Small review and why I ended up selling my Vive
I was a +6m Oculus Rift preorder and I was (lucky?) enough to get it only a month late at the end of April. But by then I had had enough of Oculus's bullshit and had ordered a Vive on April 25th. I sold my Rift on ebay without even opening it. Fast forward to last Monday and I finally got my Vive. I was so excited. I was waiting for that moment for years. Setup my room, installed the lighthouses, and fired up the setup & demo app. My first impressions was that this is absolutely fantastic. Here's how I break it down...
+++ Pros +++
- Everything seemed to be overall a lot better than the previous best VR that I had tried (DK2).
- FOV exceeded my expectations. I was worried that it would be an issue but it was not. It was bigger than I expected
- The smoothness and response rate also exceeded my expectations. No perceptible lag made me think I could stay in VR playing for long periods of time without any problem.
- Everything was very immersive, especially Minecraft. Minecraft is an entirely different game in VR.
- Roomscale & Chaperone. I can't imagine VR without these two things. They just add so much.
----- Cons -----
- I was disappointed by the clarity and resolution. You do kind of forget about it after a while, but the pixels were a lot bigger and noticable than I was maybe naively expecting.
- Hand/controller tracking was surprisingly not as perfect as I was expecting. My controllers would lose tracking sometimes when my body was in between one of the lighthouses and the controller. It wasn't horrible, but I was kind of expecting it to be rock solid.
- Optical sweetspot. It's decent, but you really need it dialed in as close to your face as possible to minimize how blurry the edges get. And the edges will still get blurry to the point where you can't read text without physically moving your head back and forth. There is a solid area where everything is sharp and clear, but this also does a great job at reminding you how large each pixel is.
- Comfort. This one was a big one for me and was one of the biggest reasons I ended up selling. The headset simply wasn't comfortable enough to wear for very long. It was a lot heavier than I was expecting and you really have to strap it pretty tight to your face to avoid the headset moving around. Try playing Holopoint without it strapped tightly to your head - you'll see what I'm talking about. I also kept getting a lot of downward pressure on my nose, even if I tightened the top strap to try and lift the headset up a little higher.
Bottom line is that after a few hours of play I realized I was never going to be spending a lot of time playing with this. It wasn't comfortable and I was getting some weird eye-strain and generally bizarre physical feelings going on in my body every time I stepped out of a VR session. VR is clearly coming, but at least for me I need to hold off a little while longer.
Posted May 29, 2016, 8:08 PM UTC