Oculus Rift Touch Vs Vive – 2017 Review

photo of Oculus Rift VR headset

The retail version of the Oculus Rift virtual reality (VR) headset lastly showed up in 2016, after several development sets and a number of years of work. Ever since, the exceptional Oculus Touch motion controllers have actually been added to the Rift as a single $598 package, slashing $100 each from the original rate of both the headset and the controllers. The Oculus Rift stays functional and immersive, if you have a computer system that can handle it. With the addition of the Oculus Touch controllers, the Rift is more appealing than the now almost identically priced HTC Vive, though the Sony PlayStation VR is our Editors’ Choice for its ease of use and even lower price.Oculus Rift Touch Vs Vive

Before we get started, just a note that you can discover the headset on its own for around $499, though we highly suggest getting it with the Oculus Touch controllers. The controllers are offered on their own for $99.

 

What You Need

Official requirements for the Rift$ 399.00 at Amazon are nearly identical to the requirements for the HTC Vive. Oculus suggests 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 sensor of the Oculus Touch controller, and you can set up the Rift itself with just 2 USB 3.0 ports: one for the headset and one for the external sensing unit. I checked it utilizing 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 Style

The Oculus Rift headset is basic and downplayed. 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 likewise flat, and connect to arms that pivot somewhat 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 padded triangle in the back. The straps are kept in place with hook-and-loop fasteners, and can be easily changed. A set of on-ear headphones rest on the arms, able to independently pivot and turn up and down to appropriately fit on your ears.

On its own, the headset is fairly light and comfy. You can wear glasses with the Rift, however it will make the fit a bit tighter. I used my glasses when evaluating the headset, which assisted ensure that I saw crisp and accurate visuals. But it also made putting the Rift on and taking it off a bit awkward, and depending upon the size of your frames, they might injure your ability to wear the headset for long periods of time.

The headset connects to your PC straight through a prolonged cable that divides off near the end into HDMI and USB 3.0 connectors. The cable unwind the left strap before running clear of the headset. It’s a little more uncomfortable than the over-the-top-of-the-head cable of the HTC Vive, and I found myself struggling to discover a comfortable position where the cable television didn’t sit distractingly on my shoulder. However it’s not almost as big a concern in usage as the HTC Vive’s cable, since the Vive is designed to work when you’re walking a set location.

The Rift by itself uses a single external sensing unit, a black cylinder that rests on a nine-inch-tall metal desktop stand. The sensor can tilt up and down, and must be put where it can preserve a clear view of the headset when in usage. A 2nd, identical sensing unit tracks the Oculus Touch controllers, and the 2 sensors work in tandem to enhance tracking for all of the devices and cover a larger area than the fixed position just one sensor enables.

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

 

Controls

The Oculus Touch motion controllers initially released as an optional addition, but have actually because been added to the $598 Rift bundle. They aren’t the only control alternatives included in the box, however. The Oculus Remote is a small, rounded bar with a large, circular navigation pad and Back, Menu, and Up/Down buttons. The remote helpfully features a lanyard to keep it connected to your wrist when you’re using the Rift. The Rift also includes an Xbox One wireless controller and a Microsoft Xbox Wireless Adapter for Windows with which you can use it, which is handy for VR video games that utilize standard, non-motion-based control plans.

With the Oculus Touch controllers, the Rift’s controls reach parity with the HTC Vive’s, which has actually included movement controls out of 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 Touch Vs Vive

 

Setup

Setting up the Rift is simple. You need to download the Oculus setup software application on your PC, which will then stroll you through the fairly few steps necessary to get going. Initially, plug the headset and sensing units into your computer, using an HDMI and three USB 3.0 ports. Second, sync the remote by pulling out the battery tab and pressing a button. Lastly (and additionally), plug the Xbox One receiver into a USB 2.0 port and pair the gamepad with it. Once these actions are complete, you can slip the headset on and delve into the Oculus software application.

At this point in the setup process, you can play any software application readily available on the Oculus Store, however you can go further with relatively little inconvenience. By setting the Oculus software to load apps from unknown sources, you can get the headset to work with SteamVR, just like the HTC Vive uses. The launch of Oculus Touch means you can now utilize all SteamVR video games that support movement controls with the Rift. They register as HTC Vive movement controllers when you set them up for Steam, and work perfectly with Vive-compatible games.

While the Rift now has motion controls, it does not rather support the same whole-room VR as the Vive. You can use it while sitting, standing, or within an area specified by the two sensing units consisted of with the Rift and Touch. It supports a smaller sized space than the Vive’s wall-mountable sensing units do, however this is a little sacrifice; given that the HTC Vive is connected to your linked computer with a cable similar to the Rift, actually walking around with the headset on requires you to be extremely mindful not to trip over the dragging wire. It’s an immersion-breaker that harms the experience of otherwise complimentary movement in VR. The Rift’s head tracking, in addition to Touch controller tracking, work effectively within the space the sensing units allow.

 

The Oculus Experience

The Rift shares the very same resolution and refresh rate as the Vive, and as such the experience is really comparable between the 2. Like the Vive, the Rift produces a crisp picture with smooth movement and head tracking. In screening, the 3D effect of the stereoscopic images truly provided me the sense that the virtual objects I was looking at were actually in front of me. Ultimately, the Rift headset is a display screen, so smoothness and visual fidelity will depend upon the power of your computer and sophistication of the software. In regards to hardware, though, the Rift produces an engaging virtual experience for the eyes.

I played a couple of VR titles available 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, released 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 team against other, comparable teams. It comes down to the area version of group deathmatch in any first-person shooter, but it’s an engaging and relatively deep flight game.

The format is best for utilizing the Rift while sitting. The view puts you in the cockpit of your selected space fighter, and you can freely browse it while staying in place. The video game itself is controlled with the Xbox One gamepad, piloting the ship with the dual analog sticks and shooting with the triggers. Fundamentally, the VR aspect of the video game is unneeded; the experience is really much like playing a dogfighting game on a typical screen, just with the ability to look freely around your cockpit (which does not offer any considerable tactical advantage). However, the immersiveness the Rift offers in entirely engulfing you in this cockpit perspective truly makes the video game feel more appealing and tense.

It isn’t really a complicated financial MMO like EVE itself, and the design of fight is a bit arcade-like in how ships fly and fire, however it’s enjoyable to fly around in area, shooting at individuals while they shoot at you. It seems like among the most total games made specifically with VR in mind.

Farlands is a xenobiological play area. You play a scientist on an alien world, searching for brand-new life kinds. You can scan different animals by staring at them, and enhance your understanding of them by feeding them foods they want. It has an extremely mellow quality, searching for alien animals and seeing them consume to gradually and progressively open new environments to check out. While the concept appears perfect for motion controls, it was easy to play with a conventional gamepad, utilizing a reticle in the center of your view to highlight items and move.Oculus Rift Touch Vs Vive

Lucky’s Tale is a basic cartoony third-person platformer where you control a cartoon fox as he runs through different levels aiming to save his animal pig. It’s an appealing experience that does not actually need VR at all. Utilizing the Rift in a game like this lets you take a look around easily from your above-the-action point of view. Nevertheless, you cannot readily move the video camera to get a better view of an offered position relative to the character you’re controlling, which proved to be very aggravating when attempting to get Lucky to gather lines of coins set in particular arcs in 3D area; without the capability to pan around Lucky, I couldn’t quickly align my jumps.

Our review of the Oculus Touch goes into detail of what Oculus Rift games that support Touch are like, however to summarize the experience, the optional Touch controllers make things like spray-painting walls, aiming guns, and utilizing telekinetic powers feel really natural.

 

SteamVR

I ran Adventure Time: Magic Man’s Head Games (ATMMHG) on SteamVR to see if the Rift might manage it as efficiently as the Vive does. While SteamVR isn’t really the Rift’s native platform, it displayed the interface and packed the video game completely, and I found it was simply as smooth and immersive as it is on the Vive (though, like with Lucky’s Tale, the actual worth of playing said third-person platformer in VR is still questionable).

I also attempted Virtual Desktop, a program that projects your computer system’s screen in front of you in virtual space. It was just as practical and interesting as it was with the HTC Vive, showing my display as a giant, curved display screen around me. The software application can also produce a flat screen, and even show your desktop consider as a tv mounted on the wall of a house theater. It’s a convenient way to make VR helpful, even without VR-specific software. If you wish to see a video and it’s not readily available on a customer for the Oculus Rift or on SteamVR, you can just fill it with Virtual Desktop.

The only disadvantage is the resolution of the display screen. Because the Rift shows a 1,080-by-1,200 image to each eye, and the virtual screen appears as a floating object, it’s actually smaller than the headset’s per-eye resolution. That means text can appear blurry and rough unless you discover a sweet area from which to look at the screen, and reading can cause eye stress. That said, watching video on Hulu and Netflix is very cool.

 

Final Thoughts

The Oculus Rift comfortably produces an immersive, crisp virtual reality experience that will continue to improve with the advancement of brand-new software application, which has actually been progressively coming out on both the Oculus store and SteamVR. The release of the Oculus Touch controllers and the addition of them to the $600 headset package further contributes to the value, though the HTC Vive’s current cut to $599 puts them on equal footing in cost and functions. Both are technically excellent, effective VR headsets, however our Editors’ Choice remains the PlayStation VR for its lower rate and ease of usage (though it only deals with the PlayStation 4, rather than a PC).

If you wish to try virtual reality, but you do not wish to invest at least $400, the Samsung Gear VR and Google Daydream View are strong choices. They’re smartphone-based VR headsets that offer a few of the best mobile VR experiences you can currently get for around $100. Nevertheless, you need a compatible phone to utilize them.Oculus Rift Touch Vs Vive