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Forums - Gaming Discussion - Oculus Rift+controllers now the same price as the PSVR headset.

 

Which is a better?

Oculus Rift 37 29.13%
 
Playstation VR 65 51.18%
 
results 25 19.69%
 
Total:127

This will barely push any sales. I'm glad rift is struggling because I want to see facebook lose money on their buyout.



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Ruler said:

The Rift costs 400€, the GPU and CPU 450€, the rest 500€+. How are his assessment incorrect?

https://support.oculus.com/1633938460220125/

And you're basing this on what build?.

Also:

Took the test on my rig, exceeded the results.

Updated the current build to a 1060, another mobo, CPU cooler, SSD, HDD, PSU and it still comes just slightly over £1000.

 

The actual reco and minimal specs that OR requires:



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So pay up motherfuckers you belong to "V"

Captain_Yuri said:
SvennoJ said:

I don't know which one is better as I 'only' have psvr. Tracking should be better with OR, yet i've heard the screendoor effect is worse. Also 120fps goodness is reserved to psvr and that full RGB oled screen looks amazing.

Great to see the price become more competitive. It's CAD 550 here now, same as just the standalone psvr headset. Sold out or not available yet. I would need to build a new PC first anyway, plus I already have a backlog on psvr. No time for another headset.

Really? Hmm interesting cause screen door effect seems to be reviewer dependent for psvr/oculus since some say oculus is better while others say psvr is better. And while PSVR can do 120hz refresh rate in like cinema mode, natively, it is 90hz no?

https://www.wareable.com/vr/oculus-rift-vs-playstation-vr

I gathered that the consensus was that psvr has less screendoor effect due to the higher density of pixels, for example
https://www.vrheads.com/playstation-vr-vs-oculus-rift-virtually-comparable

OR has 1080x1200 per eye, RGBG configuration, 2592000 subpixels. Over 110 degrees, 19.6 subpixels per degree (horizontally)
PSVR has 960x1080 per eye, RGBRGB configuration, 3110400 subpixels. Over 100 degrees, 28.8 subpixels per degree (horizontally)
OR can display slightly more detailed grey scale information, PSVR beats it in color.

PSVR games natively run at 60fps vs upto 90fps on OR. (There are 2 120 fps games on PSVR, exception) PSVR however always reprojects the image to 120fps to get very low latency headtracking. With a fast PC OR will generally generate 1.875x the game pixel throuhput of psvr (1.25x render resolution, 1.5x base fps) In practice PSVR can keep up pretty well with OR afaik.

OR needs a lot more grunt, but discards half the color info in the headset. That's actually normal with video (chromo subsamping) however with the image blown up so much RGB is a noticeable difference. For comparison 20/20 vision is comparable with 60 pixel per degree, while these headsets on average are close to 10 pixels per degree.



Time for a psvr drop in price, then I might finally buy one.



Chazore said:
Ruler said:

The Rift costs 400€, the GPU and CPU 450€, the rest 500€+. How are his assessment incorrect?

https://support.oculus.com/1633938460220125/

And you're basing this on what build?.

Bestbuy.ca actually has a decent price for prebuilt OR ready PC. CAD 1399 (on sale) for i7-7700, 16GB DDR3L, GTX 1060, 3Tb + 128GB SSD. Not too bad with the weak dollar. With the new OR bundle (550) that's still CAD 2,202 after taxes. It's only the 3GB ram version though, dunno if that's enough.
Entry level PSVR starts at CAD 350 + 75 + 550 = 1102 incl tax. (or CAD 1,356 for pro plus psvr bundle plus tax)

A GTX 1060 costs CAD 300 here, CAD 360 for the 6GB version. If you can upgrade that's the way to go. I wonder if my ancient i7 can handle that 1060... Nvm, OR checker says my 2.8ghz i7 is too old. I shouldn't be spending CAD 1000 on something I have no time for anyway :) I already can't keep up with psvr releases.



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SvennoJ said:
Captain_Yuri said:

Really? Hmm interesting cause screen door effect seems to be reviewer dependent for psvr/oculus since some say oculus is better while others say psvr is better. And while PSVR can do 120hz refresh rate in like cinema mode, natively, it is 90hz no?

https://www.wareable.com/vr/oculus-rift-vs-playstation-vr

I gathered that the consensus was that psvr has less screendoor effect due to the higher density of pixels, for example
https://www.vrheads.com/playstation-vr-vs-oculus-rift-virtually-comparable

OR has 1080x1200 per eye, RGBG configuration, 2592000 subpixels. Over 110 degrees, 19.6 subpixels per degree (horizontally)
PSVR has 960x1080 per eye, RGBRGB configuration, 3110400 subpixels. Over 100 degrees, 28.8 subpixels per degree (horizontally)
OR can display slightly more detailed grey scale information, PSVR beats it in color.

PSVR games natively run at 60fps vs upto 90fps on OR. (There are 2 120 fps games on PSVR, exception) PSVR however always reprojects the image to 120fps to get very low latency headtracking. With a fast PC OR will generally generate 1.875x the game pixel throuhput of psvr (1.25x render resolution, 1.5x base fps) In practice PSVR can keep up pretty well with OR afaik.

OR needs a lot more grunt, but discards half the color info in the headset. That's actually normal with video (chromo subsamping) however with the image blown up so much RGB is a noticeable difference. For comparison 20/20 vision is comparable with 60 pixel per degree, while these headsets on average are close to 10 pixels per degree.

Yea but in pratice, it sounds like it is very reviewer dependent since some say that the screen door effect is fairly similar, others say its better for oculus, others say its better for psvr.

I see, so it's not really "120 fps," for most games but rather a technique used to get better head tracking?



                  

PC Specs: CPU: 7800X3D || GPU: Strix 4090 || RAM: 32GB DDR5 6000 || Main SSD: WD 2TB SN850

Isn't the rift far superior in every way except it looks a bit more dull.



Please excuse my (probally) poor grammar

Chazore said:
VAMatt said:
Man, I'd like to get in on this. But, I'd need a new PC too. So, we're talking about $1500 at least between the PC and Rift. If I spent that on VR, I'd have to let my wife get that $2500 couch she wants. That makes the real cost $4000. Can't justify it.

Does this count for a PC at any point in the future?, so that would also mean you'll never ever build one on the account that your shared expenses would be fairly spent by not only you but your wife?.

I'm seeing some weird "really wanna build, but can't" excuses. Just save up and look for different parts. You don't need a fabled 1500-2k PC for VR.

So not wanting to spend a shitton on a good rig is a weird excuse? Maybe he doesnt want a lower-end gaming PC but maybe he wants a better option.

OT: still dont care. If Im biting on VR Im going with the Vive. Vastly superior experience. And yes, I have fairly extensive experience with all 3.



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Qwark said:
Isn't the rift far superior in every way except it looks a bit more dull.

Not really. SvennoJ posted a pretty good article comparing the two.

 

https://www.vrheads.com/playstation-vr-vs-oculus-rift-virtually-comparable



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Captain_Yuri said:
SvennoJ said:

I gathered that the consensus was that psvr has less screendoor effect due to the higher density of pixels, for example
https://www.vrheads.com/playstation-vr-vs-oculus-rift-virtually-comparable

OR has 1080x1200 per eye, RGBG configuration, 2592000 subpixels. Over 110 degrees, 19.6 subpixels per degree (horizontally)
PSVR has 960x1080 per eye, RGBRGB configuration, 3110400 subpixels. Over 100 degrees, 28.8 subpixels per degree (horizontally)
OR can display slightly more detailed grey scale information, PSVR beats it in color.

PSVR games natively run at 60fps vs upto 90fps on OR. (There are 2 120 fps games on PSVR, exception) PSVR however always reprojects the image to 120fps to get very low latency headtracking. With a fast PC OR will generally generate 1.875x the game pixel throuhput of psvr (1.25x render resolution, 1.5x base fps) In practice PSVR can keep up pretty well with OR afaik.

OR needs a lot more grunt, but discards half the color info in the headset. That's actually normal with video (chromo subsamping) however with the image blown up so much RGB is a noticeable difference. For comparison 20/20 vision is comparable with 60 pixel per degree, while these headsets on average are close to 10 pixels per degree.

Yea but in pratice, it sounds like it is very reviewer dependent since some say that the screen door effect is fairly similar, others say its better for oculus, others say its better for psvr.

I see, so it's not really "120 fps," for most games but rather a technique used to get better head tracking?

Indeed. PSVR takes the existing image and shifts it slightly to get the lowest latency possible for headtracking when moving and or turning your head. It's even lower latency than a native 120fps game as I notice the difference between Polubius (native 120fps) and regular games while turning my head. With reprojection when you shake your head quickly and concentrate on the edges of the screen you can see where info is missing. However normally you don't notice the few pixels that aren't there at the outer edges while moving/turning.

The low lateny reprojection makes it a lot more comfortable in practice. There is a very noticeable difference between physically turning your head (at 120hz) and using the analog stick to turn with runs at 60fps. (It's not motion interpolation like on tvs so game updates still run at 60fps) PSVR has no 90fps games (the headset does support it, just nobody has used that mode yet) so I can't say how that sits between 120fps reprojection, native 120fps and 60fps turning.


OR might also be lowering its price in anticipation of the windows mixed reality headsets. They boast a higher resolution for a lower price, yet no OLED.

https://uploadvr.com/vr-spec-sheet/

No clue if the mixed reality headsets are pentile or RGB, nor how well the inside out tracking compares to current headsets. LCD is going to be a big downgrade compared to OLED though. Plus OR already has tons of games to choose from, mixed reality isn't out yet, no clue what it will support.

Some interesting comments from actual users at that link as well. There's more things to come into play when comparing headsets, lens quality, comfort, and for me how glasses fit underneath. Anyway VR is too awesome to get too worked up about the minor differences between gen 1 products. Once you start playing you forget about the screendoor, glare and whatever. Perhaps OR is the better choice as the only really immersion breaking thing is wonky tracking. (AZ Sunshine on psvr needs a patch, aiming through the sights the game gets the aim controller and headset mixed up, result jittery gun. AZ Should take a note out of Farpoint's book which handles it much better) Those kind of issues are rare though.