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.
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.