05-04-2016 12:58 PM
05-04-2016 01:37 PM
05-04-2016 01:40 PM
05-04-2016 01:46 PM
Zenbane said:
Pixelation issues can be ranked as follows:
Gear VR --> Vive --> Rift
I've tried them all and own the Rift. I think there's room for all VR gear, but I also think it's important to be honest about their differences.
05-04-2016 01:48 PM
The Lab is definitely the first thing every Vive owner should
load up and try. Everything is very polished with tons of VR experiences, it
really shows you what VR is capable of.
05-05-2016 12:35 AM
05-05-2016 12:39 AM
05-05-2016 12:40 AM
05-05-2016 01:51 AM
05-05-2016 05:33 AM
05-05-2016 05:47 AM
Unfortunately the high price of software is something we're seeing for both Vive and Rift. The limited market means more expensive per unit cost if developers are looking to recoup their costs. As these devices become more common, the available market size will grow and prices should come down to PC / Console levels. To be honest, we're lucky prices are staying as low as they are.
I hope you get the second lighthouse working. The Rift is designed to work with only one tracker simply because that's all you get at first. Lighthouse has the advantage of two units out of the box, but I'm surprised it's having trouble with only one station. Is your HMD having major tracking problems, or are you just having issues with occlusion when you turn around (since there are no rear facing sensors on the Vive)? My impression of the Vive is that it's more like an advanced Dev Kit whereas Oculus released the Rift as a more polished product that "just works".
That's not necessarily a critique, just an observation. Valve and HTC seem to be stuffing as much cutting edge as they can into the Vive, but at the cost of a bit of user-friendliness. Here on the forum, we're mostly tech savvy and early adopters who dealt with Dev Kit issues with DK1 and DK2, so it's not a big deal if you have to update firmware to get your Wands working or if you have to troubleshoot one of your Lighthouse stations.
For the common (non techie) user, working correctly and easily out of the box is going to be increasingly important. I think Oculus is nearly there but hopefully HTC learns their lesson from these early Vive consumers and refines their ease of use and overall stability. Mass adoption is the key to VR success, so ease of use (and troubleshooting) is a big deal in the long term.