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Old 01-05-2018, 12:57 AM   #15
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I develop content for work. I use both Vive and Oculus, and have tried the HP mixed reality. Oculus > Vive imo. Using 3 sensors the tracking is as good, and the touch controllers are far better. The headset itself is basically identical to the Vive in regard to image quality. Oculus is a bit lighter though. I really don’t know why anyone would pay extra for a Vive tbh.


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So many reasons that are easy just to look at all the Rift vs Vive reviews to get but mainly the massive 16'x16' play space.... We can run around the whole living room!
All these things will be obsolete in a few years like our phones are and we'll probably be on to the next one anyway. The price we pay for early adoption of new tech.
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Old 01-05-2018, 01:03 AM   #16
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So many reasons that are easy just to look at all the Rift vs Vive reviews to get but mainly the massive 16'x16' play space.... We can run around the whole living room!

All these things will be obsolete in a few years like our phones are and we'll probably be on to the next one anyway. The price we pay for early adoption of new tech.


Since I have extensive experience with both, I don’t really feel I need to read reviews. You can also use a large play space with an oculus, no trouble at all.


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Old 01-05-2018, 06:32 AM   #17
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The best application for VR is racing sims. This is a car forum so I would have thought this would be a common goal. rFactor2, pCARS2 and Assetto Corsa all support VR. I personally prefer rF2. I’ve held off on VR because the resolution sucked but now that they run 1440x1440 per eye I am interested. I spoke to some simracing friends yesterday who I knew were previously running triples and they all agreed that VR is better than triples hands down.

I plan to rebuild my cockpit without a monitor and make the wheel and pedals telescope somehow. So when I am not using it I can slide the seat forward (unlike my FRS the seat on my sim locks forward) and then slide the wheel and pedals back making it have a very small footprint.
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Old 01-05-2018, 07:36 AM   #18
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I'm waiting to see if HTC announces the Vive 2 next week at CES. It's an on again, off again rumor.

Like @Impureclient says, this is in its infancy (flip phone stage). Eventually AR and VR will merge. The company that first comes out with a headset that does both in a relatively compact package will probably own the day.
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Old 01-05-2018, 10:07 PM   #19
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The best application for VR is racing sims. This is a car forum so I would have thought this would be a common goal. rFactor2, pCARS2 and Assetto Corsa all support VR. I personally prefer rF2. I’ve held off on VR because the resolution sucked but now that they run 1440x1440 per eye I am interested. I spoke to some simracing friends yesterday who I knew were previously running triples and they all agreed that VR is better than triples hands down.

I plan to rebuild my cockpit without a monitor and make the wheel and pedals telescope somehow. So when I am not using it I can slide the seat forward (unlike my FRS the seat on my sim locks forward) and then slide the wheel and pedals back making it have a very small footprint.


Yep. Sim racing is fantastic in VR... so long as you don’t get motion sickness too easily. Assetto Corsa is really well done once you’re in the car. The menu system is still on screen which is a bit annoying. DiRT Rally is sensational as well.


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Old 01-06-2018, 11:56 PM   #20
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I'm waiting to see if HTC announces the Vive 2 next week at CES. It's an on again, off again rumor.

Like @Impureclient says, this is in its infancy (flip phone stage). Eventually AR and VR will merge. The company that first comes out with a headset that does both in a relatively compact package will probably own the day.
Are you by any chance referring to the Microsoft HoloLens?
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Old 01-07-2018, 01:25 PM   #21
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Are you by any chance referring to the Microsoft HoloLens?
Well, the HoloLens is more augmented reality (AR) so yes. The difference is you really need to do both. AR is cool for things like Pokémon Go or other applications where you want things to appear in "the real world". If you want something that appears in a different world (Fallout, Skyrim, etc) you need to be able to shut out the real world but have full motion tracking, etc.

That's the real winner, something that can do both in a package that is smaller than what we have now.
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Old 01-07-2018, 04:49 PM   #22
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The difference between the terms mixed reality and augmented is pretty convoluted at this point.

I’m exploring the tech to be used for medical teaching. For that application, the theory behind something like the holo lens is perfect. Being able to virtually project a 3D model in a room which a group of students can all see at once and discuss features etc with a teacher. VR is such an isolated experience in comparison. In practice though the Hololens is pretty terrible visually. Most of the promo videos you see give you the idea that the visual experience is a lot more spectacular than it is. It’s a brilliant proof of concept though.


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Old 01-09-2018, 12:55 PM   #23
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HTC did announce the Vive Pro this week. Higher resolution, two cameras, lighter weight, no price or ETA. Also, better tracking for multiple players in the same room.

They announced the add-on wireless system, but it won't be available in the US until Summer.
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Old 01-09-2018, 11:37 PM   #24
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HTC did announce the Vive Pro this week. Higher resolution, two cameras, lighter weight, no price or ETA. Also, better tracking for multiple players in the same room.

They announced the add-on wireless system, but it won't be available in the US until Summer.
I'm really hoping this doesn't receive a $1000 price tag...

Would the Vive Pro mean an increase in minimum requirements, particularly the graphics card?
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Old 01-10-2018, 07:16 AM   #25
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Would the Vive Pro mean an increase in minimum requirements, particularly the graphics card?

It almost has to.
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Old 01-10-2018, 07:29 AM   #26
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I'm really hoping this doesn't receive a $1000 price tag...
I'm thinking it will come in at the VIVE I price and the VIVE will drop further but that's mostly speculation on my part. Interesting that they plan to offer an upgrade path to current owners though.

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Would the Vive Pro mean an increase in minimum requirements, particularly the graphics card?
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It almost has to.
Not necessarily. The graphics increase isn't even the equivalent of adding a second monitor to a single monitor system. (the combined video is 2880x1660) If you have a relatively recent card, I would suspect it could handle it. Unless you have a very marginal system for the VIVE, the GPU should be able to handle the VIVE Pro.
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Old 01-10-2018, 09:54 AM   #27
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You have to consider the 90FPS refresh rate. It makes the graphics cards work harder than the same resolution at 60FPS. (Which is what most monitors run at)

My 1070 is just "okay" for the two 1080p screens in the rift now. PC1 and PC2 runs smoothly, but only at medium settings.
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Old 01-10-2018, 10:30 AM   #28
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You have to consider the 90FPS refresh rate. It makes the graphics cards work harder than the same resolution at 60FPS. (Which is what most monitors run at)

My 1070 is just "okay" for the two 1080p screens in the rift now. PC1 and PC2 runs smoothly, but only at medium settings.
Is it possible you are confusing refresh rates with FPS?

Both the Vive and the Vive Pro run at 90Mhz refresh rate, as does the Rift (if I'm recalling the Rift correctly).

I agree the increased resolution could impact FPS though.
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