http://www.tomshardware.com/reviews/oculus-touch-motion-cont... - "Until now, our recommendation was the HTC Vive, without much hesitation. But the situation just changed. From a hardware perspective, the Rift edges out HTC's Vive."
https://www.wired.com/2016/12/review-oculus-touch/ - "this is the most natural and versatile VR control experience available."
http://newatlas.com/oculus-rift-review-touch/46711/ - "So Oculus Touch is a big ergonomic advantage for the Rift, and the additions of 360 tracking, room-scale and Guardian are effective as catch-up moves. But it's content that seals the deal for the Oculus Rift as our pick for best VR headset."
I might be in the minority, but the Valve Lab is still my favorite VR experience and Arizona Sunshine is quickly running up there for me. I don't like the locomotion AS uses, but the game is as close to the real-deal for VR as I've experienced so far.
I don't own a Vive but I've spent a good amount of time using my friend's and the display of the Rift is superior (and even he agrees). The Vive used to be a better overall package because of wands, but Touch is better (and battery life is FANTASTIC).
I don't personally agree that the Rift display is superior, but I think that's a reasonable-people-can-differ thing.
From what I've heard it doesn't really work that well, even with a third camera, with intermittant tracking issues, and with much less space than the Vive.
Your quotes are either misleading or shill.
Or what you've heard is from Valve fanboys and these quotes are true. What I've heard suggests that it's this way, so .. we're stuck.
You may even see the stray oculus in the field of wild vive games.
I dont think there's a significant technical difference at this point, honestly, but the vive has won the hearts of the developer community, hands down.
Every developer I know personally who's either developing or considering developing VR titles--sample size not large, but north of ten or so?--is considering, in order, PS VR, Vive, Rift. (PS VR is difficult unless you're an established developer, obviously.)
I don't doubt they're channel stuffing (who doesn't) But it's pretty well accepted that it's been a runaway success.
It's consumer grade tech, your VR club is a different PCMR audience.
The Rift is more comfortable to wear, but it comes at the cost of reduced Field of View. The Vive can really be strapped onto the face hard, giving a view that almost verges on providing peripheral vision. The Rift feels like looking through binoculars in comparison.
The Touch controllers are much lighter and better balanced that the Vive wands. Personally, I found the grip gestures expected for the Touch to be very painful, but that will vary by person. I do think they are too clever by half. I got a better sense of "I'm holding a gun" out of gun-games on the Vive than on Touch. I also found the ability to aim at and hit targets easier on the Vive. Ultimately, I think the argument on which controller is better is missing the greater point though, as neither is an ideal design. A hand-tracking system would be much better (and no, not the Leap Motion, that thing is garbage, yes, even after the Orion update). Though Vive-centric games have always had both motion controllers and room-scale by default, whereas the Rift market is now fragmented between gamepads and Touch, and seated versus standing. Also, Touch is only just now out, whereas Vive has had developers working on content for over half a year. Indeed, Valve is already working on a new form factor for the controller.
The two camera setup for the Rift is absolutely, hands-down awful. In a room dedicated to VR setup, I constantly lost tracking when turned to the left or right. The Vive's Lighthouse system is designed to be much, much more scalable. I've never had such pervasive problems maintaining tracking with the Vive.
Yes, you're supposed to have three cameras for room-scale on the Rift. To me, that's another point against the Rift. It's a very complex system that is prone to failure. I can get the Vive to track a space about 20ft by 20ft on stock hardware, in default configuration, with no special finagling, just calibrate and go. I have to spend more money on an extra camera with the Rift, extra PCIe cards for all these USB3 cameras, and it's hit or miss whether or not I can get 10ft by 10ft working.
The Rift's camera based system is limited by how high of a resolution they can pack into the camera, how sensitive they are to tiny IR LEDs across a room, and how many spare cycles they have to run the image processing algorithm on all those camera feeds. In comparison, the Vive's Lighthouse system is limited by how bright they can make the sync pulse, which basically amounts to an IR flash bulb.
In general, I think this is indicative of a much larger problem in VR, consumer reactions, and journalistic reporting. These are all amazing pieces of technology. If you've never seen any VR system after 2015, then you're not prepared for the experience these things provide. It's really easy to get lost in the wow-factor and fail to evaluate the system as a whole. E.g. the Rift headset is more comfortable, but is comfort an important metric compared to FOV? Is it enough that the Touch controllers are theoretically "more ergonomic" than the Vive wands, or is application design built around the controller important, too? Or the MS Hololens: wave-guide displays and inside out tracking are craaaaazy! But they are also kind of janky, the FOV is unusably narrow, and Windows Holographic has terrible UI affordances.
When I stop losing the forest for the trees and focus on a unified experience, the only system I have time for in my personal life right now is the Vive. We support "everything" in the projects we build, but if I'm just trying to relax and enjoy myself, I know the Rift and Gear VR and Hololens and Daydream are all staying on the shelf.
Thanks.
Frankly, I'm just about burnt out on everything about VR that is not actually experiencing VR apps. Other VR developers and the tech press talking about VR and consumers who haven't tried VR since 1995 and consumers who are coming to VR from gaming are just driving me towards disconnecting from it all, to work in peace, but that's not exactly productive.
I have to go, there is a baby in the other room who I can hear is grunting out a massive turd. Please find my email in my profile. I think there is something more to discuss here RE: The Myth of The Best and on pragmatism.