TechRadar.
The best cheap Oculus Rift deals in February 2018.
Don't pay more than you should for your new Oculus Rift VR headset.
The Oculus Rift virtual reality headset has been years in the making, but it's finally in stores, eagerly awaiting your face. Better yet, the Oculus Rift price has never been lower as it has been permanently reduced and is now bundled with the Oculus Touch controllers in the UK and US.
Online retailers are now selling the finished version of the virtual reality headset, complete with all the required cables, a compatible Microsoft controller and the Oculus Rift headset itself. When looking for a deal you should double check you're getting one of the newer bundles with the Touch controllers and you're not paying any more than $399 in the US and £399 in the UK.
The deals listed on this page are for the finished retail version of the Oculus Rift. So don't worry about ending up with a dev kit version (Dk1 or Dk2) early builds. You can find a few of those around the net, especially on eBay, but be warned, many of these are the earlier versions, made available to early adopters or developers. We'd stay away from them as they're not the refined finished product available at your favourite retailers and they probably don't come with the Microsoft controller either.
Looking to upgrade your PC gaming setup further? Check out our best monitor deals.
Oculus Touch controller deals?
Oculus Touch is a pair of motion-controllers with buttons that will provide a more intuitive way of interacting with select games and comes bundled in with many modern Oculus Rift deals. With hand-tracking technology, it's possible that you'll be able to see a digital representation of your own arms and hands in-game, making for an even more immersive experience. These controllers originally cost a rather steep £190/$199 for the pair, essentially bringing the overall cost much closer to the HTC Vive VR setup. On the plus side, they've just been reduced to a much more attractive £99/$99 making them an essential purchase if you've already bought the headset.
How much does the Oculus Rift cost?
In the UK, the original recommended price was £549 and $599 in the US. Thankfully, it's recently been reduced and you can now pick one up for around £399/$399. Feel free to bookmark this page though to keep an eye on the best Oculus Rift prices as they are updated daily to reflect the best online Oculus Rift deals out there.
Will my PC run Oculus Rift?
That's a good question, and certainly one to ask before splurging out on the virtual reality lid for your rig. Handily, there's a neat Oculus Rift compatibility tool you can try via our very own Downloads section.
If you're starting out from scratch and want to build your own Oculus Rift ready rig, check out Techradar's article below.
Can I use the Oculus Rift on the PS4 or Xbox One?
No on both so far. Sony has its own headset with PlayStation VR for the PS4, so we're not expecting Oculus Rift compatibility any time soon. As for Oculus Rift on the Xbox One, it's also a no, but with a potential 'maybe' further down the line. Oculus teamed up with Microsoft to include a PC/Oculus-compatible Xbox One controller with the retail release of the headset, so there's already a relationship to potentially build on. Microsoft's Hololens VR/Augmented reality headset has been very quiet of late and hasn't really been pushed as an Xbox One headset, leaving plenty of room for speculation that the Oculus Rift will make it's way to the Xbox One.
Can I use Oculus Rift on my phone?
Get out. Oh, you must be confusing the Oculus with the Samsung Gear VR. Samsung's headset is far cheaper and is made for mobile apps, rather than full-fat PC experiences. Well worth a look though if you have a compatible Android mobile phone. As things stand, your phone would probably melt faster than the sets-on-fire-for-fun Galaxy Note 7 if you tried convincing it to even look at an Oculus Rift.
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Explained: How the Oculus Rift streams PC and Xbox One games.
The Oculus Rift can stream games from both a PC and an Xbox One, but it's not what you may think.
Oculus Rift is arguably one of the most exciting products of the year. The Facebook-owned virtual-reality company unveiled the consumer version of its VR headset on Thursday alongside a slew of new titles that will arrive with it in the first quarter of 2016. The company also announced a surprising partnership with Microsoft. The Rift will come bundled with an Xbox One controller and can even stream Xbox One games.
But the breakdown between the PC and Xbox aspects of the Oculus Rift is a bit confusing -- so much so that we wanted to help explain exactly what's going on.
Oculus Rift: A virtual screen for your PC.
It's important to start specifying what the Oculus Rift is and isn't. The Rift is a virtual-reality headset, yes, but note that it's a PC accessory, not a standalone device. Think of it as twin monitors that are strapped to your head, reacting to your motion in real time.
In addition to the high-tech headset, the Oculus Rift package comes with that aforementioned Xbox One controller, an Xbox wireless adapter (so the controller can interface with the PC) and a special motion sensor (a desk-mounted tracking device to follow the headset's movements, and change the first-person point-of-view accordingly).
The headset, tracker, and controller dongle are all tethered to your Windows PC (via USB and HDMI), and that PC is running an Oculus app to tie things together. With all that in place, you're good to go and have two ways to play: dedicated Oculus games (running on the PC) or streaming Xbox One games (from an Xbox console elsewhere on your home network, streaming to the PC).
Playing Oculus games on a PC.
Oculus has its own app store, the company's Steam-like platform that will be home to compatible Rift games. It's a dashboard from which you can interact with friends, learn more about games, buy them and play them. Once you purchase and download a game -- say, the space fighter sim Eve Valkyrie -- you boot it up, and it's off to intergalactic dogfighting.
Again, to be clear: the Oculus games are running on the PC itself, and you're viewing the experience through the Oculus headset while controlling it via the Xbox controller. (Oculus also unveiled more radical controllers called Oculus Touch that will debut later; they can be used with compatible games in lieu of the Xbox gamepad.)
Streaming games from an Xbox One.
The second gaming option is having the ability to stream from an Xbox One. Microsoft previously revealed that Windows 10 users will be able to stream games from their Xbox One to a PC . This capability is essentially Microsoft's answer to Sony's sophisticated PlayStation Now service (playing cloud-based PS3 games on compatible TVs, Blu-ray players and consoles), its PS4 Remote Play (which allows PlayStation Vita and Sony Xperia phone owners to stream PlayStation 4 games to their portable devices), and Nvidia's Grid service (which streams PC games to Nvidia's Shield Tablet and Shield microconsole ).
So, while all Windows 10 users (with strong enough hardware) will be able to stream their Xbox One games to their PC, Oculus owners will then have the extra ability of being able to view those games in the headset instead of on their PC screen. Keep in mind, however, that these streamed Xbox One games won't have the same immersion as native Oculus VR games. From what we saw at the Oculus press event, Xbox One games will be played on the Rift in a "virtual living room."
Why play your Xbox in a virtual living room elsewhere in your home -- instead of your actual living room? We can imagine, for instance, the home's big-screen TV being monopolized for watching a hockey game or a kids' show, while you still get to play Halo 5 multiplayer. (Non-Oculus owners, of course, can do the same thing right on their PC screen, sans the trappings of the virtual living room.)
Xbox One games will be played on the Rift in a virtual living room. Screenshot by Dan Graziano/CNET.
PC requirements.
Oculus previously announced that, in order to use the Rift, you would need a pretty good gaming computer. The company recommends a computer equipped with an Intel Core i5 4590 or better processor with 8GB or more of RAM. It must also have two USB 3.0 ports and an HDMI port that supports HDMI 1.3 video output. The steepest and most expensive requirement is the graphics card. Oculus recommends having at least an Nvidia GTX 970 or AMD 290 graphics card, both which can retail for upward of $300 (as of June 2015).
While the Oculus Rift does support Windows 7, you will need to have Windows 10 installed to take advantage of both the Xbox One game streaming and to use the controller. This is because of the Xbox wireless adapter, which is only compatible with -- you guessed it -- Windows 10.
You won't need to pay extra for Windows 10, though. Microsoft is offering Windows 10 for free to owners of Windows 7, Windows 8 and Windows 8.1 who upgrade within the first year.
Oculus hasn't announced pricing details just yet, although company executives hinted last month that it may cost around $1,500 when bundled with a PC. The Oculus Rift will be available in the first quarter of 2016.
Editors' note: This story has been updated since its original publication with additional context and clarification.
Oculus Rift <> XBOX One.
The games you stream from your XboxOne will be playable in 2D on a virtual screen.
With the Morpheus you can play games in true Virual Reality.
N64 4MB expansion?
PS3 move controller?
N64 4MB expansion?
PS3 move controller?
- Sega CD and 32x rocked as the precursors to the Sega Saturn.
- N64 4MB expansion also rocked as it made games like Rogue Squadron awesome for their time.
N64 4MB expansion?
PS3 move controller?
Great Game, wrong time. It may have been one of the best adventure games, but it was released after the era had ended.
Of course I'd like to be wrong.
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Xbox One Game Streaming Coming to Windows 10 PCs with Oculus Rift on Dec. 12.
At Xbox, we’re continuously exploring new ways for you to get the most out of your gaming experiences by providing the choice to play how you want, where you want and with whomever you want. With the launch of Windows 10 and the Xbox app, we first delivered the ability to stream your Xbox One games to your Windows 10 PC over your home network – and now, we’re bringing that experience to life, in partnership with Oculus, completely for free.
Today marks an evolution in our ongoing partnership with Oculus, as Rift owners will be able to stream their Xbox One library to Rift with the new Xbox One Streaming to Oculus Rift app, including fan favorites like “Gears of War 4,” “Forza Horizon 3” and “Halo 5: Guardians,” the biggest sports games, indie darlings, Backward Compatible Xbox 360 games, and more titles coming in 2017. The Xbox One Streaming to Oculus Rift app is available for free in the Oculus Store on Dec. 12.
The new Xbox One Streaming to Oculus Rift app connects to your Xbox One via your home network. Once connected, your console’s video output is streamed to your Rift headset and projected onto a massive screen in your choice of one of three immersive VR environments: “Citadel,” “Retreat” and “Dome.”
An Xbox Wireless Controller with Every Oculus Rift.
As you know, we’ve also been teaming up with Oculus to offer an Xbox Wireless Controller included with every Rift purchase. Designed for gamers, by gamers, the Xbox Wireless Controller makes interchangeable gaming between Xbox One and Windows 10 PCs and tablets easy, including fine-tuned impulse triggers for greater precision and control and a D-pad engineered to deliver greater responsiveness. In addition, with the Xbox Wireless Adapter and new PCs with native Xbox Wireless support, you can play games on Rift using your controller wirelessly right out of the box.
Windows 10 is the Best Platform for Playing Games on Oculus Rift.
Rift works natively with Windows 10, which makes it easy to set up, jump in and have an incredible VR gaming experience. Combined with DirectX 12 technology that unlocks the full capabilities of new Windows 10 graphics hardware, made-for-VR games on Windows 10 will have the fastest frame rates and top performance.
This holiday season, make sure to check out a new Xbox One, Windows 10 PC and Rift at your favorite retailer, and try Xbox One Streaming to Oculus Rift! More information on how to stream your games from your Xbox One to Windows 10 PC is available here.
Xbox and Oculus Partner to Change the Face of Virtual Reality.
Virtual reality has been a part of popular culture for decades, but for many years it served more as a sci-fi narrative device than as a viable technology for consumers. That has changed dramatically in recent years, as advances in technology have finally allowed the geniuses creating virtual reality platforms to bring their visions to life like never before. The era of virtual reality is here.
That’s why we’re so excited to announce a new partnership between Microsoft and virtual reality pioneer Oculus VR. Earlier today, at an Oculus event in San Francisco, Head of Xbox Phil Spencer joined Oculus CEO Brendan Iribe on stage to share some details on what fans can expect to see when the Oculus Rift launches in Q1 2016.
The Xbox One controller will be included with every Oculus Rift. The Xbox One controller is designed for gamers, by gamers, for interchangeable gaming between Xbox One and Windows 10 PCs and tablets, with fine-tuned impulse triggers for greater precision and control and a D-pad engineered to deliver greater responsiveness. If you’re going to be playing your Rift games with a controller, this is the one you want in your hands. And, with the new Xbox Wireless Adapter for Windows that we unveiled last week included, you can play games on the Rift using the Xbox One controller wirelessly right out of the box.
Xbox One games will be playable on Oculus Rift . We shared earlier this year that you’ll be able to stream your Xbox One games to your Windows 10 PC or tablet. Now, we’re happy to announce that we’re bringing the same Xbox One streaming capability to the Rift, a feature that’s only possible through Windows 10. You can play your favorite Xbox One games, like Halo , Forza , Sunset Overdrive and more, on your own virtual reality cinema screen. It’s just like playing in a private theater, and you can even play with your friends through Xbox Live.
Windows 10 is the best platform for playing games on the Oculus Rift. The Rift will work natively with Windows 10 to make it easy to set up, jump in, and have an incredible VR gaming experience. Combined with DirectX 12 technology that unlocks the full capabilities of new Windows 10 graphics hardware, made-for-VR games on Windows 10 will have the fastest frame rates and top performance.
We’re really excited about today’s announcement and what it means for fans of both Xbox and Oculus. You’ll be hearing more about this great news in the future, so stay tuned to Xbox Wire.
Oculus Rift Games – The Complete List!
Rift Info’s own list of best Oculus Rift Games available (with detailed description), as well as triple A titles with the help of vorpX (scroll down):
Oculus Rift Games.
VorpX Supported Games.
Here are all the games that vorpX (click to download) allows you to play with the Oculus Rift. VorpX is a program that injects itself into games and makes it Oculus Rift friendly.
Aliens – Colonial Marines.
Alice Madness Returns.
Assassins Creed 2.
Batman Arkham Asylum.
Batman Arkham City.
Batman Arkham Origins.
Black Mesa Source.
Borderlands: The Pre-Sequel.
Brothers – A Tale of Two Sons.
Call of Duty: Advanced Warfare.
Call of Duty: Black Ops.
Call of Duty: Black Ops 2Call of Duty: Black Ops 3.
Call of Duty: Ghosts.
Call of Duty: Modern Warfare 3.
Chivalry – Medieval Warefare.
Clive Barkers Jericho.
Counter-Strike: Global Offensive.
Dark Messiah of Might & Magic.
Deus Ex – Human Revolution.
Dragon Age: Origins.
Dragon Age: Inquisition.
Drakensang: River of Time.
Duke Nukem Forever.
Elder Scrolls: Morrowind (with DX9 mod)
Elder Scrolls: Oblivion.
Elder Scrolls: Skyrim.
Elder Scrolls Online.
Fallout New VegasFallout 4.
Far Cry 3 – Blood Dragon.
Flight Simulator X.
Grand Theft Auto IV.
Grand Theft Auto V.
Legend of Grimrock.
Legend of Grimrock II.
Lego: Lord of the Rings.
Life Is Strange.
Mount and Blade: Warband.
Metro 2033 Redux.
Metro Last Light.
Metro Last Light Redux.
Might & Magic: Heroes VI.
Need for Speed Most Wanted [2005] Need for Speed Shift 2.
Need for Speed: Rivals.
Operation Flashpoint: Dragon Rising.
Operation Flashpoint: Red River.
Quake (with DX9 mod)
Race Driver GRID.
Resident Evil/Biohazard 4.
Resident Evil/Biohazard Revelations.
Resident Evil/Biohazard Revelations 2.
Risen 2: Dark Waters.
Risen 3: Titan Lords.
Serious Sam 3: BFE.
Shadow Warrior [2013] Slender.
Splinter Cell 3.
Splinter Cell Blacklist.
S.T.A.L.K.E.R.: Call of Pripyat.
S.T.A.L.K.E.R.: Clear Sky.
S.T.A.L.K.E.R.: Lost Alpha.
Star Trek [2012] Starship Troopers.
System Shock 2 (with DX9 mod)
Take On Helicopters.
The Darkness II.
The Old City: Leviathan.
The Stanley Parable.
The Talos Principle.
The Vanishing of Ethan Carter.
Thief [2014] Tomb Raider [2012] Tomb Raider Underworld.
Tomb Raider Anniversay.
Woolfe – The Redhood Diaries.
World of Warcraft.
XCOM: Enemy Unknown/Within.
List is updated regularly!
Complete VR Geek, and a passionate Cookie Eater.
Related Posts.
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Windlands on the Oculus Rift – About – Gameplay.
Rift Game “Keep Talking And Nobody Explodes” Now Available on Steam.
Surge for the Oculus Rift – Music Game.
About Guided Meditation – The Oculus Rift Game.
Reset on the Oculus rift – About – Trailer.
LICHT on the Oculus Rift – About – Gameplay.
Limit Theory on the Oculus Rift – About – Gameplay.
5 Responses.
Looking forward to hours of fun.
It’s just getting started 🙂
I see GTA 5 on the list. Is it only playable with vorpx?
At the moment yes, you can only play it with that program.
GTA V looks very good on vorpx. The minimap isn’t visible when driving unless you use the edge peek (middle mouse button) or play the game in vorpx virtual theater but the game does look very good.
Don’t expect any official support for VR from companies like Rockstar for many years. The big publishers are the last to get with the program because they’re all scared to take risks. Bohemia Interactive and EA/Dice are also examples of this mentality.
10 of the Best Oculus Rift Games.
Despite having been released to consumers earlier this year, the Oculus Rift is still peeling off the cellophane, still unpacking itself from the box of expectation. Virtual Reality is in its infancy, and the Rift’s selection of games is modest.
However, there's still enough for a list of ten of the best games you can get on the Oculus Rift. In making the decision we considered how much fun the games are to play, their influence, and innovation.
So without any ado to further, here they are in no particular order:
There’s a big red button sat in the middle of a control panel, and it’s a truth universally acknowledged that big red buttons are meant to be pressed - but there are some pretty heavy consequences. It's the gaming equivalent of that lass Pandora flipping the lid off her box.
And what a tricky box it is. Switches flip out, draws with screwdrivers and hammers pop open, and hidden clues are revealed that are each pieces to puzzles that lead to over 25 apocalyptic endings. Your mission is to solve them all, and for that, you’re going to need to touch everything.
On PC and consoles, Minecraft is a game about doing what you want, building what you want, and playing how you want. With a vast blocky world as your playground, it’s a creative sandbox for you to bury yourself in.
But in virtual reality this is taken to a whole new level. By removing that three-foot gap between your face and the PC screen and plunging your face directly into the landscape, Minecraft VR allows you to crane your neck and physically look up at the edifices you create. Creative and Survival modes have both made the leap, alongside co-operative and competitive multiplayer. It’s the Minecraft you love, but up close.
For all its cosmic wonder, economic ecosystems and breathlessly realistic space combat, in many ways Elite: Dangerous is simply a game about sitting in a cockpit and pushing lots of buttons. That’s precisely why Oculus is such a good fit - feeling situated in that ship, flicking your eyes from sub-system to sub-system and making changes on the fly.
It comes alive in a dogfight. Tracking an enemy ship is far easier when you can just crane your neck to look through tempered glass at an opponent, close enough to re-enact that Top Gun scene where he flips the bird at a Russian. When the kill comes and you watch scorched wreckage tumble across a solar lens flared sky, there are few places you’d rather be than that cockpit, pushing all those buttons.
It’s a simple premise - hold down the left shift button with your left hand and the right shift with your right hand - then sit back and try not to let go. That would be easy to do were it not for the bees, giant spiders and frickin’ velociraptor that try to terrify you into letting go. If you think closing your eyes will help - think again!
One of the best bits about Don’t Let Go is the audio which is genuinely one of the most terrifying headphone experiences ever. We’ve not had a single Don’t Let Go session that hasn’t ended in the headset and headphones being flung off in horror.
Who would have known in 2009 that when Miley Cyrus crooned “Ain’t about how fast I get there / Ain’t about what’s waiting on the other side / It’s the climb,” she was in fact prophesying a future where virtual reality would pave the way for Crytek’s first person rock climbing experience?
The Climb turns acrophobia into a game. Combining the kind of lush vistas you’d see in shampoo adverts with the detail or pressing your nose an inch from a rock face, Crytek has perfectly replicated the sweaty-palm terror of dangling from a cliff. A fatigue system that sets in whenever you’re hanging with one arm can easily send you plummeting to your death, and in first person that’s a terrifying prospect indeed.
If you want to dive head-first into some action-packed space dogfighting, EVE Valkyrie is your go-to. You can pilot space fighters in other games, notably Elite Dangerous, but EVE will throw you directly into its great-looking 16-player furballs. The new carrier assault mode creates some especially tense battles to take down the enemy base, and even gives you the opportunity to do a Star Wars-style trench run.
Once you’ve seen the difference it makes to be able to look up through the glass canopy and follow a target as it zips overhead and target missiles with your eyes, you’ll never be able to go back to playing a flight sim on a regular screen.
At first thought, VR is all about creating immersive, personal experiences that exist solely between the player and the technology. However, games like Keep Talking and Nobody Explodes prove that VR also excels at bringing groups of people together for a new breed of multiplayer mayhem. One player wears a VR helmet and is positioned in front of an impossibly-complicated digital bomb.
The rest of the VR-free players spend their time scouring over dozens of documents that hold the information needed to disarm the randomly-generated explosive. Keep Talking quickly turns into a tense, hilarious game of 21st-century telephone, and proves to be VR’s first legitimate party game.
House of the Dying Sun is still in Early Access, but it’s already an impressive space combat game that puts you both in command of a fleet and in the cockpit of any fighter you choose. It’ll work with or without VR, but it’s far more impressive when you’re right there in the cockpit.
There’s a lot of depth to piloting these ships, since you can take advantage of Newtonian physics to pull of Battlestar Galactica-style maneuvers and upgrade your ships in a variety of ways. The low-detail untextured look reminds us of the old X-Wing games, and that’s a good thing.
Chronos is a challenging puzzle/action-adventure, and one of the richest experiences available on Oculus Rift yet. To survive, you need to excel at patient, calculated combat with major consequences littered between multi-faceted, Zelda-style puzzles, in a diverse, beautiful game that creatively spans across multiple dimensions. And while it could comfortably exist without VR,
Chronos' use of scale in quests that have you shrink to the size of a toy and venture through a comparatively giant bookcase, or put you in a front-row seat to a giant cyclops fight, offers a new and confronting perspective that gives Chronos another edge.
There are two battles to wage once you enter a Dirt Rally race. One is between you and the track - a battle measured in ever-faster lap times and fought with tweaked toe-in angles as you play with either a gamepad or force-feedback wheel. The second is against the urge to look everywhere around you except the road.
Dirt Rally is a fantastically authentic racing experience with lifelike physics and jaw-dropping graphics. A straightforward career mode and Rallycross multiplayer provides variety, while the HUD-less display provides depth and realism. A must-have for petrol heads.
So that’s our list of ten of the games we at IGN consider to be some of the best on Oculus right now. Let us know your personal favourites in the comments section below!
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SteamVR + Oculus Rift.
SteamVR + Oculus Rift Instructions.
SteamVR supports the Oculus Rift. When using the Rift with SteamVR, use the Back button on an Xbox controller to bring up and dismiss the SteamVR Dashboard.
To enable this, follow the instructions below.
Start the Oculus App on your computer and select the gear icon in the upper right. Select Settings. Select General on the left. Find the Unknown Sources toggle and click it so a check appears instead of an X. You will need to confirm this selection before it is enabled. Once enabled, you will be able to run SteamVR with the Oculus Rift. When using the Rift with SteamVR, use the Back button on an Xbox controller to bring up and dismiss the SteamVR Dashboard.
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Oculus Rift v HTC Vive: Which VR headset should you get?
If you're a gamer and looking to get into VR this year, there's one big question you should be asking yourself: Oculus Rift or HTC Vive ?
You can also weigh the pros and cons of PlayStation VR, but assuming you don't own a PS4, this is the versus for you.
Based on usage since their releases, we've compared the two headsets, looking at design, comfort, displays, tracking, controllers, audio, setup and games. For many, we're sure deciding on a headset will be made based on the factors mentioned above and of course the big one: price.
The arrival of Oculus Touch controllers and full room-scale with Rift have definitely changed the overall experience, bringing it much closer to Vive's offering.
If you are still open to being swayed one way or another, check out our in-depth versus feature below. Let us know anything we've missed or extra considerations in the comments.
Oculus Rift v HTC Vive: Design and comfort.
Both the Oculus Rift and the HTC Vive look and feel much, much better than their very first iterations. Both VR headsets now feel like actual products, not proof-of-concepts.
The consumer Oculus Rift is light enough to be comfortable (it looks heavier than it is) and the extra ventilation added to the headset makes it less of a sweat fest. The HDMI/USB cables are now housed in a single cord and the harness has also been modified so the straps look ever so slightly less dorky.
The straps themselves are also easily adjustable thanks to the simple velcro system on the sides and top of your head.
It's now covered in a fine fabric, there's a removable fascia and there's a bit more room for glasses – though it's not the easiest to put on if you have large specs. An adjustable dial accounts for different distances between users' eyes, and the weight distribution is more centred so you don't feel like the accessory is off balance.
The HTC Vive isn't radically different in design – they are both essentially black boxes with straps. While the Vive is much smaller and lighter than its previous iterations, it still remains larger and slightly heavier than the Rift headset.
You'll find no cloth on the front of the Vive. Instead, it has a matte finish with black plastic and the front of the headset houses a bunch of sensors plus a front-facing camera. Again, it's lighter than it looks and sounds so don't let this put you off.
The Vive is also glasses friendly – even more so than the Rift. There are notches on the sides of its face foam that allow spectacles to slide in more easily than with the Rift, and there's also another set of squishy foam you can stick in if the other doesn't quite fit your face right.
The straps aren't as refined as the ones on Oculus Rift, but they get the job done with two adjustable side pieces of velcro. The one on top is a little obstructed by the fat cord but with some finesse, you can readjust it as well.
Because of all the foam on both, the headsets sit comfortably on the face, and the weight is hardly noticeable on either. Since you'll be sitting or standing with Rift, there are no problems with sweat or it feeling heavy over time. It may feel a bit warm if you wear it for hours and you'll get indentations on your cheeks, but that seems to be about it.
With Vive, walking around, ducking, turning and so forth may take a toll and make the headset feel overly sweaty and possibly cumbersome after several hours.
Design verdict.
Oculus Rift definitely wins for its sleek design and easy-to-use head straps.
Comfort verdict.
HTC Vive wins for glasses wearing comfort. That said, overall comfort is a toss up. Since you're just sitting with the Rift, games can last much longer without needing to take it off. With the Vive, we'll have to remove it if it's a particularly rigorous game so we can take a break.
Oculus Rift v HTC Vive: Display.
Let's start with the stats. Both the Oculus Rift and HTC Vive have two OLED displays with a total resolution of 2160 x 1200 and a 90Hz refresh rate – which is apparently 233 million pixels a second and the minimum spec to keep you from spewing everywhere.
An added bonus is that the Vive's screen ratio is 9:5, not 16:9, which means you get a taller field of view. Horizontally, both headsets offer a 110 degree field of view.
The dreaded screen door effect, where you see lines in between the pixels, isn't super noticeable in either display, but you can catch glimpses on occasion (if you're looking really hard).
Latency hasn't been a problem either. Whether you'll feel sick or not is really dependent on the game.
Display verdict.
Tie. You're not going to see huge differences between the headsets unless you really look for it. Maybe if you've shelled out extra cash for a high-end GPU and CPU, but in general, both provide sharp image quality.
Oculus Rift v HTC Vive: Room-scale tracking.
Your computer does the graphical heavy lifting with both headsets so what's important in terms of hardware, apart from the displays, is the tracking tech.
A big selling point for Vive is the room-scale VR which can track all your movements – head, hands, body – over a 15 x 15 foot space. That means you can duck, dive and turn around in a virtual space but also means it might make more sense to stand up as you play. This won't work for everyone, or every game, but being able to walk around a ship/planet/lab is kind of magical. You also have the option to sit or play in a smaller space which can be configured in the initial setup screen, or later on should you need to. Oculus can do this with its tracking system in a 5 x 5 foot space, and it initially released with mostly sitting or standing experiences.
The Oculus Rift headset comes bundled with a positional tracking sensor that sits on your desk (looking like a microphone) and monitors your movements. It does this by tracking the infrared LEDs – what Oculus calls its Constellation Tracking System – embedded all the way round the headset so you can look behind you in VR.
If you bought the Touch controllers, you'll get an extra sensor to allow room-scale tracking with the Rift. Similar to Vive's sensors, the Rift ones will be able to see a much larger space - 7 x 5ft to be exact. A third $79 sensor can be added for full 360-degree tracking, allowing a larger 8 x 8ft space to be tracked.
Even without the third sensor, the two work well making Rift a much more immersive, well rounded experience.
One real hardware difference is that the Vive features a front facing passthrough camera to allow its Chaperone software to work. This allows you to see a fuzzy blue outline of objects in front of you, and people in the same room, at the touch of a button. It's helpful in keeping you from bumping into walls (more on that in a second).
Rift has its own Chaperone called the Guardian System. It's the same concept where a blue grid pops up if you're out of the designated play area. However there have been a few instances where Rift's grid pops up but we've still run into a chair or wall. That's not to say we've been completely wall-proof with Vive – just less so. Chaperone works a bit better here since the front facing camera actually lets you see what you're going to hit more often than not.
So far, Vive's sensors have been able to keep up with fast movements like shooting arrows, sword fighting and building things ( The Lab , Vanishing Realms and Fantastic Contraption ). Rift has done an equally good job here too but this is where the third sensor would come in handy. Generally, it's capable of realising what you want to do if reaching behind you – or if you're not facing a sensor. Though on a few occasions, it hasn't been able to pick up on those movements. A third sensor placed facing the other two would complete the room-scale and likely help.
The HTC Vive houses an accelerometer and gyrosensor, two laser position sensors (or Lighthouse stations) and tracks your head movements with 32 LED sensors on the headset itself. So you don't need another sensor behind you because of the Vive's headset.
Tracking verdict.
HTC Vive's tracking is better if you're only going with Oculus Rift's two sensors. With a third, it's more equally matched. In general, both tracked well – there's a slight chance Rift won't pick up every single movement, but with two sensors you can still enjoy room-scale.
If you're lacking space, tracking for Vive won't go well as there are some games that require a lot of room. Unless you opt for mostly sitting or standing experiences in Vive, then Rift still seems to be the best option for tight quarters if you want the best of both worlds. But you'll still need to move some furniture aside for more space to use Rift room-scale.
Oculus Rift v HTC Vive: Controllers.
Oculus and Vive can both be played with traditional controllers, and the Rift comes bundled with an Xbox One controller.
Now with Oculus Touch out, we can finally add our two cents about the highly anticipated controllers. It's safe to say Touch has met our expectations.
The smaller, lighter half-moon design lets you do pointing and thumbs-up gestures as the controller's sensors are able to pick up the slightest movements.
There are also three buttons on each controller with X, Y and menu buttons on the left and A, B and the universal Oculus menu button on the right. The full range includes a clickable thumb stick, a trigger for your forefinger and a touchpad button for the three remaining fingers to grab and hold. There are also haptics that buzz when you do certain things in-game.
The controllers run off one AA battery each, so there's no need to recharge after usage – though you'll have to invest in batteries for the future.
While some games take getting used to with Touch, the overall experience is intuitive and easy to use, especially for people already used to gamepads.
The two (also wireless) Vive controllers are larger and a bit more unwieldy, with a slight learning curve involved because of the touchpads. That said, it hasn't taken long to get used to them. The controllers come with haptic feedback, dual stage trigger buttons along with the aforementioned circular, pressure sensitive touchpads.
So far, the Vive controllers have been responsive, tracked well and have been durable in gameplay – even after some violent rounds of #SelfieTennis. Our hands have another story to tell, though.
Controller verdict.
This one previously went to the HTC Vive since Touch wasn't out yet. However with Touch available, it's clear that the Oculus device is just ahead. Performance isn't an issue with either controller – both have tracked well and work fine.
Ergonomically, Rift's Touch controllers make more sense in the hand and you get a wider range of gestures. You can't use all your fingers or whole hand, but it's more than the Vive offers.
Oculus Rift v HTC Vive: Audio.
Another way headset makers can add to the immersive experience is audio. Oculus has its Head-Related Transfer Tech (HRTF) which combines with the Rift's head tracking to create spatial, 3D audio. It's impressive in use and gives the impression that you are surrounded, in 360 degrees, by sound. An Oculus Audio SDK gives developers the chance to take advantage of the software but again, it's not guaranteed for every title.
HTC didn't package up nice headphones like Oculus did but you do get decent earbuds in the package. They're not on a particularly long wire which is good since you're already dealing with lots of long cables.
For Rift, you can also pick up a pair of Oculus Earphones. They're basically just earbuds that can attach to the Rift if you want an in-ear experience. We thought they were solid earbuds but not really worth spending another $49 when the default ear pads are already great.
Additionally both headsets let you switch out their hardware for your own set of headphones – which you may have to do with the Vive if the earbuds aren't cutting it.
Audio verdict.
Oculus Rift wins for audio, because man, does it sound incredible. Two big thumbs up to Oculus for making its tiny headphones blast so much sound into your ears, all the while making you think it's coming from all sorts of directions.
HTC Vive earbuds, while good, don't do a great job blocking out ambient noise. Also, having to spend even more money on bigger ear cans is just downright annoying.
Oculus Rift v HTC Vive: Games.
Right off the bat, Oculus came bundled with the multiplayer space shooter EVE: Valkyrie from CCP Games, which is damn high profile in VR terms, as well as Lucky's Tale , a platformer from Playful.
In terms of mainstream Oculus titles, see also Rock Band VR , the gorgeous, (exclusive) cliff-scaling game The Climb from Crytek, the intense-looking (and also exclusive) Edge Of Nowhere, Chronos, and smaller titles like the multiplayer Keep Talking And Nobody Explodes . Epic Games' Bullet Train is an awesome FPS that uses Oculus Touch nicely and The Witness , from the maker of Braid , is also on the horizon.
There are other exclusives like ones from Insomniac Studios, Feral Rites, which uses the Xbox One controller and promises to be a fun exploration/fighting game, and The Unspoken which uses Touch controllers to turn you into a wizard.
With the release of Touch, the Oculus Store is now jam-packed with even more games – over 50 – that use room-scale and the controllers. You also get the familiar Steam titles like Fantastic Contraption , The Gallery : Call Of The Starseed , Job Simulator and more.
So despite the controversy over exclusive titles, the Oculus collection has done well in creating well-rounded experiences with full stories that leave you satisfied. You're not looking at the 10 hours and more kind of gaming, but they're much longer than an average demo.
Speaking of demos, despite Valve's large library most of the games are short and often leave you wanting. Finished titles like #SelfieTennis and Cloudlands: Mini Golf are more like mini-games and, while fun, aren't exactly fulfilling. With your Vive purchase, you do get Job Simulator and Fantastic Contraption while The Lab is free to download. All of them are great but again, they give off mini-game vibes (heck, both Job Simulator and The Lab are basically comprised of smaller games).
There are promises of installments like The Gallery: Call Of The Starseed and Vanishing Realms with longer gameplay down the line, but right now it's a bit lacking.
Still, there are already fan favourites like Hover Junkers and Valve has updated The Lab with more content and better features. The most recent E3 has already given us teasers of what to expect for the Vive including Fallout 4 and Doom , due next year, which gives us hope for bigger experiences ahead.
Games verdict.
There's no clear winner in this category since it's dependent on what you're looking for.
While the Steam VR library is definitely fattening up like the Oculus Store, there's still a smaller amount of full-fledged games for the Vive.
Room-scale is an option for Rift now too so you'll get your pick of Touch/movement games along with sitting/gamepad titles.
Oculus Rift v HTC Vive: Price.
The price of an Oculus Rift is $599, which some people think is ludicrously high and others think is actually pretty great value. This includes the headset, the sensor, the remote control, the necessary cables, an Xbox One controller and two bundled games – EVE: Valkyrie and Lucky's Tale .
Oculus Touch costs $199, and an optional third sensor for 360-degree tracking is an extra $79. Tally all that up and you'll likely get numbers closer to $850 with shipping factored in. You also get The Unspoken and VR Sports Challenge bundled with Touch.
The HTC Vive headset costs £689 which is a good $200 more expensive than a singular Oculus Rift headset but does already include two controllers, the Lighthouse base stations and some earbuds plus copies of the games Job Simulator and Fantastic Contraption, while The Lab is free for everyone.
Price verdict.
HTC Vive takes the cake here. For a high price you get everything you need in one box. If you're willing to spend an extra $100 for Rift's whole bundle, then you're looking at an easier setup (more on that below).
Oculus Rift v HTC Vive: Setup and PC requirements.
Setup marks a huge difference between the two headsets. As mentioned, the Oculus Rift doesn't need a lot of physical space – just 5 x 5ft – if you want to keep it to a seated experience. You're just looking at clearing out part or all of your desk to make room for the sensor. Then it's a matter of plugging in the sensor, headset and Xbox One adaptor which is followed by completing the setup through online prompts.
With Touch controllers and a second sensor, you will need to pull a Vive and mark out more space. For Rift room-scale, 7 x 5ft is needed, though you can cut some corners when measuring it all out in the setup process. However, the more space you have, the better.
HTC Vive can be simple enough to setup for some but for others, requires a lot more work. You'll have to clear out 15 x 15 feet of space, again give or take, and decide whether you want to drill holes in the wall for the base station sensors. If drilling holes isn't an option, then you'll still have to figure out where to put the sensors since they should be 16ft apart diagonally for an 11.5 play space, must angle down a certain amount and should be stable since they vibrate. Phew.
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Figuring out the PC setup is slightly easier. If you're building your own computer or upgrading, there are lists from each company you can follow.
Oculus has published a list of recommended specifications and created a compatibility tool for Windows. You'll want an Intel i5-4590 (or more powerful) processor, an NVIDIA GTX 970 / AMD R9 290 graphics card or better, 8GB+ of RAM, a HDMI 1.3 output, 3x USB 3.0 ports and 1x USB 2.0 and you need to be running Windows 7 64-bit or later.
However during Oculus Connect 3, the company announced it was lowering the spec requirements. Thanks to 'Asynchronous Spacewarp' tech, you'll need an Nvidia GTX 960 or greater, Intel i3-6100 / AMD FX4350 or greater, 8GB or more of RAM, compatible HDMI 1.3 video output, 1x USB 3.0 port and 2x USB 2.0 ports plus Windows 8 or newer for the operating system.
Valve and HTC also published their own list (albeit a lot later than Rift) with a SteamVR system compatibility check . For the most part, this list pretty much matches up with the one from Oculus: NVIDIA GeForce GTX 970 / AMD Radeon R9 290 equivalent or greater, Intel i5-4590 / AMD FX 8350 equivalent or greater, 4GB+ of RAM, HDMI 1.4 or DisplayPort 1.2 or newer, 1x USB 2.0 or greater port and finally Windows 7 SP1 or newer.
You can definitely build a budget PC for VR that's under a grand, but if you're not willing to spend that time on it (or have the patience), there are options to buy compatible PCs as well.
Setup and PC requirements verdict.
Setup here goes to Oculus, especially if you don't have a lot of room to spare. Granted, with Touch you'll still need to clear out a play area but it doesn't have to be massive. Oculus wins for PCs as well. Thanks to the lowered spec requirements, you won't have to upgrade and update everything to get the headset running smoothly.
Oculus Rift v HTC Vive: Overall verdict.
We decided to go with 'overall' instead of final verdict for a few reasons. Firstly, Oculus Rift was basically an incomplete product without Oculus Touch.
We have a better idea of the overall experience it provides now that the controllers have made their way home, but that brings us to the second point: there is no actual 'winner' as to which VR headset is best. It's not a matter of pragmatism either, rather it's practicality.
Oculus Rift is best for people who don't have a lot of room in their homes. It provides great games, solid head tracking and a comfortable experience. Just the headset alone will work fine but for more immersion, opting for Touch and room-scale will make all the difference. You'll need to figure out how to rearrange for room-scale though.
HTC Vive asks the same and more from you to use its system. Along with rearranging your house, you'll have to account for accurately positioning the base stations to track you. If you can manage that, in addition to throwing your money in for an updated PC (which you'll have to do for Rift too) then you're left with a pretty incredible time in VR.
In the end, it's a matter of what you're willing to sacrifice (money, time, walls without holes, etc) and whether you'd prefer to sit, stand or move around to get a glimpse of what the future of entertainment will be like.
Let us know which headset you're leaning towards in the comments or on the Wareable Forum .
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21 Comments.
I've seen this purposely done in every other tech media that has covered the Vive. It has the same combined resolution of 2160x1200 @90Hz that the Oculus does. Also has OLED panels. You have the same information I do. So why are you representing the Vive differently than the Oculus? Do you think it's okay to casually misrepresent one as maybe having an LCD? To first, represent the Oculus with the combined per eye resolution, and then present the single eye resolution of the Vive, as if it was using the same standard? You are doing your readership a disservice with this disingenuous tactic.
exactly what i was thinking! Currently both havethe exact same resolution.
Seriously - does Facebook pay you guys to write this stuff?
Re: Harware -"One real hardware difference is that the Vive features a front facing passthrough camera"
No, since they were just talking about the sensors which track the head position, glossing over that the Vive actually covers.
100% of the area (by tracking w/sensors on opposite sides, the "real hardware difference" should be said that the Vive's superior tracking is better poised to deal with occlusion issues, example: with Rift you'll have issues of losing tracking when say spinning around in your chair and facing away from the *single* sensor. When using the handheld controllers you'll lose track of your hands.
So the "real difference" is the Vive won't lost positional tracking the way the Rift will (& does).
That's the *real* & more important difference.
Re: "Vive's screen ratio is 9:5, not 16:9 which means you get a taller field of view"
Since horizontal is same & Vive is taller (more) - let's call this what it is: Vive has a larger total FoV = more immersive.
Re: "Rift's two OLED displays have a total resolution of 2160 x 1200" & "Vive uses two displays with a resolution of 1080 x 1200 each"
That's odd that they chose to describe the display resolution differently, focusing on using a smaller # when describing the Vive when the description could & should be identical.
Re: Controllers - "Rift comes bundled with an Xbox One controller"
I see this as being very problematic, leading to fragmentation & lack of support or limitations with fully utilizing of motion controllers.
Since the Rift does NOT include motion controllers with every headset - developers will want to support the majority of users, meaning developing for the "lowest common denominator" - so focusing on traditional controller support.
That's another big advantage of the Vive - every user will have motion controllers, so games/apps will be developed to support these as it's a *known*/*given* that they'll have the controllers. Easier to develop for 1 target & take advantages of that design principle.
Instead of mentioning this they focus on the importance of making a "thumbs up" gesture in games?
Re: Games - "Oculus comfortably caters better to the traditional gamer than Vive "
Seriously, does this website or the author get paid to write this stuff for Oculus?
"comfortably caters better to the traditional gamer" - what the heck does that even mean. & more importantly, what is that even based one?
Vive being backed by Valve vs Facebook?
I'd venture Valve, by any measure, more "comfortably caters to gamers".
Then you name two games bundled for Rift when we just don't know yet what will be bundled with Vive (if anything). Regardless, who cares what's bundled? If it's not a game/app you're interested in - it's just wasted cost.
They go on to mention "exclusives" - as if that's a good thing!
That's exactly what makes me even less inclined to want a Rift - Facebook paying for exclusivity, hoping to extort people into buying their platform.
I don't think we're seeing nor will we see that kind of under-handed "pay for customers" coming from Vive/Valve. except in a form which makes sense as it's based on quality rather than big$: experiences which require Vive's roomscale & better tracking ONLY coming out for Vive as they're not possible on Rift.
Playing Xbox games on big 2D screen - umm. ok. Firstly, not too many people would want to do this - the resolution will suffer & you're not taking advantage of the headsets true reason to exist (turning & tracking head movement). Besides, it already appears that MS will be supporting playing your Xbox streamed games on Windoze PCs, so having "split" that into 2x size to display as a 2D screen is easy. Heck, there are already apps that take your Windoze screen & split the output - these work well already for "converting" single screen game renderings to dual-screen for VR (2D) display, and are used now with the likes of Google VR.
Re: "But Oculus has more substantial exclusives than HTC and Valve"
Again, I see that as a very BAD thing. Facebook paying for exclusives rather than letting their tech compete on capabilities. I realize that that's their concern - the Vive is better & more capable hardware & they don't think they can compete on their merits.
What we will see is exclusives for the Vive that are exclusive simply because they won't work (or work well) on Rift. We're already seeing this happen.
+1 000 000 "What He Said".
I don't know if it is biased reporting - but some of the wording sure is confusing.
So much fanboy in this post.
Perhaps I'm missing something. The OR has a total resolution of 2160 x 1200 at a screen ratio of 16:9. The HTC V has the same resolution at a screen ratio of 9:5. Doesn't that mean the HTC V's pixels are distorted in the vertical?
Whatever. Don't know what they're going to sell the Vive for, but the $599.00 price tag for the OR is way too much for a device that is only usable in programs that provide a first-person view. That kind of money is for things that get used every time you sit down at the computer. work, email, RTS games, and yes, FPS games.
no what it means is the lenses and the screens are optimised for that ratio giving you the same clear image but a larger fov vertically.
I agree with willc htc over oculus. Far more advanced tracking and also tamed with a gaming producer company.
Edit:- I agree with dougpp not willc.
I am not sure why you feel the need to take "sides", but it certainly feels like you are skewing the facts in favor of rge Vive and you are doing it at the expense of your readers.
1) Room tracking works just fine in the Rift. Google it.
2) As of this moment there are 200 titles that support the rift, there are 46 for the vive. If HTC is supposed to have some kind of advantage it ia not showing. Furthermore you can set Steam VR to work with your oculus rift.
3) You have no idea what the final specs of the Vive, you are comparing a consumer version of the rift to a dec release of the Vive.
4) You have no idea of the price of the Vive, toy said yourself that it ships with 70 sensors, none of which are needed in the rift. HOW CAN THEY MATCH THEIR PRICE? Did you ever stop to think how well refined the rift must be considering that it achieves everyting the vive does without the need for 70 sensors?
5) Again on the sensors, How can the PC specs be the same if the PC running the Vive has data from 70 sensors to process?
6) You glossed right over the fact that the Oculus rift is lighter than tge Vive.
I have a March ship date for the rift and I plan on having a April ship date for the vice. I will see for myself which one I want to keep and sell the other one. I think holding judgement until there are two consumer versions to compare by price, spec and performance is the best thing to do and comparing a consumer version to a pre release version is irresponsible but omiting facts and writing a biased article is betraying your readers.
You may want to read about the specs in detail, and perhaps also gain some underlying understanding on the topics, as you clearly have not done your homework on this..
I don't have 15*15 room or smaller space for HTC Vive, so going with Rift.
After 20 days of reading countless articles, this is what I know to be true.
1. Headset mentioned here are Oculus Rift(pretty much consumer version) and HTC Vive Pre(Most recent, newest prototype but should pretty close to consumer version considering launch date).
2. Luckey stated that Rift is capable of room tracking(not initially but) and most likély will when Oculus touch is released.
3. Light house for Vive shouldn't burden the PC so Vive has an edge.
4. Steam(although partnered with HTC Vive) as a pc game retailer, it will support Oculus Rift. So content wise, Rift has the edge.
5. Display on both Rift and Vive are OLED, 2sets of 1080 by 1200 @ 90hz and 110 fov. With same resolution, Rift is 16:9 and Vive is 9:5. This confuses me because many articles states that Vive has wider vertical view and if that is the case, the OLED display on Vive should be less dense than Rift and therefor less pixel per inch and less sharper image. Some articles have blamed the lens on Vive for not producing clear image as Rift but the display ratio maybe the reason.
Now, the cost of HTC Vive I belive will be 1000$ or higher. Why? Articles have stated that HTC is happy with Oculus Rift's price of 599$ without the Touch controller. HTC also stated that it will be more expensive than Rift and although this statement was made when Luckey(CEO of Oculus) said Rift will be 350$ to 400$ like a year ago, I think HTC knew that 350$ to 400$ was a long shot like I did. I expected the Rift @ 500$ish. @600$, Luckey stated that Rift is sold at cost and if that is true(I think it's somewhat true), Vive with Light house, controllers and the fact that HTC's needs to make profit(HTC was originally cell phone design/manufacturer and not doing well on those product), I believe those factors will drive up the HTC Vive's price to 1000$ or beyond. Truthfully, my guess is 1200$.
Willc - "Truthfully, my guess is 1200$."
thats a guess and i guarantee you its way off. vive will not be double the price of the rift since vive said it will be close or slightly dearer doubling this makes no argument.
Also willc your forgetting htc have their own manufacturing plant and can provide their own materials. This alone will bring the price down for creating the vive.
thanks, after your words I decided to buy htc vive. oculus looks like facebook born spyware toys and I not see any exclusive things in it (even no controllers, sit & only watch).
I'm leaning towards the Vive myself. Largely in the fact that I don't want a seated experience very often. I want an engaging experience that requires jumping, leaning, crawling, bending, etc. I want games that could give me a workout and keep me in shape. I have a Rift DK2, and with a tripod was able to handle some standing and 'slight' moving (stand up, kneel, go a foot or two in any direction) and it tracked fine. This is what I want out of VR. . The Vive is more geared to this out of the gate, especially by packing in a motion controller for each hand! I don't want to wait on Oculus Touch. I've been using the DK2 with keyboard/mouse or PS3 controller for many months and I'm ready for new input methods that are more geared to VR experiences.
I have tried both the Rift and the Vive within the same 20 minute period and I can tell you the Vive is noticeably better. Specifically the field of view. You wouldn't think the marginally different aspect ratio would make that much of a difference but it does. The Rift felt like I was looking through a window, the Vive did not. I was kind of disappointed as I was originally backing the Rift since they seem better poised to take over the space but now I'll probably wait a bit to see how it plays out. Moral of the story, reserve judgements until you've tried both back to back.
I ordered the Vive for $799 plus $30 shipping plus tax from the HTC Vive website. When I talked to them on the phone they said the order would be shipped in mid to late May. The website now says "around June".
The following is what the order said I'll receive:
Includes headset, two wireless controllers, two base stations, link box, earbuds, Vive accessories, safety guide and warranty card Limited Offer Free Content Bundle: Job Simulator, Fantastic Contraption and Tilt Brush by Google. Your stock status will be "Pre-order" until your Vive has shipped. PayPal funds will be withdrawn once you receive your order confirmation notification via email. Credit Cards are validated upon submission and authorized shortly before shipment. Your card is only charged after confirmation that your Vive has shipped. Expected to ship around June 2016.
Just got my vive - all I can say is wow. I cant compare to rift but i dont care - vive is amazing in every way and I have no doubt I made the right choice.
Just buy whatever one is more suited to the types of games you want to play. It comes down to that and nothing else.
Such a "full" and "complete" review/comparison. and no numbers??
How many degrees for FOV?
How many pixel on each different hardware version (there are many) of the two devices?
How many milliseconds of lag?
How many minutes do the batteries last?
This article as useless as long.
What do you think?
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Xbox-One-Spiele laufen bald auf der Oculus Rift.
Xbox-One-Spiele werden bald auf das Oculus-Rift-VR-Headset gestreamt.
Im Gegensatz zu Sony bietet Microsoft kein Virtual-Reality-Headset für die Konsole an. Stattdessen konzentriert sich das Unternehmen aktuell auf VR am PC. Allerdings wird es in Kürze möglich sein, Xbox-One-Spiele mit dem VR-Headset Oculus Rift zu spielen.
Für den 12. Dezember plant Microsoft die Veröffentlichung einer App, mit der es möglich sein wird, Spiele von der Xbox One auf ein Oculus-Rift-Headset zu streamen.
Microsoft ermöglicht das Streamen von Xbox-One-Spielen auf das Oculus-Rift-VR-Headset.
Allerdings bedeutet das nicht, dass die Spiele dann plötzlich für Virtual Reality optimiert sein werden. Vielmehr bietet die App die Möglichkeit, die Games so zu spielen, als säße der Spieler vor einer großen Leinwand. Dabei unterstützt die App jedes Spiel, das auf der Xbox One läuft – inklusive der Games der Xbox 360, die durch das Abwärtskompatibilitäts-Feature auf der One laufen. Die „Xbox One Streaming to Oculus Rift“-App wird kostenlos über den Xbox-One-App-Store angeboten.
News Redaktion am Mittwoch, 23.11.2016 16:27 Uhr.
Milliardärssohn kauft sieben iPhones für seinen Hund.
So tickt die Welt eben: Einige Menschen haben so viel Geld, dass sie nicht wissen, was sie damit tun sollen, andere müssen darum bangen, sich etwas zu Essen leisten zu können. Der Sohn eines chinesischen Milliardärs beispielsweise kaufte für seinen Hund gleich sieben iPhones.
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