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I'm in the same place - I probably got 12 hours of gameplay out of it before I unplugged mine. It is exhausting and frustrating to use.



The Vive is an infinitely better experience currently. Hand controls and sub-millimeter tracking precision in a room up to 12x12 makes all the difference.


My two cents on Vive after a short experience:

1. Video quality is better than google cardboard, but not much. Yeah, I am surprised too. 2. Headset and Control don't fit very well, at least for me. 3. You need a large empty room. Otherwise I can see myself running into things.

Bottom line: no way I am going to buy this.


The problem with video quality (if you are referring to stereoscopic 360 video) is coming from the content, not the headset.

To make a video that leverages the GearVR pixel density for example, you need 6000x1500px. Per eye. Videos are usually a far cry from that. H.264 encoders won't even let you encode it.


I am referring to games. I only tried two though.


Vive is worse in most other ways. Worse clarity, worse comfort, worse app performance, worse microphine, worse audio experience. I don't see any practical tracking difference between the two.


Agreed on most points, but that's not the big one. The ability to move around, to reach out and grab things, to use hand-eye coordination to block a bullet with a shield, hugely sets the Vive apart. It's not even close.

The gameplay is innovative, exciting, and superior. Full room VR is the difference between need for speed on a PSP and a full arcade racing game with pedals, a wheel, and motors that jerk your body around as you drive.

The oculus may be better in a myriad of ways, but the Vive got the most important things correct. Everything else will clean up substantially in iteration two, which may be as soon as 24 months.


Exhausting in what way? Is it too heavy, or is it somehow cognitively expensive?


I used to do flight simulation with a head tracker to control the virtual cockpit perspective. Hardly any mass added over regular headphones, but it was a world of a difference between holding my head in whatever position that felt comfortable to see the screen and holding it in exactly the right angle to point the camera to where I wanted. It's fun and a great improvement over manually controlling the camera, but also surprisingly exhausting.


When I play TF2 in 2D, I guess it's far enough away from reality that I don't try to understand what I'm seeing. When I play it in the Rift, I see a bunch of stuff that isn't quite right. I don't think it's the uncanny valley, because the game is still a cartoon. I really can't explain it any better than the author: after I play for a while, I need a nap.


Like the 3D TV syndrome?




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