There’s no denying that, in 2017, HTC Vive and Oculus Rift have made a dent in the VR revolution, made better by the constant introduction of new peripherals and games that make it even tougher to decide between the two.
Assuming you can’t justify buying both, the question remains: which is better, HTC Vive or Oculus Rift? As it turns out, that’s a loaded question. The answer ultimately depends on a range of different factors – from the types of immersive experiences you’re looking for to the amount of cash you’re willing to drop.
Though it started as an ordinary Kickstarter project, Oculus Rift now has Facebook backing it among storied game makers, such as legendary video game programmer (and co-creator of Doom) John Carmack.
HTC Vive, on the other hand, comes from the minds of two notable tech companies, one known for its hardware and the other for software. HTC has created some of the most critically and commercially successful smartphones and tablets, while Valve is a long-time ally of PC gaming fans with Steam, a PC gaming client neatly packed with the Vive in the form of Steam VR.
Even if both get cheaper with a new model, both headsets are sure to set you back a considerable amount of dough, so you're likely only going to be able to afford one. So who wins the battle of HTC Vive vs Oculus Rift? Let’s find out.
Both the HTC Vive and Oculus Rift successfully offer expansive video game worlds and out-of-body experiences within your living room, and that's because the technology backing them up is similar in a lot of cases.
The all-important displays are everything your mother warned you about when she said not to sit too close to the TV. That’s right, your eyes are just inches away from two OLED panels boasting a combined 2,160 x 1,200 resolution. As a result, each eye gets its own 1,080 x 1,200 resolution display to mindlessly gaze at.
With a 90Hz refresh rate on both headsets and asynchronous spacewarp on the Rift for 90 fps VR, this means there are 233 million pixels flying at your face every second, making for a grown-up VR experience versus the 60Hz Samsung Gear VR.
HTC Vive and Oculus Rift also have a wider 110-degree field of view (measured diagonally). This causes the virtual reality world to feel as if it truly wraps around your head.
You're not going to be able to break free of the required computer, though, as both headsets have to be tethered to a powerful Windows machine with a number of cables in order to function. That is, unless you opt for a wireless workaround such as Intel’s DisplayLink XR.
Using WiGig based on the 802.11ad standard, Intel promises a solution that reduces latency down to less than 7ms over a 60Hz band at any given time. Shown at E3 2017, the DisplayLink XR joins TPCast and Quark VR in eliminating the hindrance of cables during HTC Vive use, even if the end result only lasts two hours over battery power.
Nevertheless, aside from the 37 sensors in the Vive headset that provide fluid, seamless movement, there's also a front-facing camera that can make a virtual world of difference.
HTC's camera allows for a Chaperone safety system, casting a blue outline on walls and objects established by the Lighthouse sensors when you get too close. You can even turn it on for a Matrix-like look at everything at once.
(Chaperone is a mind-blowing safety net that serves to foster room-scale VR within the 15 x 15 feet tracking space allowed by Vive's two "lighthouse" base stations. They look like small speakers, but emit invisible lasers – lasers!)
At the same time, third parties like Intel are designing additional camera add-ons for the Vive that allow for improved hand-tracking and real-time environment scanning to avoid walking into obstacles. And, with Valve having made its tracking tech royalty-free, more developers will be able to create similar accessories for the Vive.
Oculus Rift doesn't have a camera on the front of its headset for augmented reality vision, but you can buy a $79 (about £63, AU$104) sensor that enables room-scale VR comparable to that of the HTC Vive. Until just recently, that option was in beta, but now Oculus fully supports sitting, standing and room-scale VR.
With all accessories equipped (excluding the now-released Deluxe Audio Strap), this means the Vive equates to a price tag of around $880 (roughly £697, AU$1,160).
Design and comfort
Your gateway to other worlds is through a VR headset strapped to your noggin via adjustable velcro. It's the ski mask of a dystopian future with no clear visor, although you can see so much more.
This is where the Oculus Rift vs HTC Vive differ the most, actually. While both are comfortable enough with face padding and are lightweight, there's definitely more heft to the Vive.
Oculus Rift is a bit more refined looking with a compact design that amounts to a big, black brick sitting against your face. There are lightweight headphones that are thankfully removable, though these can be swapped out for a $49 pair of earphones that “sound like they cost $900,” according to Oculus.
HTC Vive is bespeckled with 37 visible sensors, and while it's otherwise black like the Oculus, it is noticeably larger. It looks almost as if the Oculus headset has had a puffy allergic reaction.
And though we said Vive is lightweight, it's technically heavier at around 555g without headphones included. Oculus is 470g by comparison and throws in headphones.
That bigger size and weight does have advantages: a lens distance knob moves the Vive lenses further and closer to your face. This is a helpful extra for people who wear glasses. Oculus Rift supports glasses, too, but the headsets doesn't have this handy adjustment knob for good measure.
Neither VR headset requires a phone, like the Samsung Gear VR, but HTC Vive does connect to your phone via Bluetooth for answering calls and messages. You can really wear it all day, but we don’t recommend it.
Stepping into virtual reality is surreal enough, but it really becomes a tangible world when you can reach out and seemingly feel the VR environment with controllers.
Wielding the Vive wands puts our hands into the game virtually, and we've demoed the same with the Oculus Touch, which is bettered only by its abundant catalog of 53 launch titles and then some.
That deeper experience wasn't ready for March's Oculus Rift launch, but the Oculus Touch controllers with a hand-confirming, half-moon shape finally arrived in December 2016 for the conscious price tag of $199 or £189 (about AU$265).
"Oh, I'm never going to get the hang of this" was our reaction when briefed on the controls for Bullet Train. Seconds later, we were hitting switches and picking up guns, then throwing them at enemies when they were spent.
Now that the Oculus Touch controllers are within reach, Oculus poses a serious challenge to the HTC Vive in ways it never did before. Though it still ships with a normal Xbox One gamepad in lieu of the HTC Vive’s unique pair of waggle wands, the optional addition of the Touch controllers gives Oculus the advantage of customer choice.
- Need something to play? Here are the best VR games to date
Gabe Carey has also contributed to this article
All of this VR headset technology, regardless of the differences under the almost literal hood, is enough to power virtual reality worlds. So which translates into better games?
There were 30 Oculus Rift (and 53 Oculus Touch) launch games, and a whole bunch more came subsequently. That count is bound to be significantly higher by the end of 2017, too.
Early Oculus Rift buyers were graced with two of the best pack-in games: a mascot platforming game in the style of a classic Rare game called Lucky’s Tale and a dogfighting space shooter dubbed Eve: Valkyrie.
Testing Lucky's Tale, we felt like there was finally something new brought to the 3D platformer genre pioneered by Super Mario 64. All of a sudden, looking in all directions for hidden coins opened up a new dimension.
- Here's a list of the 20 best VR games to date
Eve: Valkyrie is vastly different, taking full advantage of VR's 360-degree view, spaceship dogfighting included.
Other notable Oculus games out now include Chronos (an RPG), Radial-G: Racing Revolved (futuristic racer), Pinball FX2 VR (a pinball game) and Star Trek: Bridge Crew from Ubisoft and probably even Resident Evil 7 after its 12-month exclusivity deal with PlayStation.
HTC Vive had some 50 launch window games, but no exclusives (many were also on PC sans VR). This included bundled games Job Simulator and Fantastic Contraption. We enjoyed playing Space Pirate Trainer and Tilt Brush with the Vive headset and its controllers, but HTC's game lineup wasn’t as striking as core gaming experiences of the Oculus Rift.
That can certainly change, as VR developers have more time to craft engrossing virtual reality gameplay, especially given the native Steam support on the Vive. Bethesda, for instance, is bringing Fallout 4, Doom and Skyrim for VR and, at least on PC, they’re all exclusive to the Vive.
HTC Vive had some 50 launch window games, but no exclusives (many are also on PC sans VR). This included bundled games Job Simulator and Fantastic Contraption. We enjoyed playing Space Pirate Trainer and Tilt Brush with the Vive headset and its controllers, but HTC's game lineup wasn’t as striking as core gaming experiences of the Oculus Rift.
That can certainly change, as VR developers have more time to craft engrossing virtual reality gameplay, especially given the native Steam support on the Vive. I mean, that did just score HTC one of Oculus Rift’s best games (yes, I’m talking about Superhot VR).
On the other hand, with basically every Vive game now compatible with Oculus, thanks to Oculus Touch, the differences in software are effectively diminished.
As expensive as HTC Vive and Oculus Rift are, the hidden cost is in the computer hardware that's required to start playing any of these graphics-intense games.
You're going to need a Windows PC with a beefy GPU for the HTC Vive in particular, whose specs require an Nvidia GTX 970 or AMD Radeon RX 480 graphics card at a minimum. That's at least $200 (about £158, AU$268) for the graphics card alone. The Oculus Rift, on the other hand, is a little less demanding, calling for at least an Nvidia GTX 960.
Then there's the processor and RAM. The Oculus Rift minimum requirements call for an Intel Core i3-6100 or AMD FX-4350 minimum and 8GB of RAM. HTC Vive is a little more lenient, calling for that Intel Core i5-4590 or an AMD FX-8350 or greater, and you can squeak by on 4GB of RAM.
Other prerequisites for Oculus Rift include two USB 3.0 ports and an HDMI 1.3 port or better. HTC Vive only needs one USB port and wants either an HDMI 1.4 or DisplayPort 1.2 or better, though overall, the barrier of entry is rather steep.
Fortunately, the HTC Vive will soon be supported on Macs too – at least for developers. Due to Metal 2 optimizations done by Apple, the SteamVR SDK will soon be supported in addition to Unity and Unreal, two of the most commonly used VR engines.
Comparatively speaking, Oculus Rift isn’t getting the same treatment any time soon. While you might have expected Facebook to follow suit, Oculus founder Palmer Luckey said Oculus Rift support won’t come to Mac until Apple makes “a good computer.” More recently, an Oculus spokesperson told Road to VR that they have “no news on macOS support at this time.”
While the average Mac user won’t reap the benefits of Vive support right away, it is comforting to know that it’s bound to happen at some point in the future. At the same time, it’s worrying to see Oculus’ complete dismissal of the platform, especially as the iMac Pro blows most consumer PCs out of the water when it comes to performance.
Price and availability
You clearly want a virtual reality future, but you know it comes at a cost. Owning a VR headset may be the ultimate fantasy for some people until a price drop happens. Even then, the promise of short-lived upgrade cycles will turn anyone off who opposes planned obsolescence on extravagant tech.
HTC Vive is especially expensive, with the price set at $799 (£689, AU$899). That's how much it costs before shipping and without a PC, remember. Luckily, you can now finance one for a modest monthly subscription cost in both the US and UK, making the price a little more digestible.
Oculus Rift, meanwhile, costs $600 (£400, AU$839), and again that's without the shipping charge and a PC to go along with it. Not to mention the $200 (£189, about AU$265) Oculus Touch controllers.
How much is the future worth to you? Hopefully a handsome sum of cash, considering that’s the only option right now. Maybe we’ll see more affordable VR headsets for PC down the line, but for the time being you can get a PlayStation VR and a PS4 Pro (albeit without all the bells and whistles, i.e., room-scale) for the price of the Vive alone.
There's a lot that goes into an HTC Vive vs Oculus Rift comparison and that ultimate decision, more so than even our PS4 vs Xbox One debate. That's because VR headsets are gaming's great unknown at the moment, while both Sony and Microsoft's consoles have always been seen as safe bets.
The good news is that Oculus Rift interest is strong, as were its games out of the gate. You're getting a powerful virtual reality headset for a price cheaper than the Vive. That's a big plus, unless of course Rift's more stringent processor and video output requirements add more to your bill than the savings are worth.
HTC Vive, on the other hand, is a futuristic-looking headset that's a little more set to last with a front-facing camera, room-scale VR and two controllers bundled with the order. Oculus Rift can’t accomplish all that while keeping under the cost of its competition – the Touch controllers bring it right up alongside the Vive in price.
You certainly pay HTC for that extra technology and those Vive controllers upfront. Its price will pull the plug on virtual reality for many eager gamers with a smaller budget. We’re also still waiting for more core game experiences from the HTC Vive, but that’s sure to happen given the advanced technology involved and the Steam platform backing it up.
You really can't go wrong with either VR headset. They're both mightily impressive, and have tremendous support, whether it's from Facebook or Valve. Which one is best for you really comes down budgetary restrictions and the type of immersive games you want to play. Of course, that could all change once we find out what the next generation of headsets are like.
- The next VR game changer? PlayStation VR
from TechRadar – All the latest technology news http://www.techradar.com/news/wearables/htc-vive-vs-oculus-rift-1301375