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Rift VS VIVE from Flyinside dev

maxpare79
Trustee
http://forum.flyinside-fsx.com/viewtopic.php?f=3&t=1617

Copy/Paste from that thread:
Hi All,

I've been playing with a Rift for quite a while now, and have also had the pleasure of trying a Vive Pre the past couple of days. I'm going to try to keep my thoughts as unbiased as possible, and stick to facts more than opinions. Hopefully this guide will help some of you decide which headset to purchase  

The headsets:
  • SDE/Fov: Rift and Vive use the same resolution screen. Vive spreads this out over a slightly larger field-of-view. This means that the Vive has a slightly worse screen-door-effect. I prefer the Rift screen/fov. I notice the improved screen clarity more than I notice the slightly lower FOV. The difference is not significant though, I'm nitpicking. Either is a huge step-up from the DK2.
  • Comfort: I slightly prefer the Rift. With its hard plastic strap it slides on and fits like a hat. The Vive is still much comfier than the DK2, but not quite as comfortable as the Rift imo. On the other hand, I've heard that the Vive is much more comfortable for people with larger heads, or people with glasses. Based on this, my conjecture is that the Vive will have the least discomfort across a large variety of head shapes, but if you are "average" and without glasses, the Rift fits like a cloud.
  • Tracking: The Rift may still use a camera but it's a whole different animal from the DK2 camera. For seated experiences like FlyInside, you aren't going to lose tracking with either system. This is a non-issue, both of these HMDs are so good!
  • Headphones: My biggest gripe with the Vive is the lack of integrated headphones. I find it really annoying having to put on a headset, and then put on headphones. I use wireless headphones which helps, it's even more annoying having the earbud cable hanging down. I wouldn't choose one headset or the other based upon the headphones, but I do wish both had them.
  • Lenses: Both the Vive and Rift lenses produce "light-ray" artifacts when you have a bright object centered against a dark background. Not the end of the world or anything, but it's there. The Vive gets a "ring" artifact if your eyes are not well-centered with the lens, while the Rift avoids this particular artifact. It's not a big deal though, just make sure to center your eyes 

FlyInside Compatibility:
  • Vive is Beta: I'll be releasing the first Vive build sometime next week, although I'm shooting for Monday. That said, FlyInside has had months of testing and refinement on the Rift, so you can expect that the Vive builds will be slightly "beta" quality for a while. That said, I expect them to catch up quickly. This is just a warning, if you start using FlyInside for Vive on April 5th, it's going to be a little messier than using FlyInside with the Rift.
  • Vive Pixel Issues: READ THIS. Vive's FOV is quite asymmetrical (the left eye has more of its pixels to the left, the right eye has more of its pixels to the right). This is a good thing, it increases peripheral vision, overall a solid design decision. That said, flight simulators are designed around a symmetric FOV. To cover the entire Vive FOV with a symmetric flight simulator FOV, I need to perform significant overdraw. As things stand right now, you can choose to either perform overdraw for a full FOV but lower clarity (same pixels spread out), reduce FOV and keep full clarity, or turn up the resolution at the cost of performance. I find that the experience is fine if I set a balance between overdraw/fov/clarity, but I wanted to give fair warning. This is the biggest drawback to using FlyInside with Vive instead of Rift. I'll be working to implement proper asymmetrical projection matrices in FlyInside, which will completely fix the problem. That said, it may take days, it may take weeks. There's always a very slim chance it won't be possible too.
  • ATW: With the Rift I'm able to take advantage of the excellent asynchronous timewarp support in the Oculus Runtime. On Vive, I use a homegrown ATW implementation. It's not quite as rock-solid as the Rift support, but it's still very good, and significantly better than FlyInside's ATW used to be in FlyInside 1.3. I wouldn't choose your headset based upon this info, but the Rift has a slight advantage in TW stability.
  • Future Features: In the future I plan to add support for the Vive controllers (great way to interact with aircraft cockpit controls), passthrough camera, and chaperone-assisted airplane walk-arounds/inspections. When Oculus Touch is released I'll add support for those controllers also, but for a while the Vive version of FlyInside will have some functionality which the Oculus version does not. I don't attempt to favor either platform, but I do intend to make full use of each one's hardware, and right now, the Vive comes with more hardware.

Roomscale:
If you're only ever planning to play FlyInside I'd tell "go ahead, get a Rift." It's slightly more comfortable, SDE is slightly better, and FlyInside support is currently better. Most of you, though, won't only be using FlyInside. When it comes to other games, seated experiences like Oculus ships with are "very cool." On the other hand, some of the Vive room-scale games are "I CAN'T BELIEVE THIS IT'S A HOLODECK LIKE FROM STAR TRECK THIS IS AMAZING." If you can clear out the space for room-scale you need to try it. The tracked controllers are great. Jumping, walking, ducking, crouching is perfect. My new favorite game is Space Pirate Trainer VR: http://store.steampowered.com/app/418650/. You dual-wield pistols, aim them with your hands, blow up robots, dodge bullets like in the matrix, it's incredible.

In Summary:
Between just the headsets, I definitely prefer the Rift. On the other hand, Vive's full-body experience makes up for the slightly worse SDE and annoying headphones. If you do go Vive, be aware of FlyInside's current state, and the fact that it may always be slightly better on the Rift (although I'll do my best to make it as good as possible on each platform).


I am a spacesim/flightsim/racesim enthusiast first 🙂 I9 9900k@5.0, 32gb RAM/ 2080ti Former DK2, Gear VR,CV1 and Rift S owner
35 REPLIES 35

Zoomie
Expert Trustee
It's funny, but this review brings up pretty much exactly the same sort of comparison we were all doing a month (or more) ago.  Rift has the slight edge in headset.  Vive has the wands and room-scale.  Once Touch is out, it's a toss up with Rift maybe gaining a slight edge overall, but we won't know until H2 once Touch is released.

Seems like he knows what he's talking about - and he's saying both are great.  Works for me.
Also good to hear that he wasn't overly bothered by the concentric rings on the Vive, or the 'god rays' on either.
Any sufficiently advanced technology is indistinguishable from magic. - Arthur C Clarke

VizionVR
Rising Star
@maxpare79 At first I thought YOU were able to try both and I was geared up to ask you a few followup questions. 🙂
Instead I'll just +1 Zoomie's response, except to humbly correct that Touch is an H2 release, not Q2.
Not a Rift fanboi. Not a Vive fanboi. I'm a VR fanboi. Get it straight.

SlimBoyFat
Adventurer
Thanks for the mini review. Pretty much the same as every objective review I have read. Rift better in some ways, Vive in others but both fantastic experiences. I look forward to receiving them both and enjoying them both.
Intel i7 4770K @ 4.5 GHz | Asus Z87 MAXIMUS VI HERO | 16GB 2133MHz | GeForce GTX 780Ti 3GB GDDR5 | Samsung 500GB SSD | Thrustmaster TX | Occulus Rift DK2

Arock387
Heroic Explorer
A review from a developer working with both platforms.  The only reviews one can hopefully ascertain a negative bias in.  These are the reviews I'm looking for!

maxpare79
Trustee

VizionVR said:

@maxpare79 At first I thought YOU were able to try both and I was geared up to ask you a few followup questions. 🙂
Instead I'll just +1 Zoomie's response, except to humbly correct that Touch is an H2 release, not Q2.


Yeah might be a bit confusing is there still a way to add quotes manually?
I am a spacesim/flightsim/racesim enthusiast first 🙂 I9 9900k@5.0, 32gb RAM/ 2080ti Former DK2, Gear VR,CV1 and Rift S owner

Zoomie
Expert Trustee
Shit, I know it's second half but still wrote Q2.  I'll admit to it here but correct it in the original post to avoid conclusion.  +1 for you Vizion.  Still drinking my first Americano.
Any sufficiently advanced technology is indistinguishable from magic. - Arthur C Clarke

VizionVR
Rising Star

maxpare79 said:


VizionVR said:

@maxpare79 At first I thought YOU were able to try both and I was geared up to ask you a few followup questions. 🙂
Instead I'll just +1 Zoomie's response, except to humbly correct that Touch is an H2 release, not Q2.


Yeah might be a bit confusing is there still a way to add quotes manually?


I wouldn't worry about it. Totally my error. It's early here and I haven't had my coffee yet.
Not a Rift fanboi. Not a Vive fanboi. I'm a VR fanboi. Get it straight.

Zoomie
Expert Trustee
Yeah, the Vive comes with earbuds that plug into the headset.  They're likely not quite as good as the Rift set (mostly due to driver size), but some people say they're okay.  I have a feeling most Vive users will opt for higher-end sets. 
Any sufficiently advanced technology is indistinguishable from magic. - Arthur C Clarke

SlimBoyFat
Adventurer

Atmos73 said:

I didn't realize the Vive came with headphones???


It doesn't, that's what he was complaining about.

Edit: I stand corrected, apologies.

There's a couple of interesting bits further down that thread. Some guys asks about SDE in CV1 compared to DK2, to which he responds.

 That's not something I can really quantify, can't take a picture from inside my own brain  Anything I can say is just a subjective description of my experience with the headsets. How about this? DK2, especially after trying anything more modern, is very annoying to go back to. You see the pixels all the time, and the SDE is in-your-face! Vive you may notice the SDE when you put it on, but it quickly fades away as you concentrate on the experience. It isn't really annoying, but it is there. With the Rift, you won't see the SDE unless you go looking for it. Of course, once you try to focus on the pixels you can see it, but in general it just blends away.

Intel i7 4770K @ 4.5 GHz | Asus Z87 MAXIMUS VI HERO | 16GB 2133MHz | GeForce GTX 780Ti 3GB GDDR5 | Samsung 500GB SSD | Thrustmaster TX | Occulus Rift DK2