Don't bother trying to get anything in the Oculus store for starters... That's where 99% of my headaches came from.
I thought it would work well using Revive? That's what the OP says, anyway.
Don't bother trying to get anything in the Oculus store for starters... That's where 99% of my headaches came from.
Ok, thanks for the heads up looks like I'm in that situation as well, as I connect my TV to my only hdmi port on my 2080gtx.
It's 3 layers of fuckery (you have to run the vive store, through the steam home, through the windows mixed reality service) and I've never once gotten a playable experience from it. Could get in game, but there was always some controller issue.I thought it would work well using Revive? That's what the OP says, anyway.
Pardon?I thought it would work well using Revive? That's what the OP says, anyway.
The Odyssey+ is the highest-end Windows Mixed Reality headset and it will work with the Windows MR store, SteamVR, as well as the Vive and Oculus store via Revive.
Probably not well...but we won't know until release.
Some headsets have eye relief - they can move the faceplate further from the eyes, giving more room for glasses. For example, Valve Index and Vive/Vive Pro. However, what I like better, you can get prescription lens inserts for VR headsets, it puts prescription lenses right in front of the headset lenses, so you take off your glasses and put on the headset.What is the best VR headset if you are a glasses wearer? I can't take them off while wearing the headset or I will be blind.
Yes? I said it will work with Revive. That's true. I didn't say it would always work well or that you would have no issues.
Yes? I said it will work with Revive. That's true. I didn't say it would always work well or that you would have no issues.
I know, but the other poster was implying that it wasn't worth anyone's time to even bother with it, which seems to heavily contrast with the enthusiastic tone in your OP.
What is the best VR headset if you are a glasses wearer? I can't take them off while wearing the headset or I will be blind.
If you plan on it being a permanent solution you know you'll enjoy, sure. But 400 is a lot to spend on something you're not sure you'll like. I don't think anyone has said WMR is the ideal solution, and there has been an abundance of users that have gone over their cons... But it's not like the $400 headsets don't have their own set of compromises.If you already have a good PC, it would be a bad move to go for a markedly lower quality VR experience for just ~$100 less, imo. The ~400 dollar headsets are still the most cost effective right now. Oculus Quest + Link has the most versatility and therefore may be the best for some, although it doesn't do PC quite as good as something like the S.
If you plan on it being a permanent solution you know you'll enjoy, sure. But 400 is a lot to spend on something you're not sure you'll like. I don't think anyone has said WMR is the ideal solution, and there has been an abundance of users that have gone over their cons... But it's not like the $400 headsets don't have their own set of compromises.
People should be careful about the recommendations they post here, imo. For the price this is definitely a good deal, but even now it's still a "you get what you pay for" scenario. Windows mixed reality still has compatibilty issues with some games and its standard for tracking is by far the worse option. The Rift S is likely to drop to 350 permanently pretty soon and that is definitely a better deal, imo. Better tracking, better comfort, better compatibility, access to Oculus exclusives without Revive (revive isn't always perfect, for example Stormland didn't work for a while after launch and I'm not sure it's perfect yet). The controllers are also significantly better.
If you already have a good PC, it would be a bad move to go for a markedly lower quality VR experience for just ~$100 less, imo. The ~400 dollar headsets are still the most cost effective right now. Oculus Quest + Link has the most versatility and therefore may be the best for some, although it doesn't do PC quite as good as something like the S.
Disclaimer though (Vr has lots of them) that Rift S doesn't have a manual IPD (inter pupilary distance) so if your eyes are really close or far it will be a little blurry.
TLDR: if you want to make the right choice, do your research.
Minimum specs for GPU is a 1060 with 6gb of VRAM, so unfortunately the 970 is a little below minimum specs.
If you plan on it being a permanent solution you know you'll enjoy, sure. But 400 is a lot to spend on something you're not sure you'll like. I don't think anyone has said WMR is the ideal solution, and there has been an abundance of users that have gone over their cons... But it's not like the $400 headsets don't have their own set of compromises.
This is a similar calculus to mine that I ended up coming to the same conclusion. Oculus Link is still experimental, lower refresh rate, and being as I use this in my living room and not some dedicated room VR setup, I need to be able to use a long reliable cable. I can't trust that the experimental feature will pan out perfectly.Eh, I've thought it over and I'm probably still going to buy the Rift S next week.
- It's effectively cheaper, and it's going to be even more so on BF (When I consider that I'll eventually want that long Oculus Link cable for Quest instead of the short cheap ones)
- The Quest is heavier due to batteries. (Do we know if the Oculus Link cable will even power/charge it during play?)
- I don't want to have to worry about charging it before I play it or keeping it charged, or the battery going bad because I didn't play another VR game for months after I finished Alyx
- I'll never use it outside the game room anyway
- The cord never bothered me with PSVR
- The increased lag and drop in visuals while using the cable with the Quest compared with the S, however slight, will bother me because I know they exist
Do I have my reasoning wrong?
Exactly. The Odyssey+, on the other hand, has it.
From what I'm reading there is no perfect headset when you take into account the shortcomings of each and the relative prices.
True, but not all issues are created equal. Tracking and compatibility issues will affect all users, IPD will only affect a minority.
Right, but if you are in that spectrum then the IPD issue is basically a dealbreaker. Even Palmer Luckey voiced his disappointment as the first Oculus had better compatibility in this regard. Also, the Oculus Rift S has a 10Hz lower refresh rate, while the Quest is even worse (18Hz lower compared to the Odyssey+) and from what I understand this could impact motion sickness as well. It's not exactly a clear-cut choice.
My experience with Rift S inside out tracking has been extremely good. I haven't run into any issues so far even when playing games that require me to put my arms to my sides and in weird positions. Maybe its because I purchased it after a lot of updates had already been done, but my takeaway impressions have been that I'd have to actively try to break the tracking for it to be a problem, but would rare to never be an issue in normal game usage. Coming from PSVR it is a HUUUUGE upgrade in tracking.Fair enough. Which brings me back to the point that VR hardware differences are complex enough to where people need to do some research before they buy. An hour or two of sifting out what is best for you is the best way not to do yourself a disfavor.
As someone who has tried lots of headsets and owns a CV1, I will say that from first hand experience, bad tracking is a big one. The CV1 tracking solution was pretty subpar on Touch launch, and it was a total gamebreaker. They fixed it over a few months and the difference was absolutely huge. Inside out tracking is objectively worse right now when doing certain actions (controller over controller occlusion, behind the back occlusion), so it's really hard for me to see people recommend an even less ideal version of that.
My experience with Rift S inside out tracking has been extremely good. I haven't run into any issues so far even when playing games that require me to put my arms to my sides and in weird positions. Maybe its because I purchased it after a lot of updates had already been done, but my takeaway impressions have been that I'd have to actively try to break the tracking for it to be a problem, but would rare to never be an issue in normal game usage. Coming from PSVR it is a HUUUUGE upgrade in tracking.
That's not the case anymore, not controller-over-controller, both Oculus and WMR have fixed the issue. As for behind our back, very few games have you put your controller behind your back (Rift S is able to track a ways behind your head).Inside out tracking is objectively worse right now when doing certain actions (controller over controller occlusion, behind the back occlusion), so it's really hard for me to see people recommend an even less ideal version of that.
That's not the case anymore, not controller-over-controller, both Oculus and WMR have fixed the issue. As for behind our back, very few games have you put your controller behind your back (Rift S is able to track a ways behind your head).
Sorry, I thought you were specifically referring to Rift S and not WMR's.Yes it's very good. My friend has an S and he rarely has issues, however he did have one every once in a while playing Pavlov VR with me where you have to ADS constantly, which causes one controller/hand to be in front of the other. Luckily in that game you can use a virtual stock which uses the buttstock of the weapon as a 3rd point of contact making things more stable. The Rift S is definitely acceptable in most situations....but it has 5 cameras (and had John Carmack ironing). WMR has 2 (and no John Carmack). It's still better than PSVR though.
Honestly, this isn't a wrong choice. These are still first gen consumer products. Index is closest, but at it's price tag, I'd still consider that an expensive dev unit for future VR hardware than true consumer hardware.I think you guys have just scared me off from buying something now and just to wait.
Right, but if you are in that spectrum then the IPD issue is basically a dealbreaker. Even Palmer Luckey voiced his disappointment as the first Oculus had better compatibility in this regard. Also, the Oculus Rift S has a 10Hz lower refresh rate, while the Quest is even worse (18Hz lower compared to the Odyssey+) and from what I understand this could impact motion sickness as well. It's not exactly a clear-cut choice.
Well, this is what I wanted to hear as I was getting a bit nervous in reading the thread since I ordered mine. I just hope it's a decent option for Half-Life as that's really my main purpose of getting it although I'll surely dabble with some other games as well before the release of HL: Alyx.So, got my Odyssey+ today. So far I've tried The Lab, Beat Saber, and a bit of No Man's Sky. Here's my initial, early impressions of the headset.
I couldn't be happier with my purchase, wow! This is a revelation. Really great, high quality display. Lovely colors, spectacular contrast and deep blacks typical of Samsung's excellent displays. No screen door effect at all. Zero issues so far with the controllers or the tracking. Aiming feels good. Only way I can get the tracking to break is by putting it literally directly on my face or way behind my back. No jitter, no wobble. Perfectly responsive with Beat Saber, absolutely zero issues there, and perfect with Longbow as well. Excited to try more shooters. It's funny how hyperbolic some people have been about the MR controllers and tracking. The controllers feel good in the hands. The plastic itself feels a little cheap, but the buttons and sticks feel good. Overall build quality very similar to something like a DualShock 4.
I have a huge head, so I had to remove the back padding on mine but with that off, it fits me fine. Glad I didn't go with the Rift S, as that has no physical IPD adjustment and the supported IPD range wouldn't work with my face. Comfort is good with the VR cover although the velcro straps don't really work for me and aren't really needed anyway, I may tinker with them if it's needed at any point. Definitely go for the VR cover though, as the stock facial interface isn't great and seems hard to clean. Setup with the Windows MR app was incredibly easy.
Gonna try some games with Revive and Viveport later, but right now I just can't stop playing Beat Saber. This is gonna be a great HMD for Alyx. Love this OLED. And the sound through the AKG headphones is fantastic too! Genuinely the only issue I've had right now is that my face gets sweaty and can fog up the display in between rounds of Beat Saber or Longbow, but that's an issue with all HMDs, not just this one.
Happy to answer any questions anyone has about the Odyssey+ and my experience with it, and I'll report back when I get around to messing with Revive. I wanna play more Beat Saber, lol
Sure thing! And yeah, you should definitely get the replacement pad. Here's the face covers I have. It comes with two pads for $39, I think you can get them a little less expensive if you order directly from the VR Cover website rather than Amazon.Well, this is what I wanted to hear as I was getting a bit nervous in reading the thread since I ordered mine. I just hope it's a decent option for Half-Life as that's really my main purpose of getting it although I'll surely dabble with some other games as well before the release of HL: Alyx.
Are you saying we should order different pads, etc compared to what comes with it for comfort purposes? FWIW, I'll need to wear glasses.
So the biggest difference between this and Index is tracking. They both use high-quality displays with the same resolution (Samsung AMOLED which has better contrast and black levels vs RGB LCD, which has more subpixels), although the Index has a higher refresh rate (90hz vs 120hz).Is using a ÂŁ200 headset going to be enjoyable though? What's the difference between a good ÂŁ1000 one?
Sure thing! And yeah, you should definitely get the replacement pad. Here's the face covers I have. It comes with two pads for $39, I think you can get them a little less expensive if you order directly from the VR Cover website rather than Amazon.
I'm sure this will be a great option for Half Life. Just finished another Beat Saber session and it's been a blast. Absolutely zero tracking issues so far, but I want to test more shooters. But I'm surprised how seamless it's been.
So the biggest difference between this and Index is tracking. They both use high-quality displays with the same resolution (Samsung AMOLED which has better contrast and black levels vs RGB LCD, which has more subpixels), although the Index has a higher refresh rate (90hz vs 120hz).
But the Index has much more intricate tracking system. The Odyssey+ has inside-out tracking, which essentially means it can only track your hand movements when your hands are in front of you or to your sides. If your hands are behind your back, the controllers lose tracking. In addition, the Index has special "knuckle" controllers which can track your finger movements, whereas the Odyssey+ just has a controller with buttons and analog sticks. I haven't experienced a game yet where I have to put my hands behind my back, but I'm sure there are some cases where you have to do that and losing tracking would be frustrating. I have to say though: I'm super impressed with the Odyssey+! It's a genuinely great experience and basically a steal at this price. It's original price is $500, but Samsung didn't really market it and it just hasn't taken off or sold very well compared to the more well-known headsets like the Oculus or HTC. Don't think this is a low-end experience just because it's $230. It's genuinely quite a good mid-range VR setup. And if you ever want that better tracking, you could always buy the base stations and the Valve controllers at some point down the line, although it's super expensive to do that right now.
It's also worth looking at the Rift S for PC or the Quest if you also want the portable/mobile VR features as well as PC. It's a bit more expensive, but still really affordable compared to the Index and it has better controllersThanks for the explanation. I looked at the Odyssey and it seems to be hard to find in the UK.
Thanks for the explanation. I looked at the Odyssey and it seems to be hard to find in the UK.
It's not normally sold by Samsung in Europe, that's why. But we can import it at a reasonable price via Amazon or B&H.
Not going through import hell as someone from Germany. Had dozens of terrible experiences even with low value items like a t-shirt. Also the tax is ridiculously high and warrenty is out of the question if anything happens.
I really hope that they consider releasing it (maybe with improvements) or already working on a sequel to it with a europe release. MS also hopefully plans to release a major update to their vr system to add more than 2 tracking cameras (would heavily improve tracking and are one of the bigger flaws of the Oddysee +).
I got the Odyssey+ over the weekend and spent several hours setting it up and playing games. I own a PSVR and have played on a friend's first-gen HTC Vive, so this is not my first VR rodeo. My main reason in getting a PC VR headset was to be able to partake in a wider variety of current and upcoming VR titles and experiences like Boneworks and Half-Life: Alyx.
Positives:
After taxes, my total for the headset was $276.98; I factored in the cost of a set of 1.5V rechargeable Li-ion AA batteries that I didn't have otherwise. Spec-wise, the Odyssey+ is better in many categories over its lower-priced WMR counterparts as well as the higher-cost Oculus offerings. It also doesn't cost $999. That being said, there are some trade-offs which make the higher cost VR headset options still worth considering.
- Cost
- Image Quality
- Manual IPD Adjustment
- Tracking
- Gaming Experience
Visually, what I see in the HMD when something is running looks great. The OLED produces some vibrant colors and the black levels are very good. Elite: Dangerous looks fantastic. The wide FOV works well for simulation/vehicle type games such as Project Cars 2. I have no complaints in regards to the image quality as there was nothing glaringly and obviously terrible to my eyes. If you're only used to mobile VR and/or PSVR, this will be quite the visual upgrade in many games.
Though I'm closer to the average when it comes to IPD, I appreciate how you can adjust it manually instead of plugging in numbers into software and seeing if the value works.
I like how I don't have to set up any lighthouses or cameras. There were no real tracking issues with the majority of the games I played, and only one of them, Sairento VR, had a "reaching behind your back" type of motion where the controller would leave the headset cameras' sight. The game was still playable, though the default bindings needed some work. Handling the bow in The Lab's Longbow game felt good. The most intense, controller movement heavy game I played was Sprint Vector, and I had no problems with that aside from not being very good at it.
The overall PC VR gaming experience has been enjoyable. I've played the following games so far: Arizona Sunshine, Dirt Rally, Project Cars 2, Elite: Dangerous, Payday 2, The Lab, Sprint Vector, Star Trek Bridge Crew, Superhot VR, Sairento VR, Fruit Ninja, Touring Karts, Gun Club VR, and Synth Riders. With the right in-game settings, controller mappings, and with super sampling turned up, they generally all played well and looked nice on the Odyssey+, especially the simulation/cockpit/vehicle games. With what's currently available and on the horizon, I'm glad to have finally gotten a PC-based VR headset.
Negatives:
I had issues fitting the HDMI cable leading out of the headset into my RTX 2070 Super's HDMI port, which had recently been used to drive a secondary display. I've looked this up and though it's not common, others have had issues with the Samsung cable.
- Initial Setup
- Boundary System
- WMR Controllers
- Headset Comfort
- Bugs
The boundary system is serviceable. The Oculus Quest/Rift S both have a much better implemented boundary system in place compared to the WMR system; the headset cameras turning on when breaking through the boundary is something that should be standard with non lighthouse-based VR headsets. I've only ever had one VR-related accident, and would prefer to keep it that way. Anyhow, pushing the Windows and grip button activates a "flashlight" feature that shows you what the left camera sees/what you're pointing at, but you have to manually activate that instead of it kicking in on time to prevent mishaps.
The WMR controllers are okay, but my main issue is with mapping. Each controller has a thumbstick, touchpad, trigger, grip button, menu button, and windows button. This is going to be game-dependent, but I've spent a fair amount of time rebinding controls to get them just right, and/or looking up Steam Community-made bindings. Unfortunately, the left and right thumbstick click buttons are mapped to the system button, which brings up the SteamVR interface. It may be possible to change this via some text editing, but I haven't tried it yet. If a game on Steam doesn't have WMR support listed, even if it ran, the controls just might not be ideal. This obviously isn't an issue in games that use a gamepad, HOTAS flight stick, or steering wheel, or in games with simpler control schemes like Beat Saber or Superhot VR.
Comfort-wise, the Odyssey+ is not great. As someone who wears glasses, I find my PSVR headset much more comfortable as well as a bit easier to put on in comparison. If you don't wear glasses, this is probably a non-issue to you. I've had to adjust the Odyssey+ every now and then during play. Sometimes it feels right, while other times it feels a bit too snug or "off". Again, could be my glasses, so that's on me, but the PSVR has shown that you can get it right in this department; Samsung could have done better here, but it's a tradeoff for the HMD quality I guess. I get why people mod this device with homebrew or aftermarket foam and straps.
While I actually like the built-in headphones, audio isn't on the positive column due to a terrible bug. Unless you plug in the Odyssey+ USB cable into a powered USB hub or a USB 3.1 Gen 2 port on your motherboard as well as make adjustments to your Windows audio/sound settings, you will sometimes either have momentary audio dropouts or worse, static/white noise playing over the headphones. I've learned that this is a widespread WMR headset issue. Here's an idea of how it sounds.
So as it stands, while I'm glad to finally own a PC VR headset, the negative tradeoffs for this one, or at least any WMR-based headsets, have me considering the other available options.
I'm going to give the Odyssey+ some more time over the holiday weekend. Initial setup and boundary issues aside, my concerns are with how comfortable (or not) the headset will be over time, if I can get over WMR controller rebinding/game compatibility, and if the static audio bug is gone for good. While the first two can be dealt with in some way, given that I've done what I can on my end, if the audio issue does pop up again, I'll definitely be returning the headset.
I had decided to get this....then I decided to go with the Quest, 100%.....now I'm back looking at the Odyssey+ again.
Sigh.