Gman109 Posted July 2, 2016 Posted July 2, 2016 I've read through all the threads posted by those who have used both in DCS and other sims, but most of those are a few weeks to months old. I'm just wondering after some more time with them, what the opinion is now regarding which is better and why for DCS. From what I've gathered, the Rift seems to be the one getting the majority of the community thumbs up, but some on the Vive side as well. I was going to buy used versions of each last week, but after finding out they provide NO warranty coverage - insta void - for used models (not the 1st owner, in the TOS), I decided to order and wait. I'm on the list now for a Rift, but could have a Vive next week in my country (they have them in stock). I guess what I want to know is should I be patient for the Rift, or pick up the Vive as well. I don't want to get the Vive and then find that the Rift is far superior. I have no interest in stumble about the room popping balloons with the hand controllers sort of experience, I want VR specifically for combat simulations, which are all generally seated for now. I could however make enough space for the Vive if need be. Am I on the right path, waiting for the Rift, or should I consider the Vive, and keep both. $ not a huge issue in the decision. I'd appreciate updates on specific qualities of both in the DCS universe, and any other games where they work (Elite Dangerous, and the like). Thanks in advance. Primary DCS System: AMD 9800x3d, MSI Tomahawk 870, 6TB m.2s (2x2t, 1x2tb), MSI Ventus 5080, Seasonic 1200 PSU, 64GB Gskill 6000mhz CL30. 32" Asus 4K OLED 240hz, 49"MSI OLDED Secondary System : 14600KF, z790 Tomahawk, 32GB Gskill 6000mhz CL32, Asus 4090, 2x2TB m.2. VR: Quest 3 for now. Virpil T50x2,T50CM2x2,Warbrd x2, VFX/Delta/Flankr/CM2/Alpha/Tm Hornet sticks, VKB GF3, Tm Warthog(many), Modded Cougar, VKB Pedals/MFG Pedals/Slaw Viper RX+109Cam Pedals/Virpil Pedals x2, Virpil T50+T50CM2+T50+T50CM3+VMAX Throttles/CH Fightersticksx2/CH Throttlesx2/CH peds, Quest 3. Virpil Rotor TCS Plus. All virpil grips, TM Grips, working on VKB GF Grips.
KLR Rico Posted July 2, 2016 Posted July 2, 2016 They're both pretty good, but I understand the Rift has the slight edge for DCS and the like. If you have the $ (sounds like you do), get both. :D With those PC specs, you could probably run both at the same time in VM and do some multiplayer with a friend in the same room. :joystick: i5-4670K@4.5GHz / 16 GB RAM / SSD / GTX1080 Rift CV1 / G-seat / modded FFB HOTAS
WindyTX Posted July 2, 2016 Posted July 2, 2016 I have both for DCS specifically the Rift gives a way superior performance. Lack of judder , readable HUD are major differences, but bear in mind that most of that is due to current software. I fly dcs a lot and use the Rift all the time. My Vive gets plugged in for Demos of VR plus my kids use it occasionally. Sent from my SM-G935T using Tapatalk I7 3930 4.2GHz ( Hyperthreading Off), GTX1080, 16 GB ddr3 Hotas Warthog Saiteck Combat Pedals HTC Vive, Oculus CV1. GTX 1080 Has its uses
funkyfranky Posted July 2, 2016 Posted July 2, 2016 Unbox Rift? Hi Andew, your statement makes me think :unsure: I had ordered Rift and Vive at the same time (mid April). Six weeks ago my Vive arrived and I'm very happy with it and VR flying in DCS. There are some features of the Vive which I don't want to miss (room scale, great tracking, hand controllers). So my plan was to cancel the Rift order. However, yesterday I had a big package delivered. Turned out to be the Rift :music_whistling: While I love the above features of the Vive, I'm using it mainly for DCS. And at the moment, I have the feeling that the development of ED is pretty much going the Rift's way :hmm: So now I'm really torn whether I should unbox the Rift and give it a try or sell it and save the money for the next gen HMD (Rift, Vive or whatever). Any suggestions/recommendations? It would be great to get an idea, whether ED plans to shift some of their development resources to the Vive (performance, hand controllers, etc.) or keeps focus mainly on the Rift. A warrior's mission is to foster the success of others. i9-12900K | RTX 4090 | 128 GB Ram 3200 MHz DDR-4 | Quest 3 RAT - On the Range - Rescue Helo - Recovery Tanker - Warehouse - Airboss
Enduro14 Posted July 2, 2016 Posted July 2, 2016 Yes it would be very helpful if Ed made it clear that the vr stuff will be universal or biased towards the rift or vive. I returned the cv1 not even using it as Ed has stated future vr stuff like walking around the aircraft hanger and such. Holding out as the Vive will be much better if room scale is added. Intel 8700k @5ghz, 32gb ram, 1080ti, Rift S
NeilWillis Posted July 2, 2016 Posted July 2, 2016 Just a novelty. How often will you want to walk round an aircraft? At the moment, it seems most functionality added for VR in DCS World applies to the Rift. You really ought to be asking yourself what other software you'll be using with VR, and if the answer is not much, then I'd suggest the Rift is the best choice, both on cost grounds, and it gas the edge in terms of resolution etc according to a lot of reviews I have read. Bottom line though is really, it is down to personal choice because no doubt the Vive will catch up in DCS World eventually, but it certainly hasn't yet.
average_pilot Posted July 2, 2016 Posted July 2, 2016 (edited) I have the Vive, and I enjoy it a lot, with DCS and outside of DCS. But based on what I read on the net, if you want it for DCS, then get the Rift. Easy setup, superior comfort, less weight, integrated audio, thinner cable, higher pixel density, less screen-door effect... Edited July 2, 2016 by average_pilot unnecessary controversy removed
NeilWillis Posted July 2, 2016 Posted July 2, 2016 I wasn't suggesting room size VR was a gimmick, only room size in DCS World. In other sims and games it'll be excellent, but if you are only getting VR for DCS World, then the advantages are, as I said, just a gimmick simply because you'll spend 99% of your time sitting down in a cockpit. When pre-flight checks neccessitate a walk round prior to start up, I'll get a Vive. Until then, the balance is clearly in Rift's favour.
average_pilot Posted July 2, 2016 Posted July 2, 2016 I wasn't suggesting room size VR was a gimmick, only room size in DCS World. In other sims and games it'll be excellent, but if you are only getting VR for DCS World, then the advantages are, as I said, just a gimmick simply because you'll spend 99% of your time sitting down in a cockpit. When pre-flight checks neccessitate a walk round prior to start up, I'll get a Vive. Until then, the balance is clearly in Rift's favour.I better remove that remark. I don't want to spark a futile discussion. Specially when I agree that the Rift is the one to get for DCS and simming in general.
ReggiePerrin Posted July 2, 2016 Posted July 2, 2016 I have a VR headset, the model is immaterial, they are both very poor when compared to what you see on a monitor, one might be slightly better in terms of how poor it is, but it's only by a whisker. This is gen1 kit, software is not optimised for it, GPU technology is struggling to keep up, there are hardly any games, ... Am I ever going to buy or play another game or sim that doesn't support VR? No way, this is the future. So buy whatever one you feel bests suits your budget or gaming style is my advice
funkyfranky Posted July 2, 2016 Posted July 2, 2016 Well, what the heck! I'll open it. Then we'll see how it performs. Curiosity can be expensive ;) Thanks for your opinions, guys! :thumbup: A warrior's mission is to foster the success of others. i9-12900K | RTX 4090 | 128 GB Ram 3200 MHz DDR-4 | Quest 3 RAT - On the Range - Rescue Helo - Recovery Tanker - Warehouse - Airboss
Enduro14 Posted July 2, 2016 Posted July 2, 2016 Well the impression is that walk around will be coming on the carrier. Will see I guess either way by then hopefully gen 2 will be out. Either way don't care what brand just want clear communication from the dcs world developer side of what features will come and if it will be universal features or biased features. Also the Vive does the pixel density stuff to just via the steam vr software so can't say rift is better In that regards. Intel 8700k @5ghz, 32gb ram, 1080ti, Rift S
Chivas Posted July 2, 2016 Posted July 2, 2016 How well does the pixel density work on the Vive thru SteamVR and can people run it with no problems. My first thought was that it may be a problem as some people have suggested the Vive already struggles with judder because its ATW type software doesn't appear to work quite as well as the Oculus ATW software. Since that is a software feature, I see no reason why Vive can't improve it at some point. I'm not trying to start a Vive vs Oculus argument, just trying to find more info on the Pros and Cons in DCS. DCS has gone out of its way not to suggest which headset is better, and doesn't appear to be favoring one over the other. Its just that currently the Rift appears to have a few better features to implement. As far as room scale in DCS, nobody has a room large enough to walk around an aircraft let alone a carrier. I'm not sure I like the current modes of movement, but when they do figure it out roomscale in DCS could be a fun feature.
average_pilot Posted July 2, 2016 Posted July 2, 2016 With higher pixel density I was referring to the physical number of pixels per degree of FOV. It seems to be a notch higher on the Rift. The Vive doesn't have ATW in the sense that there is not Time Warp. It just repeats the last frame while keeping the refresh rate at 90 Hz. That's another point to lean towards the Rift that I forgot to mention. Also, I discovered that I'm immune to artificial locomotion as long as there are no rotations involved. I'm thinking Vivecraft for example. Exploration of large areas is no longer a problem and probably it won't be in the future as more and more people get used to it through exposition. But it is truth that it won't be much useful in DCS because everybody will try the walk arounds at the beginning because of the novelty and then forget about it because of the hassle. Maybe if it would allow to do useful things like selecting the load-out of each hardpoint, or selection of skins... but even then I can see people getting tired and going back to menus and mouse. In fact, I'm one of those thinking that VR mode in DCS should not begin until you hit the start mission button.
Enduro14 Posted July 2, 2016 Posted July 2, 2016 Key is not to settle keep pushing for more features I'm sure these dev's are as excited about all the possibilities as we are. Intel 8700k @5ghz, 32gb ram, 1080ti, Rift S
cichlidfan Posted July 2, 2016 Posted July 2, 2016 In fact, I'm one of those thinking that VR mode in DCS should not begin until you hit the start mission button. That would be the best way to do it. Using the menus and such in VR is a needless PITA and should be abandoned as a bad idea. ASUS ROG Maximus VIII Hero, i7-6700K, Noctua NH-D14 Cooler, Crucial 32GB DDR4 2133, Samsung 950 Pro NVMe 256GB, Samsung EVO 250GB & 500GB SSD, 2TB Caviar Black, Zotac GTX 1080 AMP! Extreme 8GB, Corsair HX1000i, Phillips BDM4065UC 40" 4k monitor, VX2258 TouchScreen, TIR 5 w/ProClip, TM Warthog, VKB Gladiator Pro, Saitek X56, et. al., MFG Crosswind Pedals #1199, VolairSim Pit, Rift CV1 :thumbup:
Gman109 Posted July 2, 2016 Author Posted July 2, 2016 Thanks for the replies - I'm sticking with the Rift order for sure, I'll think about the Vive now though based on some of the replies, and perhaps just get it while I wait 2 months for the Rift to show up. Primary DCS System: AMD 9800x3d, MSI Tomahawk 870, 6TB m.2s (2x2t, 1x2tb), MSI Ventus 5080, Seasonic 1200 PSU, 64GB Gskill 6000mhz CL30. 32" Asus 4K OLED 240hz, 49"MSI OLDED Secondary System : 14600KF, z790 Tomahawk, 32GB Gskill 6000mhz CL32, Asus 4090, 2x2TB m.2. VR: Quest 3 for now. Virpil T50x2,T50CM2x2,Warbrd x2, VFX/Delta/Flankr/CM2/Alpha/Tm Hornet sticks, VKB GF3, Tm Warthog(many), Modded Cougar, VKB Pedals/MFG Pedals/Slaw Viper RX+109Cam Pedals/Virpil Pedals x2, Virpil T50+T50CM2+T50+T50CM3+VMAX Throttles/CH Fightersticksx2/CH Throttlesx2/CH peds, Quest 3. Virpil Rotor TCS Plus. All virpil grips, TM Grips, working on VKB GF Grips.
FalcoNg Posted July 2, 2016 Posted July 2, 2016 For whatever it is worth I've seen videos of people playing "room scale" games using the rift and the touch controllers without much, if any, trouble
Wolf8312 Posted July 4, 2016 Posted July 4, 2016 The Vive works great by editing the pixel density line. The cockpits are amazing and it really helps to bring out the aesthetic beauty of DCS World. The Reprojection function actually works very good in keeping a smooth experience. And I've noticed version 1.5.4 has a noticeably better performance than version 1.5.3, at the Batumi Airport anyway in regards to fps. I just tried pixel density upgrade and have to say I cant see how the rift could be much better than what the VIVE has now as I was very impressed by how much better it looks now. Compared to before a very very pleasing effect. Really makes me hopeful that this is only the beggining for DCS and our generation 1 headsets as things are improving.... I took off from the airport in DCS 2 and it was fricking beautiful and to be honest in comparison to a few weeks ago... well there is no comparison! I think the VIVE now must surely have caught up with the Rift resoloution wise as if it got much better now it would be a different game! I dont know if I am just crazy but there also seems to be a better performance now and although carpet bombing judders are still there they seem easier to ignore? Maybe I'm just imagining that though! Anyone notice better performance? Did I maybe miss a patch? ------------ 3080Ti, i5- 13600k 32GB VIVE index, VKB peddals, HOTAS VPC MONGOOSE, WARTHOG throttle, BKicker,
Chivas Posted July 5, 2016 Posted July 5, 2016 Here's a good comparison of the Vive and Rift in cockpit sims, from a DK1, DK2, CV1 and Vive owner. He love them both, but his family uses the Vive more.
Gman109 Posted July 5, 2016 Author Posted July 5, 2016 More great replies - I'm pulling the trigger on a Vive tomorrow as well, it'll be August before the Rift "might" even ship they said. Question about glasses/contacts - if you see OK for close up, ie reading and such, does that mean due to the closeness of the lenses on the VR headset you will likely be alright without distance glasses? The reason I ask is having my contacts in make it tough to read up close, but I can see perfect at distances, with them out, in the room distance is fine. Primary DCS System: AMD 9800x3d, MSI Tomahawk 870, 6TB m.2s (2x2t, 1x2tb), MSI Ventus 5080, Seasonic 1200 PSU, 64GB Gskill 6000mhz CL30. 32" Asus 4K OLED 240hz, 49"MSI OLDED Secondary System : 14600KF, z790 Tomahawk, 32GB Gskill 6000mhz CL32, Asus 4090, 2x2TB m.2. VR: Quest 3 for now. Virpil T50x2,T50CM2x2,Warbrd x2, VFX/Delta/Flankr/CM2/Alpha/Tm Hornet sticks, VKB GF3, Tm Warthog(many), Modded Cougar, VKB Pedals/MFG Pedals/Slaw Viper RX+109Cam Pedals/Virpil Pedals x2, Virpil T50+T50CM2+T50+T50CM3+VMAX Throttles/CH Fightersticksx2/CH Throttlesx2/CH peds, Quest 3. Virpil Rotor TCS Plus. All virpil grips, TM Grips, working on VKB GF Grips.
Gman109 Posted July 5, 2016 Author Posted July 5, 2016 One question I have - my "play area" will be my office, and the one Vive camera will be behind my right shoulder in the corner of the room, and the other in front of my left shoulder in the opposite corner. When seated, will the rear camera be able to see over a DX Racer gaming chair, or does it not matter, and the front left camera will be enough for the "seated" VR to work with the Vive? Primary DCS System: AMD 9800x3d, MSI Tomahawk 870, 6TB m.2s (2x2t, 1x2tb), MSI Ventus 5080, Seasonic 1200 PSU, 64GB Gskill 6000mhz CL30. 32" Asus 4K OLED 240hz, 49"MSI OLDED Secondary System : 14600KF, z790 Tomahawk, 32GB Gskill 6000mhz CL32, Asus 4090, 2x2TB m.2. VR: Quest 3 for now. Virpil T50x2,T50CM2x2,Warbrd x2, VFX/Delta/Flankr/CM2/Alpha/Tm Hornet sticks, VKB GF3, Tm Warthog(many), Modded Cougar, VKB Pedals/MFG Pedals/Slaw Viper RX+109Cam Pedals/Virpil Pedals x2, Virpil T50+T50CM2+T50+T50CM3+VMAX Throttles/CH Fightersticksx2/CH Throttlesx2/CH peds, Quest 3. Virpil Rotor TCS Plus. All virpil grips, TM Grips, working on VKB GF Grips.
MostlyHarmless Posted July 5, 2016 Posted July 5, 2016 More great replies - I'm pulling the trigger on a Vive tomorrow as well, it'll be August before the Rift "might" even ship they said. Question about glasses/contacts - if you see OK for close up, ie reading and such, does that mean due to the closeness of the lenses on the VR headset you will likely be alright without distance glasses? The reason I ask is having my contacts in make it tough to read up close, but I can see perfect at distances, with them out, in the room distance is fine. I have to wear glasses for distance vision and with the Rift I also have to wear them. I'm not going to say that its exactly like real life for how far I can see without them, but it does have a similar distance of vision in the CV1. About two feet is as far out as I can read smaller text without my glasses if that helps you compare to your own vision, I don't have issues with reading up close with my glasses on so that may be a factor for you with gauges up close. Hopefully someone else can also weigh in on it. The Vive originally had me sold with the better features until I started looking at reading text and gauges in game. Since I really only planned to use VR for flight and driving sims, room scale, while really neat, wasn't the purpose for getting a headset. With running an msi laptop docked to a desktop gpu I knew that I would be suffering compared to a similar desktop so the rift's method of ATW was a deciding factor. I can't sacrifice any performance to start with in order to increase pixel density so the base CV1 advantage in text sealed the deal. Granted I found mine locally very lightly used and for the retail price without shipping or sales tax. That was less than a week before the Vive started shipping within two days, so at the time it seemed that if I ordered directly either one might take a month or more to arrive. The Vive has a strong selling point with being available right now and not taking a month or more like the CV1.
NeilWillis Posted July 5, 2016 Posted July 5, 2016 One question regarding room scale VR. Flying or driving requires the use of a physical controller - a Joystick or steering wheel, Throttle and rudder pedals. How do you resolve the safety issue of not walking into them/tripping over them when moving around and then sitting in the cockpit to fly the beast? To my mind, unless there is a method for the VR setup to warn you of impending collisions of that nature, then it'll be pretty hit and miss? I am aware of the room limits feature of the Vive, but I am not so sure about obstacles within the VR space.
Loz Posted July 5, 2016 Posted July 5, 2016 That is why the camera on the Vive is so useful. Sure it breaks any immersion but only briefly. All you have to do is to press the system button on a controller (if they are at hand) which will show a colour low res screen alongside the controller or more probably whilst in DCS, a double press of the left side button on the HMD will bring up the full "Tron View" i9 9900x at 5.1 Ghz // ASUS ROG Maximus XI Formula EK Bloc // 64Gb Corsair Vengence 3600Mhz DDR4 Ram // Gigabyte Aorus 3090 Watercooled block//Samsung SM951 M2 x4 SSD // Windows 10 64 Bit //48inch LG48 @ 3840x2160 120Hz//Asus ROG Swift PG35VQ 3440 x 14440 144Hz // TM Warthog HOTAS (Ser. No. 00836) //MFG Crosswind Pedals // TrackIR 5 //Varjo Aero An old pilot is one who remembers when flying was dangerous and sex was safe. My YouTube DCS World Four Screen Videos
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