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Which VR hardware will be the one to go with?

Bsigg12

Member
I guess this is as good a place as any to ask. I just got a Google cardboard and I'm not impressed to much with it. I do some research online and I read people saying that the Google cardboard is just as good as the rift and not bother buying it.

I've been eagerly awaiting Vr and jumped at the chance to get a free Google cardboard.

Of people who have tried both is it that big of a difference or is it really close as some people say?

Cardboard is a joke of a VR experience compared to even GearVR let alone a full Rift setup.
 
I guess this is as good a place as any to ask. I just got a Google cardboard and I'm not impressed to much with it. I do some research online and I read people saying that the Google cardboard is just as good as the rift and not bother buying it.

I've been eagerly awaiting Vr and jumped at the chance to get a free Google cardboard.

Of people who have tried both is it that big of a difference or is it really close as some people say?

Google Cardboard is a piece of shit. Even the Oculus DK2 is miles better in every respect. It's like playing with this fucking thing and then being like "Eh, Ninja Gaiden isn't great."
 

Nafai1123

Banned
I guess this is as good a place as any to ask. I just got a Google cardboard and I'm not impressed to much with it. I do some research online and I read people saying that the Google cardboard is just as good as the rift and not bother buying it.

I've been eagerly awaiting Vr and jumped at the chance to get a free Google cardboard.

Of people who have tried both is it that big of a difference or is it really close as some people say?

100% not true. Certain experiences in cardboard can be ok, but even GearVR is FAR and away superior in tracking, latency, responsiveness, etc. Oculus/Vive/PSVR are even better by implementing positional tracking (so you can actually move in XYZ direction in the space you occupy) and with better hardware to drive the experience.

I showed my friend GearVR after he got Cardboard and we both thought there was a very obvious difference in tracking/responsiveness, which makes or breaks the VR experience.
 

III-V

Member
As much as I am tempted to day1 something, I really think that I should let the dust settle at least 3-6 months.
 
That number is talking about people who hop from indie game to indie game frequently, makes no sense in this context considering we know of quite a few high end PC games that have sold much more than 1.3M copies. Steam hardware survey shows somewhere in the realm of 5-6% of users have a GTX 970 equivalent or better graphics card, extrapolate out to the active user base and you get something like 7million users with a very high end PC. If you account for PS4 specs or better that number easily doubles.

Also I'd bet that VR adoption rates for that 7mil subset of people with high end PC's is going to be significantly higher than PS4 user VR adoption rates.

No that is not just gamers who jump from indie game to indie game which is sort of the point. It's the number of gamers who buy multiple games regardless of the type of game. That's why even that number is high. It includes all those people who only buy a lot of smaller games.

I like what that article did by redefining the term hardcore gamer to something that is both indicative of future purchases and non-controversial. It's all about the number of games you buy a year. It doesn't matter what kind of computer you have, or the type of games you play. You could have the fastest computer in the world but if the only thing you did was play play WoW or Counter Strike then you aren't included. This analysis is all about counting the number of PC gamers who would be likely to play a game they don't already play.
 

Kimawolf

Member
I'm going with Vive.. I am REALLY holding out because a friend had one of the early RIFT kits and it was amazing, but from all i've heard, Valve and HTC have done something even better, so i'll wait for that.

Of course it means I'll be beefing up my PC, perhaps going SLI 980s or something and more memory than the 16 I have right now.
 

Herne

Member
Vive for me. It seems to be better in most areas over the Oculus, and the Sony thing is not on my radar as I don't own a PS4.
 

Three

Member
Very highly unlikely unless you class porn playing through a VR media player as VR porn or it gets modified/hacked to work on PC.

I would say it is actually likely with a browser update. VR on the web is going to be a thing I think. It kind of already is.
 

cheezcake

Member
No that is not just gamers who jump from indie game to indie game which is sort of the point. It's the number of gamers who buy multiple games regardless of the type of game. That's why even that number is high. It includes all those people who only buy a lot of smaller games.

I like what that article did by redefining the term hardcore gamer to something that is both indicative of future purchases and non-controversial. It's all about the number of games you buy a year. It doesn't matter what kind of computer you have, or the type of games you play. You could have the fastest computer in the world but if the only thing you did was play play WoW or Counter Strike then you aren't included. This analysis is all about counting the number of PC gamers who would be likely to play a game they don't already play.

It's not even that though, that 1.3M figure comes from
... to be a member of the “1% group” of Steam gamers you have to own 107 games or more.
. There is a difference in owning 107+ games and playing multiple games a year, hell I don't have that many games on my steam account. While I agree that the actual number of people you're marketing to is far less than the active steam user base of 130M, 1.3M is obviously not indicative of the market. And as the article you link says

the reality is that for anyone making a downloadable, indie title, that 1.3 million on Steam (which is a far cry from the market’s 135 million active users) is what developers are really aiming at.

The statistic is mostly useful for people who make indie titles, people who own that many games tend to be the people who buy the cheaper downloadable titles in droves. VR adoption on PC will not be driven by that demographic.
 

Faenix1

Member
If the Vita, PSP, Move, ect. are anything to go by: PSVR is not the horse to bet on.

They will dump it sooner, rather than later. (more so in the case of Move then the others)
 

ArtHands

Thinks buying more servers can fix a bad patch
No, it's not coming to the PC, at least there aren't any current plans to do so.

https://mobile.twitter.com/Harada_TEKKEN/status/678795175167037440



So you think there are a large number of PC gamers who would buy a VR headset who are not currently on Steam. Good luck with that.

No really think about that. Is there anything rarer than a hardcore PC gamer who doesn't use Steam?

I am saying VR gaming wont be the only selling point of the rift.

People can use their gaming pc for other uses besides gaming too.
 

raven777

Member
I think I will start off with PSVR. I have tried it once and I really liked it. The titles I am interested at the moment are Summer Lesson, DOAX3, and Ace Combat 7. Those will be enough for me to purchase PSVR right now. Of course, I will try out other titles that looks interesting as well.

I am sure Oculus and Vive will be amazing headsets as well. I just don't have powerful enough PC to use those properly at the moment, and I won't be upgrading my PC anytime soon.
 

Shoeless

Member
I'll probably day one PS VR. My PC is ancient and the cost required to upgrade it to decent Oculus/Vive levels would be substantial. On the other hand I already have a PS4, camera and Move controllers sitting around, so I'd only have to pay for the headset and its box. Much cheaper initial investment.

Also, it wouldn't surprise me if PS VR can transition over to the PS5 whenever that comes out, so I imagine the hardware will still be viable in a few years once it plugs into an even more powerful box.
 

Bsigg12

Member
I'll probably day one PS VR. My PC is ancient and the cost required to upgrade it to decent Oculus/Vive levels would be substantial. On the other hand I already have a PS4, camera and Move controllers sitting around, so I'd only have to pay for the headset and its box. Much cheaper initial investment.

Also, it wouldn't surprise me if PS VR can transition over to the PS5 whenever that comes out, so I imagine the hardware will still be viable in a few years once it plugs into an even more powerful box.

I would hope they have a new headset for the PS5 because by the time it's out, Oculus will probably have 2-3 hardware revisions out and other companies will be coming in with displays that make the PSVR that is coming out next year look terrible. Also by that time I would hope eye tracking and foveated rendering will have been figured out which will be pretty big for all VR headsets.
 
It's not even that though, that 1.3M figure comes from . There is a difference in owning 107+ games and playing multiple games a year, hell I don't have that many games on my steam account. While I agree that the actual number of people you're marketing to is far less than the active steam user base of 130M, 1.3M is obviously not indicative of the market. And as the article you link says



The statistic is mostly useful for people who make indie titles, people who own that many games tend to be the people who buy the cheaper downloadable titles in droves. VR adoption on PC will not be driven by that demographic.

You are right that the 1.3 million doesn't apply to the 20%. The article I quoted left out the middle part that changed the topic from the 20% back to 1%. However with that said this still holds.

Of course we could extend it to, I don’t know, “softcore gamers” — the 20% that own 88% games. To be included you’d have to own 4 (FOUR) games or more on Steam — not exactly a huge number, right?

That 20% represent around 27 million gamers. So we are already definitely not talking about the 140 million number that I originally replied to. Now remember that 27 million includes people just buying cheap indie games and includes people who have only bought 4 steam games ever. The number of people out of that number playing multiple AAA titles is obviously much much lower.
 

Josman

Member
1- Vive
2- OR
3- PSVR

Vive and OR are on open platforms so I expect to fool around with VR a lot more
And out of those two, Vive seems to have a much better tracking solution.

But I'm not saying PS VR is a bad option, it also looks great
 

SDBurton

World's #1 Cosmonaut Enthusiast
Will be getting a PSVR for Summer Lesson and DOAX3, no doubt.

For my PC I'll be getting the Rift. Sli 970's don't fail me now. T_T
 
I am saying VR gaming wont be the only selling point of the rift.

People can use their gaming pc for other uses besides gaming too.

That's the same mistake that Microsoft made with the XB1. No casual user is going to spend $350+ just for the headset in order to watch a VR movie. That doesn't even include the fact that a casual user isn't going to have a high end PC. That market is going to get swallowed up with the Gear VR with a $99 headset in addition to a phone they already own.

Gaming is going to be the main driver of non-mobile VR sales for years. Oculus even agrees with that.
 

TAJ

Darkness cannot drive out darkness; only light can do that. Hate cannot drive out hate; only love can do that.
PSVR first, day one.
But I'll eventually get one for PC, also. If PSVR gets hacked to work on PC then I'll probably wait until third or fourth gen to get a dedicated PC headset.
 
PSVR - I have a PS4, and my PC isn't good enough for PC VR.

Arstechnica just had an article that had the Rift/Vive resolution (2160x1200) at only 25% more pixels than 1080p. I know I'd seen those numbers before, but without doing any math I really just assumed there was a larger difference between the headset resolutions.
Given that, there may not even be much difference in price between them.
 

msdstc

Incredibly Naive
Super hyped for PSVR, but while I think that'll be the most popular of the bunch, this will have more to do with accessibility. It's easy to plug and play for the average person, and you don't need to buy and/or build a nice rig to run it to it's potential.

All of that being said I think if you're a VR enthusiast in terms of the technology, the other 2 are head and shoulders above given the potential of PC hardware.
 
I've got a DK2, but even if I didn't I think I'd hold off buying any of the commercial VR headsets for a while. It's best to treat them like a new console, and only get one when there's enough games you want to play to justify the price. I have no idea how the market is going to shake out, and wouldn't want to make any bets.
 

TAJ

Darkness cannot drive out darkness; only light can do that. Hate cannot drive out hate; only love can do that.
It's basically the same choice as with console vs PC gaming.

Convenience and price of entry vs. a much higher quality ceiling and more flexibility.

This is wildly OT, but I don't think a 360° movie is really VR (porn or otherwise).

If your brain is tricked into believing it's real then it's VR. Plenty of real-time 3D VR is on rails. What's your position on that?
 
Rift will likely have the most over all polish.

Vive seems to have the best interface.

Has Sony confirmed that Morpheus is PS4 exclusive? I can't imagine Sony would do that. I bet it'll be PC compatible. Sony has a really good understanding of how big VR will be, I don't think my they'd want to limit their user base.

Their user base is the PS4. PC doesn't help that.

I'll have an Oculus and PSVR. Not sold on VIVE.

some research online and I read people saying that the Google cardboard is just as good as the rift and not bother buying

Don't listen to that horseshit. Anyone who tried the Rift, PSVR and Cardboard and think the last one is a comparable experience is simply wrong.
 
PSVR - I have a PS4, and my PC isn't good enough for PC VR.

Arstechnica just had an article that had the Rift/Vive resolution (2160x1200) at only 25% more pixels than 1080p. I know I'd seen those numbers before, but without doing any math I really just assumed there was a larger difference between the headset resolutions.
Given that, there may not even be much difference in price between them.
And Rift is going to be "more than $350", sold for exactly what it costs, no profit. So that gives an idea of PSVR price, unless they sell it for a loss.
 

Dr.Acula

Banned
GearVR for mobile
PSVR
Vive and/or Rift for PC

You basically need a minimum of 3 HMDs to experience everything from all platforms.

I imagine there'd be some overlap with GearVR and the PC options. I'm guessing most devs would probably write for both considering they're both open platforms.
Oh, and Oculus makes both Gear and Rift.
 

Sakura

Member
The games I am interested in are on the PSVR and not PC, so I will be getting PSVR.
Though I'm sure the Oculus would offer the best experience if you have the hardware.
 

Dr.Acula

Banned
Slow your roll my friend. I am not attacking your prized possession. There are games that you can play now and there will be more. But I have not seen too many major titles announced for it yet. I have seen the countless indie/experiment titles and a handful of titles that got VR post ship support. I just havent seen anything that leads me to believe there will be the breadth of "full game" content the PSVR seems to be getting near launch. And that is what most mainstream users want. Games.

What is there to announce? If you have a PC FPS/Sim/Racer all you have to do is patch in support for the visor.
 
PSVR first, already got a PS4 since launch. I'll likely get one of the PC's one, but would need to invest in a better graphics card for that one in the future.
 

ArtHands

Thinks buying more servers can fix a bad patch
That's the same mistake that Microsoft made with the XB1. No casual user is going to spend $350+ just for the headset in order to watch a VR movie. That doesn't even include the fact that a casual user isn't going to have a high end PC. That market is going to get swallowed up with the Gear VR with a $99 headset in addition to a phone they already own.

Gaming is going to be the main driver of non-mobile VR sales for years. Oculus even agrees with that.

Well like I said, its going to do more than just gaming. they are going to get it for vr movie AND gaming AND other things. The appeal here is that it have multiple functions.

people didnt buy a smartphone because it can do mobile gaming. Or internet on the go. Or listening to music. They did so a smartphone can do all of them on top of text messaging and phone call.

The cost of entry for the Rift is going to get lower over years too. A current high end pc will fast become a low or mid end in probably 2 years.
 

BeEatNU

WORLDSTAAAAAAR
My favorite part of this people who assume hoe pave is going to be when they haven't even had hands on with it.
 

F4r0_Atak

Member
Honestly... as any other consoles/platforms... for me it will be based on the launch games. Don't care for the upcoming games (although helps me keep interest going for following years), if I was to buy a VR headset I need to know which games will be available day one and how they will be distributed (retail or digital).
 

Jimrpg

Member
It's between the Rift and the Vive... PSVR graphics look way poorer in comparison.

On the one hand, Rift seems like it will have better support and will definitely be cheaper.

On the other, Vive has room scale, and I've got that room ready!

If only one of the headsets had room scale and decent support! I don't want two headsets, that would be such a waste. And I've bought more than my fair share of consoles/mobiles that have had poor support after launch. Vive doesn't look very well managed right now by HTC, and Rift seems a lot more on track.

I'll probably wait for Pascal cards to come out and then decide.

Maybe Rift software will also support the Vive and that way I would just get the Vive.
 

RoadHazard

Gold Member
There were demos of it running at PGW & PSX. Currently they've cut the car count down to 8, less trackside detail and all the dynamic ToD lighting & weather isn't in there, but the demo they were showing was the result of a few months work, so plenty of time for optimisation.

Couple that with GT Sport having a confirmed VR more, and PSVR racing will be well served IMO.

OK, cool.

Whenever I see VR and "gaming" used in the same sentence I get a little bit sick to my stomach. It's not a gaming peripheral for traditional games, and if Sony is pretending like it is, it's going to slow down VR's natural evolution for years to come. I pray PC indies is going to save the day, again.

?

Of course it can be an awesome gaming peripheral. No, you don't just slap VR into existing games (except perhaps racing games, where it should work pretty well), and that's not what Sony is doing. They're calling it a "platform" for a reason, it's not a peripheral for your existing PS4 library. RIGS is made specifically for VR, and looks sweet.
 

Di3go_TiroC3rto

Neo Member
I don't get the "I won't get PS VR cause there won't be vr porn", did you know you can have sex in real life? I mean, I want vr to be transported to another place or experience something I wouldn't in day to day life, not gonna spend $400 for porn
 

majik13

Member
PSVR for me, as of now. Already have a PS4 and it seems it has the most of the big games, and exclusives. Obviously it wont have the whole open PC side of things.
 
I don't get the "I won't get PS VR cause there won't be vr porn", did you know you can have sex in real life?
S2tzGdW.jpg
 
Someone will write some software for it no doubt.
But yes, out of the box I get what you mean.

This is what I'm hoping. We don't need full Sony support, but just so it can work and we can use it on some PC games and experiences etc.

Edit: Or maybe I can just upgrade my gpu, I've got an i7 which should be enough I hope.
 

Zaptruder

Banned
If your brain is tricked into believing it's real then it's VR. Plenty of real-time 3D VR is on rails. What's your position on that?

360 stereo video is fantastic media... and it's only achievable in VR.

But, if it is VR - it doesn't provide a very robust sense of presence, which is the key defining element of VR.

It can be easily disrupted - especially as you move around, not just turning.

It's still definetly going to be a big part of future VR media, but it's useful for us to understand how VR is distinct from head mounted media.
 

RoadHazard

Gold Member
PS4 inherently has limited VR support due to the low power nature of the console, and the fact it's a console means there aren't going to be nearly as many indie VR projects popping up. That's not to say there won't be any, just like there are some indie games on consoles, but it's not unsafe to think most are going to be limited to PC.

Frankly, I couldn't care less about VR on PS4. A console just brings too many limitations to the table. But that doesn't mean much coming from me since I don't like consoles in the first place.

(And that's not even getting into questions about compatibility with PS5, I doubt Sony is crazy enough to force people to upgrade their VR set/box with their console, but these are the same people that decided charging for online play was a good idea).

Except that there aren't "some" indie games on PS4, there's an absolute shitload. Pretty much every notable PC indie (along with many others) seems to end up on PS4 as well. Why wouldn't this also be the case for indie VR games? As Shu said in that interview, if an indie is using VR-ready middleware like Unity or UE4 to make their game it should be easy to get it running on PS4. Maybe with reduced visual fidelity (although with many indies this won't be an issue), but still. You probably won't get as many experimental VR "things" on PSVR as you will on PC, but the overall support I'm really confident in.
 
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