I bought an Oculus Rift a couple months ago, and this seems like a mixed bag. Per https://uploadvr.com/oculus-rift-s-official/ : > The original Rift used dual PenTile OLED panels for a total resolution of 2160×1200. Rift S replaces this with a single LCD panel with a resolution of 2560×1440...This provides a higher detail image with reduced “screen door effect”. However, you don’t get the deep blacks of OLED since LC…
It seems to me the Rift S is targeted more at people new to VR, not at existing Rift owners. The focus seems to be mainly on making setup easier, and improving comfort and ergonomics, not on pushing the boundaries spec-wise.
Oculus Rift S
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Re: Oculus Rift S
#52Earlier quoted context omitted.
> isn't tethered to a PC Can I tether it to a PC if I want to? My primary use case is PC gaming.
You should probably just get a Rift with the bases. I got mine for around 350.
Re: Oculus Rift S
#53I've used a Vive once (a guy at work brought one in). Little sensors at the corners of the room, headset, hand grips. It was really neat. How does this rank next to Vive? I've been thinking of getting one (my kids would love the 3-d "drawing" app I tried). I have a good PC, should I be looking at getting the Rift S? A Vive? Any suggestions would be great. Thanks!
Oculus's tracking system is outside-in, the stations in the corners of the room are cameras, and the headset has infrared lights on it. You need three base stations, and they all need to be connected to your computer in addition to the connection for the headset itself.
Oculus has arguably nicer controllers (grips vs wands), but Vive is launching "knuckles" controllers soon so that relationship might flip.
I chose Vive because of the close integration with Steam, easier setup with fewer wires, and more titles (at least at the time, idk about now).
The screen door effect doesn't bother me, so the main feature of the Rift S isn't a draw for me.
Re: Oculus Rift S
#54One of the biggest barriers to consumer adoption of VR seems to be the cost. Is there a reason why it doesn't make sense for the manufacturers to do a subscription service? Seems like everything from phones and consoles to game streaming subscriptions is the trend (and makes sense). If nothing else, it can help increase distribution and awareness -- at the end of the day, more people using the devices is probably gon…
Re: Oculus Rift S
#55Re: Oculus Rift S
#56I've used a Vive once (a guy at work brought one in). Little sensors at the corners of the room, headset, hand grips. It was really neat. How does this rank next to Vive? I've been thinking of getting one (my kids would love the 3-d "drawing" app I tried). I have a good PC, should I be looking at getting the Rift S? A Vive? Any suggestions would be great. Thanks!
My personal take away is if you are going for the maximum immersion, have space and the money, go with the Vive or Vive Pro. The Rift (likely applies to Rift S as well since they are so similar) was more comfortable than the Vive for me at least and I liked the controllers more but the tracking quality was not as solid especially in even medium sized rooms. The visual quality on the Oculus is not quite where the Vive is either. Additionally the Vive is a pretty open platform so there are lots of third party accessories you can play with (once again if you can stomach the costs). I love using Vive trackers on my feet to track my foot motion so I could run in place in games to move. That kind of ecosystem doesn’t exist for Oculus. Additionally Valve will likely release new controllers soon with full finger tracking (and then you could use your old controllers as Vive trackers)
Re: Oculus Rift S
#57Re: Oculus Rift S
#58For those with VR headsets of any kind: how often are you using it? Are we there yet with VR? If not, is it the hardware, the content, or both? For now, I'd define "there" as at least 0.5 * time spent on console or PC gaming per week.
Echo VR is super super fun to play, as one concrete example, but I’d say the Rift is still not good enough other than as a toy to show off to people. The driver updates are also absurdly huge. I didn’t use it for a month and I had a 14gb driver download (pretty sure it wasn’t any game/app updates)
We are far away from VR being even in the comparable to general purpose “everyday” computing IMO.