photo of Oculus Rift VR headset

Oculus Rift Vs Vive Specs – 2017 Review

The retail variation of the Oculus Rift virtual reality (VR) headset finally showed up in 2016, after multiple development kits and numerous years of work. Since then, the outstanding Oculus Touch movement controllers have been added to the Rift as a single $598 package, slashing $100 each from the initial price of both the headset and the controllers. The Oculus Rift remains functional and immersive, if you have a computer that can manage it. With the addition of the Oculus Touch controllers, the Rift is more enticing than the now nearly identically priced HTC Vive, though the Sony PlayStation VR is our Editors’ Choice for its ease of usage and even lower price.Oculus Rift Vs Vive Specs

Prior to we get going, simply a note that you can find the headset on its own for around $499, though we highly advise getting it with the Oculus Touch controllers. The controllers are available by themselves for $99.

 

What You Need

Official requirements for the Rift$ 399.00 at Amazon are almost identical to the requirements for the HTC Vive. Oculus advises an Intel i5-4590 or much better CPU, an Nvidia GTX 970 or AMD Radeon R9 290 or better video card, a minimum of 8GB of RAM, an HDMI 1.3 output, 3 USB 3.0 ports, and one USB 2.0 port. Among those ports is for the additional sensing unit of the Oculus Touch controller, and you can set up the Rift itself with just two USB 3.0 ports: one for the headset and one for the external sensor. I tested it using the Origin EON17-X, which has a Core i7 6700K CPU overclocked to 4.5 GHz, an 8GB GeForce GTX 980M graphics card, and 16GB of RAM.

 

Oculus Rift Design

The Oculus Rift headset is simple and understated. It’s a plain black rectangular visor with rounded edges and little visual flair. The front panel is entirely flat, significant only with an Oculus logo. The sides of the visor are similarly flat, and connect to arms that pivot a little up and down and connect to the three-strap harness for securing the device on your head.

A strap extends from each arm around the sides of your head, with a 3rd strap extending from the top of the visor over the top of your head, conference at a cushioned triangle in the back. The straps are kept in place with hook-and-loop fasteners, and can be quickly adjusted. A set of on-ear earphones sit on the arms, able to independently pivot and flip up and down to properly fit on your ears.

On its own, the headset is relatively light and comfortable. You can use glasses with the Rift, but it will make the fit a bit tighter. I used my glasses when evaluating the headset, which helped guarantee that I saw crisp and precise visuals. However it likewise made putting the Rift on and taking it off a bit awkward, and depending upon the size of your frames, they might hurt your ability to wear the headset for extended periods of time.

The headset links to your PC straight through a lengthy cable that divides off near the end into HDMI and USB 3.0 ports. The cable television unwind the left strap prior to running clear of the headset. It’s a little bit more uncomfortable than the over-the-top-of-the-head cable television of the HTC Vive, and I discovered myself struggling to find a comfortable position where the cable television didn’t sit distractingly on my shoulder. However it’s not nearly as huge a concern in usage as the HTC Vive’s cable television, because the Vive is designed to work when you’re walking a set location.

The Rift by itself uses a single external sensor, a black cylinder that rests on a nine-inch-tall metal desktop stand. The sensor can tilt up and down, and need to be positioned where it can preserve a clear view of the headset when in use. A 2nd, similar sensing unit tracks the Oculus Touch controllers, and the two sensing units operate in tandem to enhance tracking for all of the gadgets and cover a bigger location than the stationary position simply one sensor permits.

Once you’re working, a 2,160-by-1,200 OLED panel is utilized to produce a 1,080-by-1,200 picture for each eye, separated by the lenses in the headset (much like the Vive). The lenses can be changed utilizing a little lever on the ideal underside of the visor. More on the visual themselves in a bit.

 

Controls

The Oculus Touch motion controllers originally released as an optional addition, however have actually considering that been contributed to the $598 Rift plan. They aren’t the only control options included in package, however. The Oculus Remote is a little, rounded bar with a large, circular navigation pad and Back, Menu, and Up/Down buttons. The remote helpfully includes a lanyard to keep it attached to your wrist when you’re using the Rift. The Rift likewise consists of an Xbox One wireless controller and a Microsoft Xbox Wireless Adapter for Windows with which you can utilize it, which comes in handy for VR video games that utilize conventional, non-motion-based control schemes.

With the Oculus Touch controllers, the Rift’s controls reach parity with the HTC Vive’s, which has actually consisted of motion manages from package because its launch. We enter into more detail in our review of the Oculus Touch, but it’s an extremely comfortable, natural-feeling control plan with responsive physical parts like analog sticks and face buttons in addition to motion tracking.Oculus Rift Vs Vive Specs

 

Setup

Setting up the Rift is simple. You need to download the Oculus setup software on your PC, which will then stroll you through the relatively couple of actions required to get going. Initially, plug the headset and sensing units into your computer system, using an HDMI and 3 USB 3.0 ports. Second, sync the remote by taking out the battery tab and pushing a button. Lastly (and additionally), plug the Xbox One receiver into a USB 2.0 port and pair the gamepad with it. As soon as these actions are complete, you can slip the headset on and delve into the Oculus software application.

At this moment in the setup procedure, you can play any software application available on the Oculus Store, but you can go further with fairly little trouble. By setting the Oculus software application to load apps from unknown sources, you can get the headset to work with SteamVR, much like the HTC Vive uses. The launch of Oculus Touch implies you can now use all SteamVR games that support motion controls with the Rift. They sign up as HTC Vive motion controllers when you set them up for Steam, and work flawlessly with Vive-compatible video games.

While the Rift now has movement controls, it doesn’t rather support the very same whole-room VR as the Vive. You can utilize it while sitting, standing, or within an area specified by the two sensors included with the Rift and Touch. It supports a smaller sized area than the Vive’s wall-mountable sensing units do, but this is a small sacrifice; since the HTC Vive is tethered to your connected computer with a cable similar to the Rift, in fact walking with the headset on needs you to be very cautious not to journey over the dragging wire. It’s an immersion-breaker that hurts the experience of otherwise totally free motion in VR. The Rift’s head tracking, in addition to Touch controller tracking, work effectively within the space the sensors permit.

 

The Oculus Experience

The Rift shares the exact same resolution and refresh rate as the Vive, and as such the experience is very similar in between the 2. Like the Vive, the Rift produces a crisp photo with smooth motion and head tracking. In screening, the 3D effect of the stereoscopic images really provided me the sense that the virtual items I was staring at were really in front of me. Eventually, the Rift headset is a screen, so smoothness and visual fidelity will depend upon the power of your computer and elegance of the software. In terms of hardware, however, the Rift produces an engaging virtual experience for the eyes.

I played a couple of VR titles offered on the Oculus shop, including EVE: Valkyrie, Farlands, and Lucky’s Tale. I also tried Adventure Time: Magic Man’s Head Games and Virtual Desktop, launched through SteamVR

EVE: Valkyrie is the star of the launch titles for the Oculus Rift. It’s an online, multiplayer space dogfighting game sent out in the EVE universe. You play a cloned pilot who runs sorties with your squad versus other, similar squads. It comes down to the space version of group deathmatch in any first-person shooter, however it’s an engaging and relatively deep flight video game.

The format is best for using the Rift while sitting. The view puts you in the cockpit of your picked area fighter, and you can freely look around it while staying in location. The video game itself is managed with the Xbox One gamepad, piloting the ship with the double analog sticks and shooting with the triggers. Basically, the VR aspect of the video game is unnecessary; the experience is in fact similar to playing a dogfighting game on a regular monitor, simply with the ability to look easily around your cockpit (which doesn’t offer any substantial tactical advantage). Nevertheless, the immersiveness the Rift offers in entirely engulfing you in this cockpit perspective really makes the video game feel more engaging and tense.

It isn’t a complex financial MMO like EVE itself, and the style of battle is a bit arcade-like in how ships fly and fire, but it’s pleasurable to fly around in space, shooting at individuals while they contend you. It feels like one of the most total video games made specifically with VR in mind.

Farlands is a xenobiological play area. You play a researcher on an alien world, looking for new life forms. You can scan different animals by staring at them, and improve your understanding of them by feeding them foods they desire. It has an extremely mellow quality, looking for alien animals and watching them eat to slowly and progressively unlock new environments to explore. While the concept appears perfect for movement controls, it was simple to play with a traditional gamepad, utilizing a reticle in the center of your view to highlight things and move around.Oculus Rift Vs Vive Specs

Lucky’s Tale is a standard cartoony third-person platformer where you manage an animation fox as he runs through various levels aiming to save his family pet pig. It’s a distinctive experience that does not really need VR at all. Utilizing the Rift in a game like this lets you browse quickly from your above-the-action point of view. Nevertheless, you can’t easily move the cam to get a much better view of a given position relative to the character you’re managing, which proved to be extremely aggravating when attempting to get Lucky to gather lines of coins embeded in particular arcs in 3D space; without the capability to pan around Lucky, I couldn’t easily align my jumps.

Our review of the Oculus Touch explains of exactly what Oculus Rift video games that support Touch are like, but to summarize the experience, the optional Touch controllers make things like spray-painting walls, intending guns, and using telekinetic powers feel extremely natural.

 

SteamVR

I ran Adventure Time: Magic Man’s Head Games (ATMMHG) on SteamVR to see if the Rift might handle it as efficiently as the Vive does. While SteamVR isn’t the Rift’s native platform, it showed the user interface and filled the video game perfectly, and I discovered it was simply as smooth and immersive as it is on the Vive (however, like with Lucky’s Tale, the actual worth of playing said third-person platformer in VR is still doubtful).

I also attempted Virtual Desktop, a program that projects your computer system’s screen in front of you in virtual area. It was just as functional and appealing as it was with the HTC Vive, showing my display as a giant, curved screen around me. The software application can likewise generate a flat screen, as well as reveal your desktop view as a television installed on the wall of a home theater. It’s a helpful method to make VR useful, even without VR-specific software application. If you wish to watch a video and it’s not offered on a customer for the Oculus Rift or on SteamVR, you can just load it with Virtual Desktop.

The only disadvantage is the resolution of the display. Considering that the Rift reveals a 1,080-by-1,200 photo to each eye, and the virtual screen appears as a drifting things, it’s in fact smaller than the headset’s per-eye resolution. That suggests text can appear blurry and rough unless you discover a sweet area from which to take a look at the screen, and reading can cause eye pressure. That stated, watching video on Hulu and Netflix is extremely cool.

 

Final Thoughts

The Oculus Rift comfortably produces an immersive, crisp virtual reality experience that will continue to enhance with the advancement of brand-new software application, which has been gradually coming out on both the Oculus shop and SteamVR. The release of the Oculus Touch controllers and the addition of them to the $600 headset plan even more adds to the value, though the HTC Vive’s recent cut to $599 puts them on equivalent footing in cost and features. Both are technically impressive, powerful VR headsets, however our Editors’ Choice stays the PlayStation VR for its lower price and ease of use (though it just deals with the PlayStation 4, instead of a PC).

If you wish to try virtual reality, but you do not wish to spend a minimum of $400, the Samsung Gear VR and Google Daydream View are strong options. They’re smartphone-based VR headsets that offer a few of the best mobile VR experiences you can presently get for around $100. However, you need a suitable phone to utilize them.Oculus Rift Vs Vive Specs