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I'm not the OP, but I have both the Oculus and the Vive and, to me, the Vive is a much better experience. For me, the big issue is that, while the Rift is a bit easier to set up (but not by much), the tracking is just not good enough to get that immersive experience. As soon as you lose tracking once, it throws the whole thing out the window. The Vive's tracking is pretty flawless. The Rift, on the other hand, is finicky and, if you even attempt the room scale setup with touch, you'll feel like someone trying to mess with an analog TV antenna.

With the Rift, I'm initially impressed with it (resolution is better, headset is lighter, etc) but then constantly reminded that this is new tech. With the Vive, it's clunkier and more pixelated (not by much) but I forget completely about all of it when I'm deeply immersed in a game.



Tracking might be "resolved" but man three usb3 cameras + the usb3 for the headset, is a hard sell on a lot of systems. Most people who are successfully running 3+ camera roomscale deployments have at least one if not two extra usb3 cards in their machine.

They just made a big mistake going with camera tracking, the lighthouse solution just seems much more scalable.


I actually think the opposite. Camera based tracking is the future and the Lighthouse stuff whilst good right now is going to something of a dead end. In the future we're going to be using inside-out tracked headsets which will be highly reliant on camera tech. Even more so for a workable general use AR glasses solution. So perhaps more fiddly to setup now hurting consumer adoption but better in the long term?


You've got room scale setup with 3 cameras? Note that there were huge problems with the software a couple of releases ago that were recently resolved. Tracking is really smooth and solid right now for me personally on Oculus.




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