Oculus Rift vs HTC Vive - The current state of VR

Linus Tech Tips ·Linus Tech Tips ·2016-05-06 · 2,778 words · ~13 min read
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0:00 Oculus Rift versus HTC Vive this is a
0:03 battle that I have been following very closely and up until recently the whole
0:07 scene has felt rather dominated by the Oculus Rift then Oculus launched
0:12 pre-orders at a few hundred More Than People expected right around the same
0:16 time that HTC decided to show off their HTC pre their newest prototype which was
0:21 a tremendous improvement over their previously shown off headset so where do
0:25 both teams stand now well if you asked a month ago I swear the public opinion
0:30 would have been with oculus but I ran a Twitter poll very recently that received
0:34 over 3,000 votes and left them at
0:37 5050 so the battle's close let's take a
0:40 deeper
0:49 look the simitar RGB from Corsair features 17 programmable buttons a
0:54 12,000 DPI Optical sensor and a shape designed for comfort in MMO and mobile
0:59 gaming more in the video description down below now like I said things have
1:03 changed relatively recently for both teams mainly on the HTC Vive side so
1:08 let's start with a refresher this is going to be a long video hold tight the
1:12 consumer version of the Oculus Rift will be running a resolution of 2160 by 1200
1:17 split between two OLED displays running at 90 htz which are oriented in portrait
1:21 not landscape which is an interesting decision these screens and their new
1:25 lenses that make things look a little bit more clear when looking at them
1:28 directly and a little bit more distorted when looking near the edges will be able
1:32 to move independent of the headset which will allow them to accommodate ipd
1:36 ranges of anyone between the 5ifth and 95th percentile your fov will be above
1:42 100° but will depend on how close the screen is to your face the fit and
1:46 finish of the new Rift has been very impressively improved not only is it
1:51 very surprisingly light but it feels like quality when you hold it which is
1:55 uncommon in a light device a lot more fabric was added to the design which
2:00 first sounds kind of horrible because absorbing oils and sweat from your skin
2:04 but Palmer has said that while you won't be able to throw the fabric in a washing
2:08 machine it will be washable the foam part that touches your face can be
2:12 completely taken off of the headset and replaced if you so wish the side straps
2:16 now have Springs built into them which pulls the triangle like plate for the
2:20 back of your head in so that it's nice and snug while you're trying to fit it
2:23 on it also comes with a pair of on ear headphones these are mounted on the
2:28 headset and have been the source of a ton of controversy audio files are
2:32 complaining that they're paying for junk on your headphones when they already have awesome cans and average consumers
2:38 are complaining that they don't really see the point or the value the benefits
2:42 that these do have is that they naturally won't fall off the headset so
2:45 if you're whipping your head around in something like EV Valkyrie you're safe
2:49 and it's also been claimed that it's a benefit to the developer to know exactly
2:52 the performance capabilities of what headset you will be using they know the
2:56 volume they can push out they know the quality of the sound Etc ET profiles for
3:01 these included headphones are set within the SDK and whether or not anyone will
3:05 notice these benefits is yet to be seen but I'm not writing them off quite yet
3:10 the sensors have also had a significant Improvement you can really tell when
3:14 trying out the device because the bounds are much wider and you don't hit them
3:17 nearly as much the LED layout on the headset should make it so that you can
3:21 be facing any direction and still be tracked by the sensor which you can tilt
3:25 just in case you want to stand if you're playing a game like bullet train which
3:29 by the way is super freaking fun an improvement to the overall accuracy of
3:33 the sensor design will come later on down the line when you add the Oculus
3:37 touch this will happen not because the sensor will get better but because
3:40 you'll add an additional sensor the touch is Oculus is approach to VR input
3:45 and it's two independent controllers one per hand which is meant to make it feel
3:48 like your VR hands are well your real hands not like you're just holding a
3:53 tool punching things throwing things flicking things all of this should feel
3:57 natural they even have a grip button so when you're holding something you'll
4:01 naturally be holding the controller more tightly they even have you covered if
4:05 you want to make obscene hand gestures or just give a thumbs up because the
4:10 thumb stick and the trigger buttons both have capacitive tops and can feel if
4:15 you've lifted off of them or not next up the Vive HTC has been a lot more tight
4:20 lipped in regards to their headsets but I'll cover everything I can Hardware
4:24 spec-wise when looking at the inside of the headset may seem a little bit like
4:28 deja vu 21x 60x 1200 split across two
4:32 screens OLED panel 90 HZ refresh rate and over 100° of fov depending on how
4:37 you wear it easily one of the biggest improvements that HTC brought to the
4:40 table at CES was improvements to the linen or dirty window feel that their
4:45 previous panels had it was pretty rough with their earlier prototypes much like
4:49 it was with the rift but I'm happy to say that it's almost entirely gone now
4:53 and looks great the fit and finish has improved dramatically for the Vive and
4:57 while they're claiming that it actually isn't any lighter than their previous prototypes it definitely feels lighter
5:03 due to their improved weight distribution by optimizing their head
5:07 straps no news on the interchangeability of the foam or how easy it will be to
5:11 clean however HTC has now mounted a camera on the front because someone
5:15 forgot to tell them it was a phone which actually adds some pretty major
5:19 improvements to be honest their shapon system which previously just displayed
5:23 the wall boundaries that you set within the program is now able to make a cool
5:27 blue outlined grid model of any objects that are in the room so you don't have
5:31 to worry so much about moving around and bumping something or breaking it or
5:37 falling over yourself one of the most notable improvements with this is what's
5:41 being called the cat detection system there isn't actually a specific system
5:44 for this but it does allow you to not worry so much about stepping on
5:48 something like your cat or other small animal or really anything while in VR
5:53 which is admittedly been a pretty huge issue the addition of the camera was a
5:57 serious step in the right direction previous prototypes also had big issues
6:01 with occlusion or essentially the blocking of various uh sensors their
6:05 Lighthouse system sensors either with your own body or something else in the
6:09 room or say one of the controllers could be overlapping the other one which would
6:13 totally screw things up resulting in controllers teleporting all over the
6:16 place and major disconnects in terms of player positioning HTC has made their
6:20 photo diode sensors more sensitive than before changed their layout on the
6:24 headset itself and done a massive overhaul to the controller both in terms
6:29 of how you hold it and the layout and design of the sensors the controller now
6:33 sits in a more consistent position in your hand which is better for developers
6:37 so they have a more accurate idea of the exact position and orientation of your
6:43 hand these weote like wands also feature
6:46 a ring at the end which seems to be solely there for tracking reasons as the
6:50 ring has no specific function other than holding a large amount of those photo
6:54 diodes distributed all around the ring this in combination with the improved
6:59 lighthouse sensors made a significant and very noticeable Improvement to the
7:03 tracking of the controllers now finally
7:06 how do they compare this is not an easy thing to quantify even if they were
7:11 released they're both very similar yet completely fundamentally different at
7:16 the same time their screens sound very similar on paper yet they're
7:19 implementing them differently their first-party controllers are wildly
7:23 different and controller alone has been enough of a reason for gamers to decide
7:27 differently between consoles in the past past their sensing and motion technology
7:31 are very different implementations as well making the experience totally
7:36 different on each version well you can stand and walk around with an Oculus
7:41 Rift and you can sit in one place with an HTC Vive they're both targeting
7:45 different experiences I have personally never gone through a Vive demo that was
7:49 stationary in any way and I have personally never gone through an Oculus
7:53 demo that had me move around a space that was any bigger than two yoga mats
7:57 in games like bullet train Rift users can tell a short distance then fight
8:01 from a pivot point instead of walking around which in theory allows you to
8:04 travel through levels relatively naturally Vive has a leg up here however
8:09 by having a larger walking area which would support the idea of teleporting
8:13 and I haven't seen this at all implemented yet but considering they're
8:16 partnered with a valve would allow you to do things like walking through a
8:19 portal to get to your next area speaking of larger walking area both have issues
8:24 with constantly tethered cables but it is much more of an issue with the Vive
8:28 being mobile and having a cable near neck height isn't great the rift demos
8:34 no one really worries about the cable because it's never really an issue in
8:37 Vive demos it is very common for a dedicated person to be walking around
8:42 just managing the cable that's crazy and not going to be an option for many
8:46 people watching someone play a game is one thing being someone's cable boy is
8:51 another there are people actively working on this like Gigabyte orus with
8:55 their backpack which we checked out here or even Intel who's working with
8:59 Partners like orus to deliver these types of backpacks which are great and
9:04 Intel has some Amazing Ideas coming down the pipe which should make them even
9:07 better which I can't talk about yet but
9:10 this still requires you to have a super powerful laptop or super light computer
9:14 capable of running games at 90 FPS minimums that's an expensive pill to
9:19 swallow last but not least is the controller and this quite honestly is in
9:23 your hands pun intended I'm sorry let's move on this like most controllers will
9:28 come down to personal pref once all is said and done in my personal opinion
9:32 which may not matter too much here I prefer the touch controllers the way you
9:35 grip things the fact that they wrap around your hand and just how incredibly
9:39 natural they felt within a minute or two of using them was a thing to behold no
9:44 one needed to tell me what buttons did what I just naturally knew without ever
9:48 using controllers like these before that's pretty freaking cool they didn't
9:52 feel like a magical virtual reality enabling wand and honestly I quickly
9:56 forgot they were even really there they became an extension of my movement a
10:01 part of my body this potential level of immersion is very important for VR as a
10:06 whole looking at the VR landscape altogether there are still many
10:10 challenges that need to be overcome the uncanny valley of reproduced movement
10:14 and reverse kinematics of your own bodies when looking at ourselves in a
10:18 virtual mirror or just looking down at our virtual bodies will continue to be
10:22 an issue for a while there are major differences between the controllers and
10:25 while this is a good thing in terms of innovation competition and just in
10:29 general pushing the limits of the platform there may need to be
10:33 standardization at some point and at that point we will probably see a higher
10:37 adoption of VR speaking of higher adoption VR hasn't had its Android
10:42 butter moment yet virtual reality still lacks the Polish you find in most widely
10:47 adopted products it will come but I don't think it's there yet then there's
10:51 the price the rift announced at $600 an understandable price but still
10:57 considerably higher than we were led to believe the Vive has been positioned as
11:01 a premium VR headset this whole time so I don't expect it to be cheaper my guess
11:06 is under 1,000 bucks probably closer to $899 or
11:10 $9.99 although there's been some Rumor Mill sites that have said 1,500 I don't
11:16 really know if that's going to happen I don't really think so while that may sound expensive on its own another thing
11:20 to realize is that it's actually only part of the associated cost people
11:25 haven't honestly had a good reason to build crazy badass computers for quite
11:29 some time now other than just wanting a crazy badass computer which is totally
11:34 fair but the lack of games that really push Gamers to upgrade their PC has left
11:39 the PC market mostly saturated with slow
11:42 old machines happily chugging along in World of Warcraft Counterstrike go and
11:46 League of Legends that leaves the overall cost of the platform incredibly
11:51 High because people are going to have to upgrade a whole bunch of stuff to get there and this will hurt the average
11:55 consumer's ability to adopt early on which is probably fine actually I'd
12:01 rather us hardcores tried it while the other people just waited because I'd
12:06 rather that we fought with the rough edges now then have a massive amount of
12:09 people trying it assuming it's not ready and dooming the platform but it does
12:14 suck for the hardcores that can't afford it I've been waiting for this for a long
12:18 time so I've been saving but some people haven't or are not able to and that
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13:34 to try some demos from my development kit too and make some interesting
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