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Not the OP either but I use both extensively at work and haven't paid my own money so subject to less bias in that sense. I've also had a fair run at everything from Cardboard to the Hololens over the last couple of years.

Once setup I find the tracking similar. The main advantage of the Vive is the ability to track a larger space. Outside of arcades this is a bit of a non-issue currently as most users don't have that much space. A lot of users also don't tend to walk around that much or at least more tentatively due to the tether.

The Touch controllers are much better ergonomically and offer more input options. But they are also less non-gamer friendly. The Vive wand suffers from being enormous with badly placed buttons.

Headset wise the Rift is a clear winner right now. It's lighter, has a much better harness and the integrated headphones remove a lot of the faff factor putting it on. Vive is releasing kits that address some of this later in the year.

Store wise Oculus does a better job of surfacing products that will meet consumer expectations. Mostly because there are less hobby projects clogging it up and the exclusive content so far has been good. Then you can still head over to Steam, itch and others to explore more questionable variety.




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