Looks like a decent deal if you're in the market for VR
UPDATED… Thanks to videoman for the cheaper price with the CAU5 coupon. Don't forget Cash Rewards too.
Looks like a decent deal if you're in the market for VR
UPDATED… Thanks to videoman for the cheaper price with the CAU5 coupon. Don't forget Cash Rewards too.
Isn't this the normal price?
It's been $1299 for the longest time, looks like its down to $1199 most places. $1099 is the cheapest I've seen it locally.
You can get this cheaper from dicksmith/kogan on ebay with free postage too. Just apply the CAU5 code for 5% off and you get it for $1095 plus you can get an extra $14 off by paying with cash rewards.
http://www.ebay.com.au/itm/HTC-Vive-VR-Headset-99HAHZ048-00-…
OP, might be good to add this to the description and or title
You can get the oculus rift with 3 sensors in total and touch (so supports room scale) for 950ish delivered straight from oculus. Also comes with Robo Recall and a few other games and you can play the lab and everything and an wireless Xbox one controller and adapter for pc. They dropped the price as well as removed the shipping cost.
I prefer the oculus to be honest. The headset is lighter, comes with audio and the touch controls are far superior to the vives wands. Not to mention you have access to all the oculus exclusives and there aren't any vive ones that I am aware of since Oculus now does room scale.
The only thing the vive is supposedly better in is room scale but to be honest, I haven't hit one issue with Oculus roomscale I am guessing the later updates fixed the initial issues. If you aren't interested in Room Scale it can be grabbed for 850ish.
Thanks for your comments. I don't have either headset and have been thinking about getting one. (I did have the original Oculus Rift a few years ago). Previously it seemed to me that the Vive was the better choice (room scale, Steam store) but it is very hard to pick a winner!
Oculus does Room scale now and can access the steam store and is supported by Steam VR. That's why I said if you add another sensor for 70 USD to get Room Scale.
The main difference is the size of the room scale Vive's is slightly bigger while Oculus can work in smaller spaces.
However you can add extra sensors to oculus to make it even bigger which I am not aware you can do with the vive. End of day the Headset and hand controls are superior on the oculus and it is cheaper when you make it an apples to apples comparison by adding the 3rd sensor for room scale.
Vive was clearly the winner at first because they had motion controllers but since oculus released touch controllers you can't say that anymore.
Thanks!
Actually, I think the main difference is that with Oculus for every sensor you need a USB port, which also means for the rear sensors you need long extension cables (if you're doing room scale). That may not be a problem for you, but the idea of running USB cables from the back of my room to the front of my room where my PC is annoys the hell out of me.
I do agree with you on the Rift being a better actual physical headset as far as comfort and stuff goes, and depending on what games you're playing, Touch is better than Vive wands, but I think Vive is the headset with more potential as the lighthouse system is a much better tracking solution than the camera based solution, and the fact that Vive tracking is open to hardware developers leads me to believe that it's a much more viable platform in the future.
I still think calling the Oculus a clear winner (as you do below) is off base, I'd say a lot of it depends on how you're using it. I'd still say Oculus is better at sit down experience than room scale experiences generally (although I'm not denying at all that the tracking has improved immensely since the recent updates), while the Vive does make for better room scale.
My biggest problem with Oculus isn't really any of the above though, it's the Oculus store. SteamVR works with any VR headset, Oculus Store only works with the Rift, which locks you into their ecosystem. With Steam, I can buy a game on there and almost be guaranteed it'll work on future VR platforms, at least at present, anything I buy in the Oculus Store will more than likely only work on Oculus hardware.
And before anyone asks, yes.. I like retro games, and do regularly play old games, and don't see that changing in the future… so hardware compatibility does matter to me.
As @lovethosebargains says below though, try them both. They both have pros and cons, and the only way to really decide what's right for you is to weigh up which features and drawbacks actually matter to you.
Well it's sensor. You only need the one rear sensor for rift and they include a massive extension cable. I actually just add mine everytime I play something room scale. No big issue but I suppose it could bug people.
At the end of the day the oculus
Cheaper
Superior controllers
Weighs less (generally more comfortable)
Includes audio
Compatible with Steam and Oculus
Can do Room Scale
Bonus games and Xbox wireless controller.
Vive
No cabled sensors but requires power to them.
Generally better Room Scale once setup.
Fuller featured headset ie can do bluetooth.
Slightly bigger verticle resolution.
Steam only
That is what you need to weigh up and I think for most people the rift comes out on top. However I don't think you can really go wrong both systems are pretty amazing just since the big price drop of the Rift and touch it makes a lot more sense to get a rift now. Wasn't the case a few weeks ago and certainly the vive was the only one to get when oculus didn't have the touch controllers.
Honestly, try them both out if you ever get the opportunity. The differences are so small now, preferences are subjective and advantages usually have tradeoffs…
Rift headset has better ergonomics, and more screen clarity. Vive headset has a higher field of vision (immersion), a much brighter screen and is much better suited for glasses. Rift has worse godray effects, and lets in a lot of light due to a nose gap. Vive is heavier, and the headstrap is mediocre. Rift has nifty built-in headphones, Vive doesn't but allows you to plug in your own headphones and comes with some earbuds. Touch controls are more ergonomic and feature better hand presence. Vive wands are generally preferred more for tool-based games. Wands have touchpads and built in rechargeable batteries. Touch has thumbsticks and requires AA batteries. Vive can track a much larger area and only requires power. Rift requires running cords back to the computer and requires 3+ sensors to keep up. Vive lighthouses have moving parts so they need to be very secured, Rift requires a lot of USB ports and sometimes a lot of troubleshooting/extra hardware for bandwidth issues. Rift has exclusives and is producing a lot of great games. Vive can play these games with Revive, but it's a lesser experience. Rift can play native Vive games through SteamVR but it's a lesser experience. Rift comes with a lot of great software for free compared to the Vive, it also runs better for lower specced machines.
The recent Rift price cut makes it the most tempting VR device at the moment. Vive has a new headstrap with built-in headphones coming very soon to put it more on par with the Rift's HMD advantages. It also has a wireless transmitter, and tracked accessories coming soon too. These will all cost more $$$ though, so it comes down to the individual and what you want from VR. Again, I recommend trying them both and thinking about what's coming and what's important to you. Either way you can't lose.
Yeah at the moment the Rift is the clear winner. You just get so much more bang for your buck. If the prices were the same I think it would be a harder choice.
I don't know how I feel about the upcoming wireless tech. The money isn't the issue but more so the extra weight of the device. I found the vive way more uncomfortable than the rift and that was 70grams or so let alone putting a battery pack and wireless gear on it is only going to make the problem worse. Same if something similar is released for the rift.
To be honest I didn't notice the higher FOV with the Vive but it is on the verticle. I did notice the limits on the horizontal on both devices but yeah for some reason not on the verticle unless there was a gap with my nose.
The touch controllers are what sold me, I can't imagine playing say Doom or half life VR using the rift wands. The wands are pretty limiting with the games that can be played but granted they do have an advantage on some very specific games.
@kasp: I find the FOV increase quite noticeable horizontally and vertically especially with a thinner facepad. Visual clarity is the tradeoff though.
I own and love both headsets, but I can't pick a winner. With the price cut, I think the Rift is definitely the best value for money especially with the freebies that come with it. If money is less of a concern and if I could only pick one though, I'd go for the Vive.
I use my Vive for roomscale and most other games (especially SteamVR only ones). I use my Rift for Oculus exclusives and cockpit view games (the increased text clarity is nice, and pulling the headset on and off is less of a chore). I spend more time with the Vive, and find using it with the games I play on the Rift almost as good. I honestly think I'd deal better with the Vive's drawbacks. The wands definitely take some getting used to.
I'm going to buy the headstrap upgrade, and I'm looking forward to the new "knuckles" controllers that will make it more like my Touch controllers (while having some new advantages). It's an expensive way to make it more like a Rift for sure… I'm excited for the Vive trackers, and the wireless tech too but it remains to be seen if it's going to be a must-have upgrade.
Really, I think it's about working out what your priorities are, what your home setup is going to be like, and trying both. They're both great, and you can play all the games, so no worries.
Yep they are both good but really Vive needs to drop it's price significantly, at least match the rifts price.
I seem to notice the FOV when I am in menus on both devices. When playing I am too focused to notice it on either. I also heard the FOV is set that way to reduce motion sickness which makes sense as a lot of games use tricks like that.
I'm biased. I'll go for the Oculus if I'm ever after one.
Why would you want Facebook VR?
I hate Facebook. Never use it. But I love my Gear VR though. So keep it in the family for me, so to speak. :)
Had a GearVR since the day 1 developer edition on the Note 4, and have had a few iterations since. You have zero real benefits from a software side of things of buying a Rift just because you also bought a GearVR… other than having the same username.
Just be aware that the Oculus terms of use are pretty dodgy, in that they can track essentially whatever they want and can hold permanent use licence to anything you create and publish on their platform (it's essentially what they have on FB currently).
HTC are doing a similar thing, mostly revolving around target advertising, but only through the Viveport app (which no one uses). Using your Vive through Steam is safe and clean.
Having used both and evaluated the pros and cons, I'll be sticking with the Vive as the surrounding infrastructure is far less nefarious./
There's also the great bonus that Valve made the controller designs open source, so there's going to be a swathe of custom controllers coming over the next two years.
Anyone have theirs shipped by dicksmith/kogan yet? It looks like they sold out on their websites but they still have it listed on ebay. From the look of their feedback on ebay they regularly over sell items and have to do a refund a week or two later.
Not a bad price!