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01-06-2016, 06:50 PM
http://l3.yimg.com/bt/api/res/1.2/pzl.PQHpNzCEWfQd_XlDlw--/YXBwaWQ9eW5ld3NfbGVnbztmaT1maWxsO2g9ODY7cT03NTt3PT EzMA--/http://media.zenfs.com/en-US/homerun/digital_trends_973/60ca143da924b32de0bc4b350262ceb4 (http://news.yahoo.com/spec-showdown-oculus-rift-vs-222152206.html)HTC and Oculus are at the forefront of virtual reality.-Both are slated for release sometime within the next six months, and at CES this year HTC revealed a new and improved version of the hardware (dubbed the Vive Pre) which gives a likely preview-of what the final consumer release will look like. How will the two consumer models compare to one another when they do finally hit shelves in 2016? Check out the spec comparison below for an in-depth-look at what we do know and what we can expect to see in the months ahead. Update 1/6/2016 by Will Nicol: -added new information regarding software, released during CES 2016. Writer’s note: This comparison is primarily based on the consumer model of the Oculus Rift and the latest Vive development kit. That said, expect-changes at launch. Oculus Rift - HTC Vive - Display OLED OLED Resolution 2160 x 1200 2160 x 1200 Refresh Rate 90Hz 90Hz Platform Oculus Home SteamVR Field of view 110 degrees 110 degrees Tracking area TBA 15 x 15 feet Built-in-audio Yes Promised, not yet available Built-in mic Yes TBA Controller Oculus Touch, Xbox One controller SteamVR controller, any PC compatible gamepad Sensors Accelerometer, gyroscope, magnetometer,- 360-degree positional tracking Accelerometer, gyroscope,-laser position sensor, front-facing camera Connections HDMI, USB 2.0, USB 3.0 HDMI, USB 2.0, USB 3.0 Requirements NVIDIA GTX 970 / AMD 290 equivalent or greater Intel i5-4590 equivalent or greater 8GB+ RAM Compatible HDMI 1.3 video output 2x USB 3.0 ports Windows 7 SP1 or newer TBA Price $600 TBA Consumer Release Pre-orders ship March 28, 2016 April 2016 DT review Hands-on Hands-on Design Let’s be honest, neither the Rift or Vive is going to win any fashion awards upon release. Both are bulky, lightweights-devices you strap to the front of your head like a wearable brick,-which then allow you an unobstructed view into the world of virtual reality. That said, the Rift and Vive both utilize adjustable Velcro straps and comfortable padding on the interior faceplate. Although smaller than the previous iteration of the Vive, the Vive Pre is still a bit on the heavy side, which makes sense- given it touts 37 visible sensors on the front designed to connect to wireless cameras within the tracking space. The Vive Pre The Rift, on the other hand, showcases a sleeker exterior design and smaller footprint. Rest assured, the finalized version of both models-will also accommodate glasses, rely on a-single wire to-connect to your PC, and-feature integrated audio at launch with the option to-plug in your own headphones if desired. Related:-HTC unveils its second Vive VR headset, and it has a camera on it Controls The headset itself is only one aspect of the design, though. The Rift and the Vive both capitalize on two custom controllers — known as the Oculus Touch and SteamVR, respectively. Although a standard Xbox One controller will initially ship with the Rift, the aforementioned Touch will arrive-at some point in Q1 2016, bringing with it one of the more intuitive VR experiences around. The mirrored-controllers will include a joystick and button setup, yes, but they’ll also utilize the same low-latency tracking technology that determines the relative position of the headset. The design will allow the pair of controllers to function more like your real hands when gaming, capitalizing on internal tracking sensors and haptic feedback for a more immersive experience. The Vive takes a different approach. The device’s controllers, which function much like a modified Steam Controller, feature sport touch-sensitive circles under your thumbs and trigger buttons that act as primary selection buttons. The latest iteration of the controller, revealed along with the Vive Pre hardware, is-a step up from the original. Vive’s new controllers are sleeker, the jagged edges of the previous model smoothed-for better comfort. Textured buttons and grip pads aim to ensure a more ergonomic experience.-The grip can even detect when you squeeze, furthering their responsiveness while allowing you to-interact with-virtual objects with a more realistic sense of touch. Both devices will also support gamepads. Rift will ship with an Xbox One controller. Vive has not made any such promise, but since the Xbox button layout has become the industry standard for PC gamepads, it’ll likely support it as well. Display and tracking Virtual reality headsets are only as good as the-display they utilize. That said, the Rift and Vive both come outfitted with vibrant OLED displays, each of which offers 1080 x 1200-pixel resolution for each eye. Said displays bring the final pixel resolution-to-2160 x 1200, with 90Hz refresh rates, thus ensuring the frame rate is high enough to prevent motion sickness and provide a smooth experience overall. The Vive’s redesigned sensors are much smaller The Rift also relies on-360-degree positional head tracking and delivers a-110-degree field of view, whereas the Vive makes use of laser positioning and more than 70 sensors, including a gyroscope and accelerometer (among others). The latter also supports a 110-degree field of view, though, unlike the Rift, it’s intended to function in the space roughly the size of a walk-in closet when used in conjunction with a pair of Steam VR base stations. The Rift is-intended more as a sit-down device, opposed to one you wear and physically walk around the room with, though some Rift demos require the user stand. Perhaps the biggest addition to the Vive Pre build is a front facing camera that allows the user to see real-world objects while they are in VR. With the mere press of a button, users can activate the “chaperone” system, which will cause any objects seen by the camera to shimmer into existence in the virtual world. Aside from looking impressive, this feature solves on of the biggest issues with VR, allowing users to safely interact with or avoid objects in their rooms while wearing the headset. Performance and requirements So, how do the Rift and Vive perform in real-world scenarios when stacked directly against one another? That’s a phenomenal question. Because both headsets and their accompanying controls-function as peripherals as opposed to standalone device, they’re also heavily reliant on the hardware powering them. When it comes to minimum requirements for the Rift, Oculus recommends an-Intel i5-4590 processor, more than 8GB or RAM, and Windows 7 SPI. You’ll also need a-GTX 970 or AMD 290 graphics card and-a few ports, and though the a less-beefy PC can run the Rift, the experience certainly won’t be ideal. The Vive has not stated its minimum requirements as of yet, but since it’s also a PC connected device, they’ll probably be similar. Software Oculus has pushed the gaming applications of its device, locking down a number of exclusive titles from big publishers. Among these are Rock Band VR , a virtual reality focused entry in Harmonix’s long-running music franchise, Edge of Nowhere , a mysterious third-person adventure game from Insomniac, and Crytek’s The Climb , a gorgeous, vertigo-inducing rock-climbing simulator. Moreover, the Rift-will include a free copy of- Lucky’s Tale , a cute platformer, while pre-orders will come with a deluxe edition of EVE: Valkyrie , a space dogfighting game that ties into the popular MMO EVE Online . In contrast, HTC has not announced any exclusives for the Vive, although numerous publishers have expressed interest in developing games for SteamVR. Given Valve’s involvement in the-Vive’s development, it is likely the developer-will release some sort of game for the device. The games that most Vive demos have used, such as the charming Job Simulator , will also be available on the Rift and other VR platforms. For the most part, HTC has been touting the Vive’s usefulness in fields beyond gaming. Availability and pricing As previously mentioned, neither VR headset has is available yet. The Rift is currently available for pre-orders, which will ship on March 28, 2015.-HTC pushed back the release of the Vive to April 2016, likely due to the addition of the new camera. Related :-The Oculus Rift is $600: Here’s what you need before pre-ordering The Rift will cost $600 at launch. Pricing for the Vive is still a mystery, although statements from HTC-imply that it will be more expensive than the Rift, which makes sense-given the hardware on display. Regardless, neither headset is cheap, and that’s not even taking into account the powerful computers needed to run the devices. Conclusion An apt comparison doesn’t always reveal a winner, especially when so many of the crucial components of said comparison remain a mystery. The Oculus Rift and HTC Vive are two of the most prominent VR headsets soon to be-jostling for position alongside Sony’s PlayStation VR, however final prices for PlayStation VR and the Vive are still unknown. Many of the hardware specs, such as the internal display and field of view, are virtually the same. Other facets — notably the controllers and tracking system unique to each device — differ, though we haven’t had enough hands-on time with each to declare one experience better than the other. And then there’s the whole question of content to consider; strictly for gaming, the Rift seems to have the edge right now, with a number of flashy exclusives and a platform geared towards games. In short, it’s too early to call a winner, and the similarities in specifications don’t help. The main difference to note is freedom of movement. While the Rift is designed primarily for use in a seated position, the Vive is meant to track a user’s movement within a small space. This-means the Rift will be more restrictive, but will also require less space and setup to use. Until final specs and pricing for the Vive are released, it is-hard to render a verdict, however, HTC’s device certainly seems more impressive in terms of hardware. Also watch: Asus ROG GX700 Hands On Please enable Javascript to watch this video
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