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Yes, Oculus made a new bundle without it.
oculus.com/blo…le/
hotukdeals.com/fre…938
Plus the new one box is beautiful and perfect if you plan to demo somewhere/take to a friends.
For me between the "passive lighthouses" of the Vive vs the " everything is USB connected" sensors of the Oculus the former makes more sense. I could have just been me, but the Oculus felt more finiky to set up.
OTOH this is half the price which will always win out for me
Not really. They both have pros and cons, but generally the experience is almost identical now that the Rift has motion controllers and has sorted out the tracking. Vive is definitely not worth double the price.
As I said loving mine, played a vive a few times at the local games café. Controllers on the oculus seems so much better than the wands on the vive. And at this price, its a no brainer. oh and its lighter and feels more comfortable for me.
I would highly recommend buying from amazon over Oculus so in the event of an issue you could get a replacement from amazon instead. The Oculus Rift is great but their customer support is beyond useless.
The Vive definitely made the right choice in regards to tracking technology it's a far more elegant solution. Plenty of people have had issues with usb controllers and usb extensions not being compatible with the Oculus sensors. If I were stinking rich I would have bought a Vive instead but as you say the Rift is half the price, even if you have to buy a special usb card and extensions you'll have plenty of money left over .
Even costs aside, for a "living space" set up the Vive offers a few more solutions. I certainly wouldn't be able to keep a Rift set up in the front room indefinitely .
It's still early but it seems mixed. The Vive still has a larger install base especially in Asia but this sale is probably going a long way to evening that out in the West. Any of the games made by companies owned by Zenimax aren't going to have Rift compatibility put in by the developers because of the lawsuit. On the other hand Oculus is throwing a lot of money at developers to enable them to take a risk on VR hence we have stuff like Lone Echo.
I'm hoping eventually we'll just have a standard api's like DirectX,OpenGl,Vulkan etx rather than console like hardware lock-ins for VR. Thankfully at the moment mods mean cross compatibility isn't an issue. However if we start seeing Denuvo etc in VR games that will probably be a thing of the past.
Still a good deal to get in VR, i mean the controllers are £99 to buy alone, plus 6 free games, Robo recall will turn your head to VR, (pun intended)....plus you got a lot, and i mean a lot of steamvr free stuff as well to dip into, VR labs is awesome as is portal stories.
I am running that two sensor setup in 360 tracking with no issues, and even while one of the sensors was on USB 2.0 port, as i only had two USB 3.0 when i first got it during the summer sale, i have since bought a cheap USB 3.0 rear slot bracket that plugged into my MOBO to give me another two 3.0 USB ports, simply because my OCD was kicking in.......;).........and i have what the setup calls a moderate room space, but it is all fine and works great.
For £399 it is a hell of a good price for geting into Vr games like Elite, Super hot, Star Trek Bridge Crew, A:Isolation(just got a VR unoffical mod released today).......and i am running a GTX970, a Haswell i7 core, 16 gig and W10...and i have had a fantastic expereince with this so far, i may actually nail this to my head and never come out again, Red Dwarf style. lol
^^All of the above i agree with 110%....the battery life of these things are amazing, and here is a little tip, place them out of sight of your sensors and they will drop into standby mode almost instantly.
Ended up with a 3 sensor setup, due to the odd shape of my space.
Very happy with it so far. I was on the fence and was a big vive fan before, but at 2x the price the value isn't there.
That, plus the fact that the rift has it's own app store (you'd need to use a workaround with vive to access) and native access to steam - it feels more consumer ready
That said, I still detest the sensor tracking setup that is ultra finnicky
Oculus' claim of support is..... Interesting.
You *can* wear glasses, but no matter how carefully & diligently you use the headset, over (a small amount of) time you'll almost certainly scratch its extremely soft lenses.
You'll then learn that Oculus has *zero* provision for repair, or replacement of the lenses. Indeed, it seems as though they explicitly designed against maintainability, as the CV1 is worse than both the dk1 & dk2.
As a consumer product I fear the CV1 isn't yet ready.
If you're on the fence I'd say go for it. Amazing experience you can only understand fully after trying it for yourself.
I felt like a beta tester.
The device was huge, and weighty on the head, and I was continually grabbing the controller and resetting the games/fixing things for people who came round. I had to apply patches to the headset and lighthouses, which eventually corrupted, forcing me to run a firmware reset on the whole thing and do it over again. Adjusting the lighthouses to get the best calibration and smoothest movement is also a bit tricky. They have to be of a set height and distance from one another, and all mirrors and reflective surfaces, such as TVS and windows, should be blocked so as not to reflect the sensors inaccurately.
I gave the people trying it out a great time! But I sort of felt like I do at work, like a technician, which is honestly not what a consumer product should be about. Then again if you're buying a 1st Gen VR headset for £900, you'd expect to know a little about what you're getting into.
I bought a radeon GTX Geforce 970. And although it's classed as VR Ready, I needed to cap my FPS to 45 (half framerate) and even then, some games were so badly optimized and CPU intensive, that I couldn't play them, or they would judder causing motion sickness (Job simulator I'm looking at you!). Crashes were frequent enough to be a bother.
I also had to watch to make sure that the people didn't bang their heads or go too far out of the play area, like a child minder. You DO get a large red zone to see your limits, but by damn if the games don't just make you want to go THROUGH the boundaries and touch the "jellyfish" "robot dog" "Whale" on the other side. If you put your arm past the red line, you could very much be putting it straight through your LED tv, so caution is needed.
I recommend a very large area to mess about in. This really should be factored in when buying it. I managed to JUST, get a mediumXmedium block by turning my double bed 90 degrees the other way. I've measured this as about 8.5 X 8.5 literal 'feet' (relatively big feet). Medium allows a degree of walking, while anything beneath will only really provide a zone big enough for a bit of arm swing. Large I'm sure would be amazing, and very free, if you live in some sort of 4-5 bedroom huge house with a playroom. But if you're going to keep it, then like, the room pretty much becomes your "VR room", as putting anything else in it may block the sensors.
A larger area means you can 'explore' your zone a lot more easily, and don't have to keep teleporting your current destination about. You can walk a few feet and look around that object in front of you, before taking a cautionary teleport backwards.
It's the need to teleport around that for me personally really stops that feeling of immersion. I feel that the headsets will be better suited to 'rollercoasters' or 'pre-set environments'. Like a cardboard maze that becomes a metal dungeon when you put the headset on. Games are limited to either sticking you in one location, or having you teleport, i'm not saying this is a bad thing, it's simply a limitation, as it very noticable even when playing.
Some games break boundaries of what you can do in a small space though. The 360 Degree Sci-Fi space Bullet Hell shoot em up, where your hand becomes your 'ship' is just incredible, and works within it's limits perfectly. Or the archery minigame which doesn't require movement so much as it requires aim.
TLDR: Thinking about it. Buying an oculus is like buying a vive with the 'minimum space' provided (no full body motion tracking), which to me would not be worth purchasing at all. It's the freedom of movement, ideally in a large environment, that really makes the whole thing click, and even getting this out of the vive with my relatively large room was a pain in the ass.
I mean even on a small scale, not being able to take a step left or right while playing the archery game would feel very limiting, as it's a natural movement you make when putting on the headset and finding yourself in that situation.
Any idea what this game is called?
50mm savvies watch protectors from amazon, £1.70, one wet shave razor blade, slice a small wedge from the protectors from the middle out, and then pop it onto your CV1, job done, if done right you won't see anything and away you go.....just what i did and they worked a treat.
Oh and do not use sissors to do this, they are too corse in how they cut compared to the razor blade, you want that cut to be smooth and clean.
Have you actually tried the Rift? I've had one since launch and haven't had a tracking problem since I got my 2nd camera with the Touch controllers. You can move around as much as you like...within the limits of your USB/HDMI cable.
Plus some of the best experiences don't even involve movement, i.e Elite: Dangerous and Dirt Rally
well an oculus is a whole new board game..... I think you would find more enjoyment in this, that a few more pixels.
If pixel count and resoluton are really important to you gaming wise then go for the monitor, but if you want to be immersed into a game on a level that only VR can offer, then go for the rift......
If the Mona Lisa were a gaming anology then..
A 1440p monitor would be like having the Mona Lisa hanging on your wall.
A rift would be like being there watching Leonardo da Vinci paint it.
If I were to buy this in the U.S.A and bring it back to the U.K, would it be compatible with the U.K Xbox One and PC?
Thanks
It's one of the mini games included with "the lab" and its free on steam.
Yes it would be fine with PC. Rift is not compatible with Xbox one.
Saying here you can stream the xbox one games to it
oculus.com/exp…42/
That just streaming using the Xbox app via PC. You can't just connect it to the Xbox directly.
I've watched a lot of VR videos on YouTube, and watched some streamers who play a lot of VR on Twitch, but experiencing it yourself is something else (for me at least).
I went through the demos, even the first room - the one where it's all white and there's nothing really in it, it was so weird in VR! With a little bit of suspension of disbelieve, you feel like you're really there. The high-rise demo, the little alien guys, the robot in the trailer thing - awesome!
I downloaded Lucky's Tale and had a quick blast, it's so weird to be able to look around things. Like putting your head around/through something, and to be able to see it the other side. I knew this was possible of course, but to actually do it is really fun. The Touch Controllers are great, really intuitive.
Some negatives of course, as with everything. For the focus to be the best for me, I get reasonably sized black bars noticeable on the left and right of my view. I can liken it to looking through a scuba mask. The 'screen-door effect' is also quite noticeable when you look for it - however when I stopped looking for it and just enjoyed the content I barely noticed anymore. One thing which I wasn't especially prepared for to the extent it bothers me, is - this thing is HOT to wear! It felt like if you don't let the lenses warm up, they can fog up pretty easily. It's also quite hot to wear, not the device itself being hot but rather pressed against your face hot. My nose sits surprisingly high into the unit itself, so if you're a nose breather like I guess I am, it doesn't help with the air temperate in the Rift itself.
Like I said though I really blasted through the setup, only had one sensor, and just wanted to see VR in the hour or so I had last night. I'm sure if I configured everything properly, and calibrated my space then it would be even better. My first impressions are great so far.
Supersample to 2.0 and the fuzziness is reduced dramatically