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The amount of power of the device can be summed up with HTC's own wording on who it's for: "Standalone VR with Daydream
For the on-the-goers"
Vive is an absolute breakthrough in technology, but VR is in its very early stages and will improve a lot over the next few years.
SteamVR is a giant bugfest and has got so many issues and crashes that it makes it almost impossible to use the headset. Playing The lab which was one of my favorite things i could only play for five minutes max because SteamVR would then be unresponsive or suddenly say i had a third Vive controller connected which i hadn´t. The Viveport software is beyond broken too.
All in all for me it came down to the fact that VR right now is in a very pre pre alpha stage and that there are too many issues in regards to software and hardware. The quality of the lenses were pretty good and the VR experience itself were absolutely amazing and made me lose balance and complete lack of self control over my laughter.
A next gen VR will certainly be better than what we have now, no doubt about that. Tho the "On the go" version DR. Larry mentions...that will have to take a back stage for most enthusiast gamers I assume.
So thank you all for the replies.
Very informative, thank you for your time.
Nah, VR won't go too far beyond what it is already. It's held back by the hardware needed to power it. You won't get much higher resolution than we already have any time soon simply because the hardware required for it would be too demanding and segment an already small market further as well as costing too much to put in consumer hands. The only differences will be in how mobile the VR is and who pushes the better controller until there's a unified standard. Afaik the tracking is solid across both the Vive and Rift so there's no real improvements to be made there except in some cases how far in a room you can be tracked and to make it a little more consistent(As both the Vive and Rift have some spotty performance in room scale VR).
All that I've heard of there being upgrades is in the controls such as wearables like gloves and what not but even then there's already Leap Motion which recognises your physical hands as in-game controllers/hands: https://www.youtube.com/watch?v=JGQXlixSggk
The only limitation with Leap Motion right now is you have to be looking at your hands for it to recognise them. It's also a very affordable attachment for both the Vive and the Rift(€90 I believe).
Oculus stated the next big upgrade for the Rift will be in two years time but even at that I can only assume Rift 2.0 will be much what we have now except support full room scale movement and adapt for wireless movement(As everyone is complaining about the wires).
Now with that said it seems to be hit and miss but I guess I lucked up because it worked well form me from day 1.
Viveport does suck, but I haven't had any major issues with SteamVR in the year+ I've been using it (both beta and non-beta versions).
In fact given how early adopter this stuff is, I'm surprised it's worked as well as it has for the time I've had it.
That's too bad you've had so many issues. I've had mine for 7 months and haven't had any problems asside from a few minor glitches that were fixed with a reboot. The biggest problem I've had is smashing a controler into the wall and breaking it. They aren't easy to fix and they aren't cheap.
Apparently there is a 4K VR headset out on the market now.
Pretty cheap too, at about $375. "Pimax 4K VR"
However the 4k is split between the 2 screens running at only 60 hz (with 120 hz interpolation like PS VR on PS4). 4k split between 2 screens means it really only puts out about 2k on each screen. Which is only a bit better than 1080p per screen...reviews seem to be good tho and say it produces no artifacts as vive and oculus. Also at 60hz with interpolation the motion sickness is still not a problem for the youtube reviewers at least.
It also lacks the IR sensors on the headset like Vive, and also lacks the laser transmitters, so it is subpar but performs well for seated experiences having a much nicer screen.
Then there is OSVR HDK2 that has sensors built into the headset like Vive and are tracked with a camera but it's still just a development kit for $315-$399 and works well. Basically a generic vive that's still trying to catch up. Supposedly it's an open platform. Think android vs vive being more like iphone...all relative terms to quality.
Seems like 4k per eye at 90 hz will still take some time to arrive. I gotta say the OSVR HDK2 seems like a great bergain with lots to come in the future, but if you have the money, everyone swears the vive is worth it. I'm just gonna wait and get a vive soon.
I've never used VR before so I don't know the value of what they're selling but I know that I'm not going to pursue something new unless they drop the price to something similar to consoles. Which, I imagine will happen naturally over time with advancements and competition.
So I'm deciding to wait and I think others might regret not waiting.