>it's "almost as good" as the Vive, meaning Oculus DOES lag behind.
OK, you're not taken by those arguments. Try this one[2] or this one[3]. The Vive is marketed heavily on this point and a game targeting Vive might be able to assume a roomscale play area. But there are clearly no issues precluding same-quality room scale on Oculus.
Chaperone might be more intuitive than calibrating room bounds.
>the Vive is better for people with glasses as the lenses can be adjusted.
I agree i've seen more anecdotes pointing pro-vive than the reverse, but this really isn't clear-cut either[6]. Oculus have at least published exact specifications about what size glasses will fit in the headset[5], so depending on the size of your glasses, the Rift may be more comfortable.
The rift was originally going to bundle a larger faceplate for glasses wearers, but this seems to have been removed. Both HMDs have replacable faceplates so that larger designs can be accomodated in the future - and you could order a custom lens for either headset[4].
>No citation on the simpler experience
This comment was specifically in reference to the setup process. Citations are available, here's one from a CV1/Vive review[1].
>and more precise control. Because everything I've read and watched has said that the Vive interface is a lot better. And "more control" I'm assuming you are referring to the Rift controllers that are not even released yet.
That comment was about Oculus Touch, which despite not being publicly available for another 2-8 months (H2 2016 - inline with when you'd receive either HMD ordered today) is a real product that people have used. The information is based on trade show reviews.
>Internet-defense-force indeed.
It's a trend, not a personal attack. I think a lot of this stems from how most marketing is targeting the impressionable online-gamer demographic, and both Steam and Sony are heavily marketing their offerings. I am trying to cite sources as much as possible and only make/refute specific claims.
2. http://www.roadtovr.com/oculus-rift-room-scale-tracking-volu... "Oculus demonstrated to us at E3 2015 that their own tracking technology is capable of a similarly sized tracking area, and says that they aren’t emphasizing room-scale VR because of feasibility constraints, not technical ones."
I'm not saying I disagree about the points you are making, but links does not equate to sourceable facts. The trade show Kinect displays were also immensely more functional than the released products. The Oculus Touch is not a real product (yet). Same goes for the roomscale tracking. There's no point in discussing the capabilities of a product before it's manufactured at scale, with all the cost-cutting that entails. Trade show demos really does not say anything unless the product on show has gone to production.
OK, you're not taken by those arguments. Try this one[2] or this one[3]. The Vive is marketed heavily on this point and a game targeting Vive might be able to assume a roomscale play area. But there are clearly no issues precluding same-quality room scale on Oculus.
Chaperone might be more intuitive than calibrating room bounds.
>the Vive is better for people with glasses as the lenses can be adjusted.
I agree i've seen more anecdotes pointing pro-vive than the reverse, but this really isn't clear-cut either[6]. Oculus have at least published exact specifications about what size glasses will fit in the headset[5], so depending on the size of your glasses, the Rift may be more comfortable.
The rift was originally going to bundle a larger faceplate for glasses wearers, but this seems to have been removed. Both HMDs have replacable faceplates so that larger designs can be accomodated in the future - and you could order a custom lens for either headset[4].
>No citation on the simpler experience
This comment was specifically in reference to the setup process. Citations are available, here's one from a CV1/Vive review[1].
>and more precise control. Because everything I've read and watched has said that the Vive interface is a lot better. And "more control" I'm assuming you are referring to the Rift controllers that are not even released yet.
That comment was about Oculus Touch, which despite not being publicly available for another 2-8 months (H2 2016 - inline with when you'd receive either HMD ordered today) is a real product that people have used. The information is based on trade show reviews.
>Internet-defense-force indeed.
It's a trend, not a personal attack. I think a lot of this stems from how most marketing is targeting the impressionable online-gamer demographic, and both Steam and Sony are heavily marketing their offerings. I am trying to cite sources as much as possible and only make/refute specific claims.
---
1. https://www.reddit.com/r/Vive/comments/4ds7ix/my_rift_vs_viv... "holy mother of balls. There's no comparison here, setting up the Vive is a process."
2. http://www.roadtovr.com/oculus-rift-room-scale-tracking-volu... "Oculus demonstrated to us at E3 2015 that their own tracking technology is capable of a similarly sized tracking area, and says that they aren’t emphasizing room-scale VR because of feasibility constraints, not technical ones."
3. http://www.polygon.com/2016/3/22/11283336/oculus-rift-room-s... "We have the tech ability to provide room scale. Our tech doesn't preclude that."
4. http://vr-lens-lab.com/
5. https://support.oculus.com/help/oculus/1756184747952053
6. https://www.reddit.com/r/Vive/comments/3x9lgr/i_tried_the_vi...