factors in adult decision making.

    4. Re:I have both and.. by Anonymous Coward · · Score: 0

      Actually in the real world Trump IS a factor in adult decision making. Fuck Oculus, I vote with my money like the Supreme court says I have to.

    5. Re:I have both and.. by danudwary · · Score: 1

      I haven't tried it, because I game in Windows, but Valve has released its SteamVR for Linux. https://github.com/ValveSoftwa...

    6. Re:I have both and.. by TwoBit · · Score: 1

      I think while Vive has better tracking for large rooms, it's no better in the "just works out of the box" category. While the SteamVR store is more mature than the Oculus one, the actual runtime software is much better on the Rift. It has ASW and ATW and Vive has only partial ATW support, only for NVidia. As a result, software on Oculus runs smoother for any given machine. This is well known.

  5. The best? Rose-colored glasses by Anonymous Coward · · Score: 0

    HillaryBeatTrump.org.

    Fake news at its finest.

  6. acid by Anonymous Coward · · Score: 0

    Wow... these colors taste so good, the music smells awesome, and the visuals feel so friggin real. Yeeahh! VR!!

  7. None, except possibly PSVR by Quarters · · Score: 4, Insightful

    Seriously, it's too early. You're looking at first generation hardware across the board and not enough software support for any of the platforms to make it a long term compelling experience. If VR is truly getting established this time, a big 'if', then within three years you will have a worthless gadget that can't keep up. Everyone else will be on 3rd or 4th generation hardware with 2x - 4x the resolution and the software won't be compatible with your 1st gen stuff.

    If you absolutely want to drop the cash on this stuff now I'd say get a PS4 and a PSVR headset. It's the lowest cost of entry, is the easiest to set up, and you can be certain a game you buy will worth with your hardware. Neither of the PC based solutions are anywhere close to being that turnkey currently.

    1. Re:None, except possibly PSVR by Anonymous Coward · · Score: 0

      "If you absolutely want to drop the cash on this stuff now I'd say get a PS4 and a PSVR headset. It's the lowest cost of entry, is the easiest to set up, and you can be certain a game you buy will worth with your hardware."

      You do realize that you are giving readers advice even though you've probably never, ever tried the PSVR yourself.
      The blind leading the blind.
      Think about what you are doing.

      One of my friends has a PSVR headset and he does not agree with your "you can be certain a game you buy will [work] with your hardware" claim.

    2. Re:None, except possibly PSVR by Quarters · · Score: 1

      You do realize that you're making assumptions about my knowledge without any basis whatsoever? I've been making video games professionally since 1995. I'm curious as to your logical leap of "My friend says so-and-so" to "This guy has no idea what he is saying." What gives your friend any more basis to say something regarding gaming technology than anyone else? I've stated the reason why I feel I can offer advice. Please do the same.

    3. Re:None, except possibly PSVR by Anonymous Coward · · Score: 0

      "I've been making video games professionally since 1995."

      Have you extensively tried the PSVR hardware?
      At best your briefly tried it somewhere.
      Tell me I'm wrong.
      Have you extensively used PSVR or not.

      Making video games since 1995 is irrelevant.

    4. Re:None, except possibly PSVR by SolemnLord · · Score: 1

      I have a PSVR, and, with the exception of Resident Evil 7 (which was amazing), it's largely been collecting dust. This isn't the PSVR's fault, because as a piece of hardware it's rock-solid. The real problem, like you said, is there's not enough software support.

      That's why I'd advise against the PSVR over a PC solution- assuming the buyer can afford it and doesn't want to wait. While the PSVR is unquestionably the most comfortable headset, and resolution matters a lot less than people might think, the PS4's closed system ultimately hurts it*. At least for now. I've got a handful of fun diversions, one very fun game, and a lot of waiting. If I had a PC-based solution, I could at least find a constant stream of novelties and experiments to try out.

      I'm seriously looking forward to the next generation of VR headsets, when the PSVR's superior ergonomics get copied by other companies, but we don't have to worry about being tied to a single storefront.

      *to be fair, one big benefit of the PSVR's closed ecosystem is that Sony refuses games that can't maintain 60Hz or better in VR on standard PS4 hardware. There's a lot to be said for knowing that at least I'm not going to be sick because a game chugs and lags.

    5. Re:None, except possibly PSVR by Quarters · · Score: 1

      To sum up your comment, "No, I won't answer your question about my 'friend' because he has no basis to make the comments I'm vaguely quoting second hand while trying to diminish your contribution to this discussion".

    6. Re: None, except possibly PSVR by hackwrench · · Score: 1

      No, that doesn't sum up his comment. His comment is that you are arguing that certain experiences you have had that do not pertain to knowledge of the VR experience most certainly do and when you encounter a person like that, it generally isn't a pleasant experience to continue much futher.

    7. Re:None, except possibly PSVR by HornWumpus · · Score: 1

      Go away, shit somewhere else. I bought the second generation hardware, in 1998. As it was dying, knowing there were 20 games that worked. I got it at half price, it was still seven bucks.

      Well made VR pron works, doesn't make you sick (unless you get a female POV one). Games will work or not on their own strengths.

      The end.

      --
      John McAfee 'It was like that time I hired that Bangkok prostitute; to do my taxes, while I fucked my accountant'
    8. Re:None, except possibly PSVR by danudwary · · Score: 1

      ....Maybe. I don't entirely disagree, despite the fact that I'm a Vive owner. One thing I'll say is that HTC have no reported plans or a "Vive2" any time soon, and seem to be building and releasing things in a fairly modular way. Wireless is on the way this year, as is a new, supposedly more comfortable headstrap with headphones built in. There's talk of upgraded versions (ie easier to manufacture, I believe - no real technical advantage) of the lighthouses, but nothing announced as far as I know. A higher resolution HMD would be nice, but it seems like that's waiting on technological advances, as well as better CPUs and video cards to handle something even more beefy than it already needs. There's talk of different controllers coming out, at some point.

      So, I bit the bullet and bought it, knowing that it's early. I like the idea that there will be incremental optional hardware upgrades for the next few years, and not another $500-$800 purchase on the horizon. I don't think Vive hardware goes through any major revisions until 2019. Rift probably has some work to do with its tracking, from what I've read, and PSVR lifespan is already limited by the hardware it's tied to.

    9. Re: None, except possibly PSVR by GrahamJ · · Score: 1

      Ditto all that. I think VR is here to stay and I'm not willing to wait until some arbitrary level of fidelity is achieved. The Vive is an absolute blast today (omg Pavlov) and a stream of new hardware is going to make it even better over time. With sufficient space, rig and cash I don't believe anyone will regret the purchase.

  8. get off my lawn! by Anonymous Coward · · Score: 0

    Back when I was a kid, the best VR headsets were when we just closed our eyes and imagined. The cost was FREE, but the struggle was REAL.

  9. Vive by CAHutch · · Score: 1

    Rift is better visually. Vive has much better room scale tracking. Vive accommodates glasses better

    1. Re:Vive by Anonymous Coward · · Score: 0

      Have you actually tried both, or are you yet another commenter who's just posting what he read here and there?

  10. Beware of Walled Gardens by marciot · · Score: 1

    I bought a Rift and although it is a great VR headset, my biggest disappointment is that for the money I paid, I expected to be able to see all the newest VR content out there. This cannot be any further from the truth. I can't even experience Google Earth (without hacking) on the Rift and there are countless Gear VR experiences I would love to try, but I cannot do so. So PC headsets are a good buy if you are a gamer with specific games in mind, but for experiencing general and free VR content, the Gear VR seems to be where it is at right now.

    I hope open standards like WebVR improve the situation, but for now the fragment nature of the VR landscape is a major let down.

    -- Marcio

  11. Vive owner's thoughts on Rift vs Vive by Wescotte · · Score: 3, Interesting

    Technically speaking the Rift and Vive headsets are very close. The Rift has a slightly lower FOV resulting a higher pixel density which ends up producing slightly less screen door effect. However, people also complain the Rift has more lens flair issues than the Vive does. So when it comes to which one objectively looks better you can make solid arguments for both headsets and it comes down to which specific flaws stand out more to you.

    The Rift (out of the box) is absolutely better when it comes to ergonomics but having integrated headphones is debatable... I personally decided to get rid of the Vive strap and did a variation of the welding mask mod ( https://www.youtube.com/watch?... ) and feel that closed the gap in terms of comfort. There is an official HTC strap coming in the next few months that will resolve Vive comfort issues. It won't be included and sold for another $100 but I suspect with the Rift price cut they're going to rethink that strategy.

    Touch vs Vive wands is tricky... It really depends on what game you are playing as both have their advantages and disadvantages. Touch is absolutely better for gesturing and feels closer to actually having your hands in VR. However, when it comes to holding objects like a sword or a gun the Vive wand feels more natural/realistic. HTC has a tracker module coming out in the next few months that will allow all sorts of 3rd party peripherals and Valve has demoed new controller prototypes so any advantages Touch has probably won't be long lived.

    When it comes to tracking the lighthouse technology is superior. If you are just playing seated games then Rift is faster/easier to setup but as soon as you're standing and want to move around there is no contest. You can get a good room scale experience with a Rift but it is more complicated to setup and is still officially considered "experimental" by Oculus.

    Openness/Compatibility is another obvious win for HTC/Valve over Oculus/Facebook. Oculus wants you to use its store and only with its hardware and has DRM to prevent other hardware from using their software. Revive is software that less you bypass the DRM and play Rift games with the Vive but Oculus could break it anytime they want (they stated they won't anymore...) and have done so in the past. HTC's new tracker module offers tons of flexibility. Valve's lighthouse technology is being used with LG's upcoming ( https://www.youtube.com/watch?... ) VR headset. Even though I don't agree with Oculus business practices I admit i still think it's debatable which is better for VR in the long run as they are throwing tons of money into software development.

    I'm a Vive owner since June and would still recommend Vive over Rift in spite of the $200 price difference. However, I still absolutely recommend you check out both in person and see for yourself.

    1. Re:Vive owner's thoughts on Rift vs Vive by smallfries · · Score: 1

      I tried a rift at work last week (think it was DR2). The low quality shocked me, horrific lens distortion and chunky grating pixelation. People seem to have different tolerances for resolution, but I would say that it needs to double to be comfortable to use. At current resolutions it feels horrific.

      Relative levels of quality between the rift and the vive are interesting: but the absolute level seems too low on this first generation (personal opinion obviously, YMMV). I'm still looking forward to trying Project Cars on a vive to see what it can do.

      The head tracking was flawless on the systems that I've tried so far - immersion was spot on. But I'm surprised that resolution felt like such a deal breaker. It is probably adaption from switching to 4k panels at work and at home. Driving higher resolution at 90hz will probably take a couple of gfx card generations. I hope your early adoption tax gives it enough momentum to see what a 2nd or 3rd generation product looks like.

      --
      Slashdot: where don knuth is an idiot because he cant grasp the awesome power of php
    2. Re:Vive owner's thoughts on Rift vs Vive by Wescotte · · Score: 1

      DK2? I never tried one so I don't know how different they are to the consumer versions but...

      The resolution on the DK2 is 960 x 1080 per eye where the CV1 (Rift you buy at the store) is 1080 x 1200 as is the Vive. There is definitely room to improve on the optics but if you look with your head instead of your eyes you generally stay in the sweet spot and won't have distortion issues.

      Aliasing issues from low resolution can be mitigated quite a bit by supersampling too.

      LG demoed their HMD at GDC and they are upping the resolution another small jump over the Rift/Vive. They didn't announce final specs though just that the prototype they had there was 1440x1280 per eye. It sounds like they're developing a screen specifically for their HMD so it's not a repurposed from a phone and will be two distinct panels instead of one shared by both eyes. In Gabe Newell's latest interviews he mentioned how this is a big step because there are lots of sacrifices made by being forced to use existing phone displays to keep costs down.

    3. Re:Vive owner's thoughts on Rift vs Vive by Anonymous Coward · · Score: 0

      The DK2 is nothing like the Rift. I have a DK2 and the consumer version of the Rift. The consumer version is far superior.

    4. Re:Vive owner's thoughts on Rift vs Vive by Anonymous Coward · · Score: 0

      Yeah going from 4k to VR right now can be a bit of a shock. The system is actually doing more work even at the lower resolution however - and modern systems can still struggle with some current games at 4k.

      Project Cars is pretty good by the way. Resolution is not quite good enough, but if your system can handle bumping up the rendered resolution (which is then downsampled) it feels pretty amazing.

    5. Re:Vive owner's thoughts on Rift vs Vive by smallfries · · Score: 1

      This sounds pretty cool. In a race the driving controls are superb, but camera control is difficult to map onto something that is easy to use while concentrating on driving. Being able to look at wing mirrors or over the shoulder while driving sounds awesome.

      --
      Slashdot: where don knuth is an idiot because he cant grasp the awesome power of php
    6. Re:Vive owner's thoughts on Rift vs Vive by smallfries · · Score: 1

      The aliasing that I saw was kind of weird, could have been the earlier hardware or the software demo that was running on it. The "pixels" that were visible was not a regular grid of squares. They looked like a tessalating pattern, where each pixel in the image had a shape that looked like several smaller rectangles glued together. The overall effect was like looking at a textile "mesh" or a screendoor close up.

      The other unit that I played with was a newer chinese unit (I forget the brand name). It had integrated eye tracking and more sophisticated software. In that unit the image just looked chunky - i.e. A regular pixel grid that was slightly out of focus. The effect was similar to rendering a lo-res image and upscaling it through a bicubic filter, although I guess the blurring was from a physical part of the system rather than a filtering step.

      I'm looking forward to trying out the consumer units to see how they look.

      --
      Slashdot: where don knuth is an idiot because he cant grasp the awesome power of php
    7. Re:Vive owner's thoughts on Rift vs Vive by Wescotte · · Score: 1

      I haven't used the PSVR but from what I've heard despite being lower resolution it doesn't have the noticeable screen door effect that the Rift/Vive does. I believe it's because the display panel using a RGB layout instead of a Pentile one for the subpixel arrangement. The aliasing absolutely is a resolution issue but supersampling really helps reduce it. Rumor has it that LG is developing a VR specific display for their upcoming headset that will significantly reduce these issues.

  12. None by HalAtWork · · Score: 1

    If I was throwing away money I'd get the PSVR because of RE7 and other big budget VR games including racing franchises (and with some extra software like Trinus it can be used with Steam on PC), but these are first generation devices. If I were to be smart with my money I would wait for a new generation of devices that have perfected tracking, have higher definition displays, and are overall less expensive. By then a lot more games would be out as well, it's still slim pickings.

  13. Both work well - here are the pros and cons. by Totally_Tux · · Score: 1

    My friends and I own both systems, honestly as first generation systems they work damn well.

    The Vive was launched with motion tracked controllers from the start, and I feel a lot of the enthusiasts went towards that product. The /Vive Reddit group is particularly vocal about the product and reminds me of console wars played out decades ago.

    The Oculus Rift is similar in many ways to an Apple product in terms of higher level of refinement and ease of use. Facebook/Oculus are funding developers to develop quality content on the Rift - quality beyond what you'd expect from a VR market at the current size (examples are RoboRecall, SuperHot VR, Dead and Buried to name a few)

    Here are some major categories discussed from my experience that I hope will help you.

    Motion tracking performance

    As of now both system's VR motion tracking performance are very similar. The Vive's tracking system is an elegant solution relying on scanning lasers that are detected on the HMD and motion tracked controllers. Oculus' camera image tracking system with the latest version of the Oculus runtimes (version 1.12) works very well. My anecdotal experience is that the robustness and performance of Vive vs Rift tracking systems are very similar.

    The Oculus Rift motion camera tracking system uses coded LEDs emmitted on the HMD and motion tracked controller. Default is two camera forward facing configuration whcih is optimal for a forward-facing VR experience (cockpit simulations, forward facing shooters etc). The two cameras can be placed at opposite ends of the play area to give 360 degree tracking. For optimal 360 degree configuration, two forward facing and a third rear camera is the recommended configuration. The Oculus camera derive power and send data via USB connection to a computer.

    The Vive's motion tracking system consists of two lighthouses on the elevated opposite corners of the room to function. This system require power from a wall plug and optional sync cable to be connected if the Lighhouses are not in visual line of sight.

    Both the Vive and Rift have similar drawbacks, if emitter and sensor is blocked (line of sight occlusion), tracking accuracy is reduced.

    Ergonomics

    The Oculus Rift HMD and tracked motion controllers are significantly lighter (around 85 grams for the HMD alone), and more arguably more ergonomic than the Vive. The Oculus HMD have in-built headphones (optional In Ear Monitors). Audio is very important in VR. The Vive is soon to release an integrated audio strap to address this issue (optional purchase, unsure if this will be included in an updated HTC Vive system).

    If you want to be on the bleeding edge, wireless HMD to PC solutions are coming for the Vive and Rift as optional accessories in 2017. The Vive will also likely get additional motion-tracked peripherals (e.g. gun props etc).

    Resolution is the same between the Rift and Vive. The Rift's optical lens is sharper towards the edge of FoV. Both systems show visible internal reflections in the lens (god rays).

    Ecosystem

    The Vive runs software from Valve's Steam store and HTC's Viveport stores. The Vive can also run software outside of either of these stores (titles from independent developers, self-developed Unity and Unreal projects). An unofficial hack will allow Vive to also run some titles from the Oculus Home store (while unofficial, users have reported good experiences).

    The Oculus Rift runs software from the Oculus Home store and Valve's Steam store. My own experience is that the same title on either stores (for example Elite Dangerous), tends to run more optimially in the Oculus Home environment for the Rift. The Oculus Rift can also run software outside of either stores (titles from independent developers, self-developed Unity and Unreal projects).

    Final thoughts

    Right now VR in the consumer market reminds me a lot of the first consumer GPUs that came out in 1995-1999. Initially the industry required exclusive support from third-parties

  14. Re:i bought a pixel and a daydream for vr by Wescotte · · Score: 1

    Smartphone VR is a vastly different experience than using Rift/Vive. It's like watching a big action movie on your phone vs an IMAX theater. Eventually it'll catch up to where it's as good as a decent home theater experience in a few years though.

  15. Informed opinion by hoover11 · · Score: 5, Informative

    We have a product that runs now on Rift, Vive, and PSVR and will soon on Daydream and upcoming mobile and Windows VR. Take my opinion for what it's worth.

    Comfortable VR requires low-latency motion sensing, screen displays with pixels on/off for precise periods to avoid blur or flickering, simulation and rendering that is at least 60 fps, and asynchronous reprojection of that output to 90 or 120 hz. All of the above VR systems are capable of comfortable VR running applications that meet that framerate requirement. Many would additionally argue that head-position tracking is a requirement for comfortable VR, because otherwise the world "moves" with your head. We say it's definitely better to have than not, as long as it has the same low-latency as rotation sensing and is reliable.

    Applications also need to minimize the difference between acceleration you see with your eyes and feel with your balance. Our research shows people have different trigger thresholds for simulation sickness, and different sensitivities to different types of acceleration (for instance most people can handle differences in forward acceleration than vertical, and both better than turning). Different applications have many ways to address this: low detail backgrounds or background occlusion when turning, "cockpits" that turn with you, shuttering of FOV to reduce peripheral detail when turning, teleporting, acceleration limits, head-synced turning, level design that encourages more or less accelerations and vertigo, room-scale only movement, etc. You will have to jump in yourself and find what you are capable of and what applications do the trick for you.

    The rest comes down to features and ecosystem of each VR system. Hardware systems have been evolving very rapidly but here's a brief rundown.

    Vive & Rift are very similar from sensing and screen and computing requirements,wide fields of view, high application framerates, They both now require a tether to your PC with I5-4590 & GTX 970 or better performance. Vive came out with full room-scale position sensing and two hand-controllers, which has led to a lot of great room-scale applications. Rift came out with built-in headphones which are key to enjoying the full VR experience, as sounds can be "binaurally" mixed to sound like they are coming from precise locations, and is lighter than Vive. There are a lot of Vive add-ons available now or soon that include face covers, wireless transmission, tracking pucks and alternate head mounts with headphones.

    PSVR actually has a higher screen refresh (120 hz) than Vive & Rift (90 hz) which makes looking around (with async reprojection) feel more crisp. But most PSVR applications run at 60 fps rather than 90 fps like most Vive & Rift apps, which makes object animations and positional travel less crisp. PS4 Pro apps can hit 90 fps at about the same level of detail but that depends on the developer. The PSVR's screen might be the brighest and uses a different pixel technology, less little dots and more solid squares, that is a matter of taste. It's a little heavier than Vive but is balanced between front and back so the weight rests on your forehead--in fact its screen guard doesn't even touch your face like Vive & Rift, and can move out and in for easier use by glasses wearers. PSVR's position tracking relies on visible light which is a bit less robust than the other two, though all of them have problems in direct sunlight.

    Microsoft VR is further out but looks to be aiming for PSVR level performance on PCs with less than Rift/Vive specs. A notable feature is "inside-out" position tracking, coming from their Hololens research, which doesn't require external cameras like Vive/Rift/PSVR.

    Daydream on a Pixel phone (Snapdragon 821) is surprisingly good for mobile. In our tests it has about twice the power of S7 running on GearVR, which our application can't yet run on with sufficient detail. Its applications require 60 fps but it has asynchronous reprojection to what feels like a 90 hz screen refre

  16. That's easy: HTC Vive by Qbertino · · Score: 0

    Buddies of mine are bulding a business in Germany offering multiplayer experiences in VR. They tested all and Vive beat them all. Which is no real surprise, since it is the most sophisticsted system. The others are at least two generations behind.

    --
    We suffer more in our imagination than in reality. - Seneca
  17. too many questions by JediJorgie · · Score: 1

    It all depends on what you want out of VR.

    The only computer I have at home these days is a Surface Pro 4, so Rift & Vive don't interest me at this point.

    After following posts by/about John Carmack for years I figured if he plays Minecraft on the GearVR weekly, the experience must be pretty good. A refurbished Galaxy S7 ($300), a X-box One Bluetooth controller ($60), and a GearVR ($99) later and I am a happy camper.

    GearVR is admittedly VR-Lite since it does not have positional tracking (only rotational) and uses a non-VR controller, but it is pretty amazing and 100% wireless. So far MinecraftVR and videos use up all the time I have for VR.

  18. Best in terms of what? by Anonymous Coward · · Score: 0

    VR Developer and AC here. Like most things, "best" depends on your metric.

    Personally, I find the Gear VR to be the most comfortable to wear. It's got a nice soft fabric liner and fits very snugly. If you use a nice phone you're going to have just about the same resolution as anything else. Lots of wheels and sensors and touchpads to mess with as well, and the Oculus Store app is very nice. Oculus also sent us a few of these just for asking, so in terms of developer support Oculus is the king. They've got the financial backing to be that way, and because of it I know there's a guy I can call on my cell if I have questions.

    The Daydream is very easy to "plug-n-play", but only works on a very limited set of very expensive phones. I find it to be the worst wearing headset, since it only has a 2-point sling. It's also very cheap (no extra sensors), though it looks rather nice and has a nice fabric body. The wand controller is kind of cool but is only rotational, not positional. The few things I tried with Daydream placed the wand sort of at your right hip, which was very awkward. Our development S7s from Oculus can't be forced into Daydream mode even as a developer (who cares if it overheats, we just want to run the software!), so big downside there. It's either "get a pixel or get out" which is a terrible position to take given Cardboard's "run on whatever" approach.

    The Rift has the highest quality build, but suffers from this giant nose gap that the Gear doesn't have. We've not done much development for the Rift yet (we're mainly mobile VR right now) but Oculus sent us a Rift for development anyways. They're the only people to have sent us development hardware for free.

    The Vive I find to be one of the least comfortable but has the best experience because of the ubiquitous room-scale. I've not tried the Oculus room-scale yet to compare.

    I also haven't gotten to use the Rift Touch controllers so I can't say which is better, though I've heard good things about the Touch.

  19. I Have a Vive by Greyfox · · Score: 1
    I have a Vive and really like it -- being able to stand up and walk around in an area seems to largely prevent the motion sickness I'd heard about. I have a flight simulator that I have to sit down to play, and can make myself queasy with that in a matter of seconds, and I usually don't have a problem with motion sickness at all.

    The most fun thing to do with it, though, is to have guests over and introduce them to VR. The most played games in my library are The Lab's archery demo, fruit ninja VR and the space pirate trainer. Some of the other titles I've tried are well executed, but a lot of the VR games on steam right now are just crap.

    --

    I'm trying to teach myself to set people on fire with my mind... Is it hot in here?

    1. Re:I Have a Vive by Chewbacon · · Score: 1

      I'm considering Vive for a flight sim. Other than the motion sickness, how does it work? Does the forward facing camera help? I've heard about smudged text on the instrument panels and some people would recommend TrackIR over VR. Also considered it for Elite Dangerous, which is possible to play without looking at your keyboard but X-Plane not so much.

      --
      Chewbacon
      The Bible is like Wikipedia: written by a bunch of people and verifiable by questionable sources.
    2. Re:I Have a Vive by Greyfox · · Score: 2
      Ah well, as to that, Eagle Flight and Google Earth VR blur the edges of your field of view while you're moving, which seems to help immensely with it. I get the most queasy with the flight sim when I'm looking at a point in the distance about 50 degrees or more to my left and right while flying. Once I figured this out, I just stopped doing that and as a result was able to fly a plane without a problem.

      I tried Elite Dangerous VR briefly, but found it to be entirely disorienting. A large part of that was not knowing the controls or mapping them properly to my joystick, I think. I'm not sure if it would help if I played the game some time without it -- the gaming system is set up in a shared area of the house, so I can't just set up camp and play for hours on it. I'll be building another system for myself when I have the funds to do so.

      Interestingly, with a steering wheel and pedal system, I can play a racing game reasonably well, but find that going above 80 mph on the track makes me rather uncomfortable. I believe that the game is actually entirely TOO realistic in VR. Likewise, I can tell you, specifically, that Mount Wingsuit is not a realistic wingsuit simulation, and I'm not sure any VR-based wingsuit game would be. The developer seems to have put very little consideration into the wisdom of learning to fly a wingsuit by throwing one on and then jumping off a cliff. I've only ever flown one out of a plane, but I can do that reasonably well and don't approve of training yourself to fly into the side of a cliff over and over again until you figure out the controls. Moreover, with their controls you have to look almost straight up in order to see the horizon. This gets uncomfortable very quickly. While I do have to look up-ish to see the horizon while flying my wingsuit as well, the angle on my neck is not quite as severe and gravity is pulling me from different directions then when I'm standing with the VR headset on. And I only ever do it for at most 90 seconds or so in the sky, whereas I might want to play that game for half an hour or so. When the new wingsuit tunnel opens in Stockholm later this year, I'll have to visit and see what it's like to fly the wingsuit for 4-5 minutes at a time. I imagine it will take a good bit more effort.

      --

      I'm trying to teach myself to set people on fire with my mind... Is it hot in here?

    3. Re:I Have a Vive by Greyfox · · Score: 1

      I'm actually not entirely sure about the controls on the plane. I'll have to check my sim to see if they have a Twin Otter. I often sit near the pilot in a twin otter, so I know the gauge layout reasonably well. I have a simple joystick/throttle setup, so that doesn't really map well to the controls of any plane I've ever seen. I suppose you could say in the flight sim I mostly fly VFR and don't look at the gauges that much.

      --

      I'm trying to teach myself to set people on fire with my mind... Is it hot in here?

    4. Re:I Have a Vive by Octorian · · Score: 1

      Elite: Dangerous, with a proper HOTAS setup, is an excellent example of how a flight sim game in VR should work. Because of the nature of the game, they were able to virtually position all the HUD elements quite ideally for VR play. (However, once in a while, you still may need to attempt to touch-type on a keyboard for searching for star systems... Not frequently, though.)

      More realistic flight sims are severely harmed by the limited resolution, and lack of comfortable close-focus, because its hard to visually resolve the cockpit controls. But if you don't need to do that, then VR works great.

      Seriously, right now about 90% of my Oculus time is spent in Elite, and I really do not want to ever play that game in non-VR again.

  20. VR naysaying by WaffleMonster · · Score: 1

    HTC vive is artificially tied to steam. You must have steam to even use Vive.

    Rift is tied to Facebook. Rift maintains 24x7 persistent connections to Facebook from a service running with full administrative access to your system. It routinely uploads logs with data including every application you used with Rift and imposes mandatory software updates. There are no configuration settings of any kind to disable or prevent any of this from occurring.

    Oculus has piss poor QA internally. Their automated updates *routinely* break shit with no recourse to the victim other than "waiting" for Oculus to push a fix and hoping the fix doesn't break anything else. No rolling back to previously working versions and no installing drivers from installation archives. Software and drivers 100% online/cloud managed.

    Rift has a long history of screwing with it's customer base from retroactively imposing new "hardware" checks that turn working systems into not working systems for no technically defensible reason. Adding non-configurable features like ASW touted as allowing lower end hardware to work in practice actively introducing new problems for many such as unwanted clipping to 45 FPS. While it can be disabled with a number pad each time it is used it can't be disabled permanently through any configuration option and there is no feedback to know current state of it. They have also introduced new display problems such as very annoying display lag/smearing around dark objects that did not exist in previous versions of the software. Of course there is no configuration to control this either.

    Rift seemingly has no intention of ever supporting any operating system other than Windows while Vive is actively working on Linux support.

    If your into sims/sitting on yer ass get a Rift. The display is slightly better, cheaper and single IR tracking camera easier to deal with.

    If you want "room scale" with tracked motion controllers vive is a better choice but Rift with 3 or more cameras and extension cabling isn't bad.

    VR is nice but Facebook/HTC are shitty companies and no other vendors have yet to step up with a better product. 4k and higher FOV is going to be amazing.

    1. Re:VR naysaying by Anonymous Coward · · Score: 0

      Actually the vive is not tied to steam at all. You can use it with OpenVR, never even install Steam. Don't let facts get in the way of your bullshit though.

    2. Re:VR naysaying by WaffleMonster · · Score: 1

      Actually the vive is not tied to steam at all. You can use it with OpenVR, never even install Steam. Don't let facts get in the way of your bullshit though.

      This is incorrect. OpenVR is just an interface shim. You need a hardware stack to drive it and that stack for Vive can only be installed via steam.

  21. Samsung Gear? Google Cardboard is a better IMO by AndyKron · · Score: 1

    I got a Samsung Gear, and I have no idea what to do with it. It seems to be some locked-in sort of bullshit thing with lame videos of crap I could care less about. Then it stops working after ten minutes, and tells me it's too hot. Hell, I could hardly hold my phone in my hand, not good for the battery that can't be removed! I originally bought it for my DJI Mavic for FPV since those lame ducks haven't produced the googles they said they would, but that requires a USB cable to the transmitter, and the Gear VR has a USB connector built-in and making life hell for me. SO.... I cut a groove in the clip opposite the stupid USB connector, and fly with my phone upside down, which automatically rights itself, of course. Google Cardboard is a better investment IMO.

  22. FWIW by xlsior · · Score: 1

    The Steam Hardware Survey shows 0.23% of users having a Vive, vs. 0.11% with an Oculus Rift and 0.2% with the older Rift DK2 development kit
    http://store.steampowered.com/...

    1. Re:FWIW by Ksevio · · Score: 1

      However, most of the good games for the Rift are available through the Oculus store so Rift users are likely under represented in those stats.

  23. Wait, if possible by nehumanuscrede · · Score: 1

    I have a Rift and, while it seems to work just fine, VR is almost there but not quite.

    The first issue is the resolution. It's not the high resolution, crisp displays we're used to with current gen monitors.

    The Vive is glasses friendly, sort of. You'll need narrow frames if you want to comfortably wear them.

    Some folks don't care for the weight, but it doesn't bother me much. Is similar to a set of heavy headphones like the Astro A50's.

    The cable connection is a pita and I find myself unwinding from it quite a lot. They're supposed to be working on a wireless solution.

    Some folks can't handle the immersion without becoming motion sick. Test it out before you commit first.

    Make sure your play area is large and clear of obstructions. The VR does a good job of making you forget you're in a small room until you whack the wall, ceiling fan or door while swinging about.

    What's holding VR back atm is GPU capability. You want the same resolution as that shiny monitor you have, but current gen GPU just can't push dual 4k ( one for each eye ) at 90 fps. It struggles to keep up as it is, depending on how many polys the system is trying to throw around on screen at any given time.

    Once the GPU hardware is sufficient, THEN VR will absolutely rock.

    At least the GPU folks have new reasons to innovate again :)

    1. Re: Wait, if possible by nehumanuscrede · · Score: 1

      Correction: I have a Vive, not a Rift.

  24. VR observations from an older guy by Anonymous Coward · · Score: 1

    I have all the Oculus devices since dev kit 1 for work. Over the last year my (nearly grown up) kids and I all chipped in and bought VR headsets and rigs just for kicks.; so now we also jointly own current versions of the Vive and a PS VR.
    We use the PS VR only for gaming; while we use the Oculus and Vive for both gaming and non-gaming applications. Non-gaming applications include data visualization, 360 degree video experiences, watching 3D movies. We also did some initial experiments in alternate reality experiences for disabled folks (but that was not as effective as we hoped it would be).
    For non-gaming applications; the Vive seems to be everyone's favorite hands down. It just feels more "accurate" to folks who are not hard core gamers and are not as used to what gamers feels when they are deep in a game. For gaming, we find that we spend more time playing on the PS VR or Vive because the Playstation and Steam ecosystems are deeply entrenched in our household.
    There's nothing really wrong with the Oculus; but it does not seem to get as much love as the others.
    Now for something to really blow you away, you have to try the $3,000 Microsoft Hololens. The augmented reality experiences are way more fun than the closed off world of the VR headsets. One our friends got one home from work; and I don't think anyone slept that night; with all of us taking turns to play with it. There are cheaper versions of those coming out we hear. The whole family is staring to save up to get one of those ...

  25. Ignore the doom prophets and go Rift or Vive by SpaceDave · · Score: 1

    I run a museum with a public VR setup, introduced last July. After looking at HTC Vive and Oculus Rift I decided the Rift was better for our situation because it's more comfortable and the visuals scored better with my test audiences. IMO the resolution and overall visual experience is close enough that it's not a big deal but I do give the edge to the Rift. I also love the Touch controllers but I haven't tried the Vive controller so I can't compare.

    You can safely ignore the people who claim VR is dead or doesn't work.

    VR is a huge hit at our museum, possibly our most popular attraction. We have regular visitors who come back just for the VR. We have an active gaming community full of people who never want to go back to screen games. The educational applications are enormous. The software is growing and improving all the time.

    At this stage anything other than Rift or Vive won't give you a decent VR experience. They are fine in their own way but they're not the real thing.

  26. For quality, spare no expense. Still experimental. by Anonymous Coward · · Score: 0

    The Vive is the best mainstream kit you can buy in terms of realism. The Rift + touch though is a close second, but with generally better produced games. It is also more comfortable for some (and less comfortable for others). PSVR is a close third, and for me is the most comfortable of them. I have not tried daydream yet, but gearvr is passable for mobile vr.

    If you just want to dip in, mobile vr is ok, but it won't entertain for long. A lot of people are doing some good stepping stone work on all of these devices, including mobile. But if you just want to dip in, you might be better off waiting for better vr/ar devices in a few years that are more affordable, and trying it at a friends or in a store when you get a chance.

    DIsclosure: vive developer

  27. Depends on your space by Dracolytch · · Score: 1

    For some background:
    I lead an Augmented and Virtual Reality community of practice. As such, I've developed for the HTC Vive, Oculus Rift, Microsoft Hololens, and Google Cardboard (I haven't gotten to Daydream yet). I've used OSVR and PSVR, though I haven't developed for them. Here's my current breakdown:

    HTC Vive is likely best-of-breed VR tech at this moment (more on this later). If you have a fairly large space (15+ square feet), it has a better tracking system, though it does at time have foibles. The cords can be a pain, though there are new products out to help deal with the cord issue, the price really starts to add up.

    Oculus Rift is a very capable system, and is not to be ignored. For standing setups up to about 15 square feet or so, it's often my preference. The touch controllers are more ergonomic than the Vive wands. It seems to lose tracking more often than the Vive (especially in larger areas), though I haven't done extensive tests to fully characterize what conditions this is the case.

    Both have good "starter" catalogs of content. Not many exclusives (and sometimes you can break through the exclusivity with tools such as ReVive).

    PSVR is a nice starter, but isn't as full featured as the PC VR headsets.

    OSVR has some promise. There's certainly industry interest... Thus far everything looks a bit rough around the edges though. There are games on Steam that will run on OSVR, so it's not a total open-source wasteland. They seem to be off to a good start, but are trailing the "big" players right now. This is for those who want to tinker / experiment, or have open-source running through their veins.

    For Augmented Reality, everyone is months, if not years, behind the Microsoft Hololens. That is, however, a VERY expensive device, and isn't really for entertainment like the other systems. Look into it, but don't buy unless you're really sure that's what you want.

    What's coming up????

    Microsoft is positioning themselves to make some big announcements about Windows Holographic sometime soon. They've already partnered with companies such as Dell and Lenovo to build new VR headsets. Looks like they're structuring things much like how Google does Android: Some first-party hardware, but open so third parties can build too.

    Apple looks to be going toward Augmented Reality. I know they've been hiring some high-power counterparts at other organizations (they just made a hire from the Jet Propulsion Lab).

    --
    This sig has been enciphered with a one-time pad. It could say almost anything.
  28. Opinion by GrahamJ · · Score: 1

    Everyone has their opinion of course but all I can tell you is I fucking love my Vive. I've dedicated a room to it and while it's hard to find time in between work and family it's truly an escape like no other. Google Earth is almost enough reason to have it alone. Let alone exploring space, works real and imagined, and of course games. Why watch entertainment when you can be inside it? Everyone should try it.

  29. Weaknesses ... they're ugly by gordguide · · Score: 1

    The biggest weakness is they are all the technological style equivalent of the brick-sized cellphones of 1980, and are going to look primitive in three years compared to the ones they will then be selling for $34.95 at Wall-Mart.

  30. Own an Oculus DK2 and a VIVE by Anonymous Coward · · Score: 0

    I have ahd the DK2 for a long time, and the Vive for a year.

    The Vive is a better choice currently if you want roomscale. My current playarea is 25ft x 25 ft. No tracking isuues. This is currently unobtainable by the Rift.

  31. Rift has better software, which is what matters. by TwoBit · · Score: 1

    There are a number of hardware debates here, but for most people what matters is the software that exists and how well it runs, given that the general VR display and tracking is roughly the same between Rift and Vive. But the Rift software is much better than the Vive software. Blame it on exclusives, but the fact remains. And the Oculus engine is better than Vive and runs smoother and with better detail on any given hardware. This is largely because the Rift has "ASW" and "ATW" and the Vive only has partial ATW on only NVidia. For most users who don't have hardware religion, the Rift is better in practice.

  32. Virtual Reality Headsets by balumj77 · · Score: 1

    Virtual reality headsets sounds amazing. I want them.

    1. Re:Virtual Reality Headsets by balumj77 · · Score: 1