For anyone doing most of their development on a MacBook Pro, you can get the External Graphics Development Kit[1] announced at WWDC. The kit costs 599.00, but that is better than building or purchasing a new PC rig.<p>It includes a promo code for 100.00 toward the purchase of a Vive. With this price cut, that brings the Vive purchase down to 499.00.<p>Apple is partnering with Valve and Steam VR is supported. They have also partnered with Unreal and Unity for VR development on Mac OS X High Sierra.<p>[1] <a href="https://developer.apple.com/development-kit/external-graphics/" rel="nofollow">https://developer.apple.com/development-kit/external-graphic...</a>
Oculus Summer of VR totally shattered their expectations. Sets were back-ordered for a while. Vive saw their market & new platform developers running away from them.<p>Having tried both in multiple capacities, the tracking and field of view are better of the Vive. But the Oculus has a better developer network & content, is easier to use, and seems to deliver a better final resolution.<p>Also $400 vs $600 is compelling, although if you can afford VR you are probably not exclusively price sensitive.
I have both the Vive and the Rift (new SKU) at the moment. In my case:<p>- Both my Vive and my Rift have visible mura not being corrected by the mura correction. The Vive has a more uniform mura, but darker scenes (even grey ones) are impossible to play. This got worse after an update last November. My Rift shows the following pattern: <a href="https://imgur.com/a/fG2F6" rel="nofollow">https://imgur.com/a/fG2F6</a>. Disabling SPUD works but creates many other issues like ghosting / black smear.<p>- Everything on my Rift is blurry and I cannot read any text at all. Even text that is close. I adjusted the IPD, how I wear it, increasing supersampling etc. all without success. I have a constant feeling as if my eyes are crossed. I can watch Miyubi on the Vive, but not on my Rift.<p>- The new Rift foam causes pupil swim for me because my eyes are closer to the lens. I can also see the borders of the screen even in the middle.<p>- I got the new Rift bundle, but many demos assume you have the remote which is not inside the box anymore. For me the Touch controllers are too much of a hassle to put on only to control a movie. I do not seem to be able to wear the Touch controllers like is shown in the videos. May be my hands are too small.<p>- I prefer the new Vive deluxe headstrap over the Rift's headstrap, but I think the attached audio headset of the Rift is better. I have a lot of trouble putting the Rift on. The pulling while holding the HMD or putting the back part of the headstrap on first and then pulling the HMD over my face. I really like the Vive's deluxe headstrap tighten wheel more.<p>- The Vive has a brighter image. My Rift's image is too dark for my taste.
Can someone give me an overview of the different systems in price and quality?<p>My impression was that Oculus was a bit better but pricier, but with everyone cutting prices and Oculus filling out their system-- is one a far better offer than the other now at this new price for Vive?<p>Or would I be better off going the playstation route?<p>Just curious-- have never owned a VR headset (or actually even used one!) and I'm interested, but been waiting for things to settle.
This is great to hear! Having tried both The Vive and Oculus I always found the HTC Vive lightyears ahead of Oculus. Now because of the huge Oculus price cut I was seriously considering buying the Oculus instead. It's a weird decision but not having a PC, I have to factor that in the overall cost :/<p>By the way. Is there a page that list configs or already built setups for the Vive?
Huh. Usually a price cut precedes a new generation of hardware - but the press release seems to go out of its way to dispel that notion.<p>Personally I would love to see a new iteration of the hardware... The comfort level of the Vive leaves something to be desired IMO, and could do well with cribbing the ergonomics of PSVR.