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HTC Vive Review

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Move with me

Update: Click here to check out our impressions of the HTC Vive Deluxe Audio Strap.

Hot on the heels of Oculus Rift--the first major virtual reality headset to arrive in 2016--HTC and Valve have just upped the ante with Vive. It's more expensive at $800 compared to Rift's $600, but for good reason: Vive comes with a pair of custom-designed SteamVR controllers and two base stations that allow software to track your movement over a maximum area of 15 square feet.

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Now Playing: HTC Vive Video Review

Being able to walk around in virtual worlds with even a small amount of freedom undeniably enhances your sense of presence in that digital space, and the same can be said of playing in VR with a pair of Vive's one-handed motion-sensing controllers. They have a touchpad for your thumb, a trigger for your index finger, and buttons that activate when you tighten your grip, allowing you to simulate the feeling of grasping objects in VR. Playing Job Simulator 2050 in Vive, I was plugging in virtual computer cables, using a copy machine, and filing papers away with zero instructions or difficulties. I also intuitively knew how to swing my virtual bat in Homerun Derby, and how to use one controller as a palette and the other as a paint brush in the 3D painting app, Tilt Brush.

Vive's controllers are a big step up from traditional gamepads when it comes to playing in VR, and because their location is tracked in the same manner as the headset, you can see virtual representations of both controllers while wearing Vive, making them easier to manage without disrupting the experience should you have to put one down or pick one up. Oddly, while you can check a controller's battery life while wearing Vive, you can't do so by just looking at them in the real world. It's a small, forgivable oversight, but one that could nonetheless prove consistently annoying over time.

Vive's strongest selling point is how it marries freedom of movement and intuitive controls with a capable headset, but these premium features come with considerable requirements. To experience what it's like to walk around in VR with Vive, you need a minimum unobstructed area of 6.5' x 5', and a way to provide power to both base stations, which are intended to be mounted at a minimum height of 6.5' and no more than 15.5' apart.

Vive's strongest selling point is how it marries freedom of movement and intuitive controls with a capable headset

You can play some Vive experiences without setting up the base stations, but you'll be relegated to standing or sitting with a minimal amount of freedom to move around. Make no mistake: as Oculus Rift proved, there are still great VR experiences to be had from a stationary position. However, while Vive's controllers are valuable and a factor in the higher cost of Vive, the ability to partake in room-scale experiences is an equally-important selling point, and one that will prove difficult to implement for some users.

Vive is a high-end VR headset that requires a considerably powerful PC. Its minimum hardware requirements are similar to those of Oculus Rift, but it's a little more forgiving when it comes to the amount of required RAM. That said, there may be more to consider when budgeting for Vive if you don't already have a strong PC.

No Caption Provided

HTC Vive Minimum Requirements

  • Graphics Card: GeForce GTX 970 or AMD Radeon R9 290 or better
  • CPU: Intel Core i5 4590 or AMD FX 8350
  • RAM: 4GB
  • Video port: HDMI 1.4 or Display Port 1.2
  • USB port: 1 USB 2.0 port
  • Operating system: Windows 7 SP1 or newer

Considering Vive's advanced capabilities, these recommended specs are reasonable, but there's no getting around the fact that you still have to accommodate Vive's spatial requirements to get the most out of it. I had to move multiple pieces of furniture and rig extension cords to get it up and running as intended with enough free space to move around. The expectation is that you will drill holes into your walls to make the base stations permanent installations, but you may need to get creative if that isn't something you're comfortable with or capable of doing; tripod mounts are the suggested alternative, and strong, double-sided adhesive strips are also a viable if only temporary solution.

The physical setup procedure a bit complicated, but the tutorial in SteamVR guides you through the process step-by-step and confirms that everything is working as intended. This involves mounting the base stations, connecting Vive to your PC, and mapping out your play area, which involves using a Vive controller to physically trace the perimeter of your space.

Even if you have a space that's technically large enough for roomscale experiences, you may still have to bend over backwards to get it working.

As I found out, this process, while easy to execute in theory, is very unforgiving unless you have a lot of free space. I was in an area that was just big enough to support room-scale experiences, but the outline of the SteamVR's projection ever so slightly overlapped with my tracing during setup. Because SteamVR detected that the virtual projection it created based on my outline didn't fit its requirements, I had to repeat this step numerous times before it accepted that I had enough room to move around--it was a difference of inches. The lesson? Even if you have a space that's technically large enough for roomscale experiences, you may still have to bend over backwards to get it working. That said, in a room at GameSpot's office that more than meets the minimum space requirements, mapping the room was a simple, one-shot affair.

Vive's base stations are the crux of its 360 degree motion tracking capabilities.
Vive's base stations are the crux of its 360 degree motion tracking capabilities.

Once you have everything up and running, SteamVR walks you through a demo that teaches you the ins and outs of the controller and introduces you to the “chaperone,” SteamVR's term for the virtual walls it projects into VR when you get close to the real-world boundary of your VR space. This is a necessary evil when you're enveloped in VR but blind to the real world around you. The chaperone feature makes sure that you don't inadvertently run or walk into walls, a task it accomplishes effectively. But if you are working with the minimum amount of space--6.5' x 5'--prepare to see wireframe boundaries appear frequently as you move about.

No matter how you choose to use Vive, the headset is the most critical part of the experience. Vive is heavier at 550 grams compared to Rift's 470 grams, and a lot of this weight is felt up front, with the chassis placing noticeable pressure on your face. Vive's bundle of four cables seem noticeably obtrusive when you're stationary, but even more so when moving around a room. They run along the headset's top strap, fall down your back, and are a constant reminder that you're hooked up to a contraption. Vive's cables proved to be a regular hinderance when walking and turning in VR, and though I got better at blindly managing them the more I used Vive, I would still stumble over them on occasion.

Vive's head straps are quite floppy, and collapse under the weight of the cables when you try to quickly slip the headset on. These straps are also wide, so I was never able to find a fit where the side straps didn't overlap or dig into my ear. Vive can't match Rift when it comes to comfort, and when you consider that Rift has built-in, easily adjustable headphones, it's hands-down the more user-friendly of the two.

I found Vive's display to be adequate, though not impressive.

From a technical standpoint, the displays in Rift and Vive are practically identical. They both have a refresh rate of 90Hz and offer a resolution of 1080x1200 for each eye. As with Rift, I found Vive's display to be adequate, though not impressive. For the first few minutes of a session in VR, the pixels stand out, though this fades quickly as you begin to play and focus on the virtual world around you. That, more than your awareness of pixels, is the key takeaway. The low latency and high refresh rate of the display allow you to experience VR without the threat of simulation sickness due to hardware deficiencies--though some games that play with balance and orientation in extreme ways can still trigger a feeling of imbalance, regardless of your VR headset's capabilities.

The last thing you see before jumping into VR with Vive.
The last thing you see before jumping into VR with Vive.

SteamVR drives Vive, but it is a facet of Steam, the well-known PC gaming distribution platform. As such, when you're navigating virtual menus, you're presented with a very Steam-like series of menus and icons as you sort through your library of content. You navigate Steam VR using the controllers as you would a laser pointer, more or less: aim the laser from your virtual controller at an item on screen and pull the trigger to select it.

Your user interface in VR is for more than picking what games to play: you can also swap your view to interact with Steam proper, or to navigate your PC's desktop. The latter is a most appreciated feature that essentially gives you a massive computer monitor on which to browse files, navigate the internet, or really anything else you would do on a PC. The fact that you can control your desktop without removing your headset is invaluable.

Of course, if you're considering Vive in the first place, it's because you want to play games in VR, first and foremost. There are a lot of games available for Vive at launch--almost too many, considering how many are small, canned experiences that begin and end with you performing a simple task. While it's fun to swing a tennis racket and go virtual skeet shooting in VR with Vive due in large part to the freedom and interactivity afforded by its controllers and 360 degree motion tracking, far too many of the games feel like glorified tech demos with limited appeal.

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Some games straddle the line, however, such as Job Simulator 2050. Here, you work in a comically depressing office space run by robots--among a handful of other work-related scenarios--who order you to perform menial tasks. It sounds dreadful, but it's actually quite enjoyable, thanks to good writing and a large variety of objects to interact with. It's not the sort of game you'd be desperate to play outside of VR, but Vive embeds you in the experience in a way that reshapes your connection to the virtual world.

That statement applies across the board when referring to Vive's roomscale-supported games; while the quality of the games varies greatly, they all inherently deliver an impressive experience by allowing you to walk around and, by treating your controllers as extensions of your hands, to interact with objects. For the moment, Vive offers the most feature-rich VR experience there is. If you list the features it has compared to Rift, there will only be a few differences, but Vive's few advantages make a big difference in practice. To go with Rift is to wade in the waters of VR; choosing Vive is like jumping into the deep end.

To go with Rift is to wade in the waters of VR; choosing Vive is like jumping into the deep end.

Before you take the plunge with Vive, you have to prepare yourself accordingly. Unlike Rift, Vive comes with strict spatial requirements if you plan to utilize its hardware's full potential. It's not the easiest suite of hardware to set up, nor is it as refined as Rift, but Vive delivers the most advanced VR experience to date, a luxury that comes at a cost and with compromises. Where Rift feel's like a VR headset built for mainstream consumption, Vive caters to the hardcore crowd that will stop at nothing to get the best VR experience. Over time, Oculus can presumably catch up when it releases its Touch controllers and sells individual sensors to expand Rift's interactivity and motion-tracking capabilities. But for people who can't wait, who are willing to go the extra mile right now, Vive is the only way to experience today's most advanced VR technology from the comfort of home.

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doc-brown

Peter Brown

Peter used to work at GameSpot. Now he just lurks at GameSpot.

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sinistery

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You get the same exact controllers and movement ability with the PS4 headset at 1/2 the cost.

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JessGameSpot

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@pasullica: what on earth are you talking about?

"VRs are bad for your health, because it's too close to your brain." LOL? WHAT?!

Where did you pull that one from??

I'm serious, can you PLEASE link your source, I'd love to see that shit.

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kalarro

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@pasullica: wtf are you doing in a gaming site. I don't go to hiking sites and explain how I don't like it and how much fun I have with my friends playing videogames

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mari3k

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@pasullica: you know nothing my friend.... just another hater that wants to tell people how to live their life....

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Amurg

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Edited By Amurg

@pasullica: Hiking is also bad for your health... walking across rugged terain with a heavy load is bad for your knees... also a backpack is bad for your... well... back... yourisk catching colds, or scratching yourself and becoming infected...

Point is... people should do what they enjoy doing, and not fo something boring or unenjoyable (to them) because it's the vocal majority's opition of what is "right"

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JessGameSpot

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@Amurg: RIGHT!?


I'm guessing hiking is literally 1000s of times worse for your health than VR.. I mean, in terms of risk of injury, even death.. without a freaking doubt!

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facts23

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i will end up buying playstation vr and one of the pc solutions. the reason is simple: i'm stoked to get my hands on it. it's the next big thing and if it turns out to be an epic fail - so what? if i couldn't afford either of the new vr gadgets i would cite "mmweeeh i'll wait a couple years because i'm not dumb enough". yeah. semantic beings and their need to tell stories to the world and themselves to feel better about them.

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DuaneDog

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Edited By DuaneDog

One thing to remember is while the install base won't be large right away they are going to a base of people that have the means to purchase games. I think it will be great for indie developers who can be happy with 20,000 people buying a game for $20.

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Gelugon_baat

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I zoned out on most of the videos on the launch stuff for Oculus Rift and Vive.

But there is something which caught my attention: Hover Junkers for the VIve. It's not part of the packaged launch software though, and it starts terribly: its menus and shooting gallery look like shit.

On the other hand, this game actually managed to catch the attention of Gerstmann - yes, that Gerstmann, perhaps the most jaded publicly known gaming enthusiast in the USA.

Heck, it caught my attention too - and I consider myself even more jaded than Gerstmann - after I noticed these features:

1. Rearranging the modular cover pieces on the player's vehicle.

2. Ducking under and behind said cover pieces.

3. Peeking and shooting out of any gaps in between the cover pieces.

4. Blind-fire over or around cover pieces.

All four features appear to operate on a what-you-see-is-what-you-get basis. There does not seem to be any scripted shoe-horning to the cover system. In fact, it seems to be fully controlled by the motions which the player makes.

I don't remember a VR or light-gun game which lets the player do that.

P.S. @doc-brown, maybe you want to look at this title.

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nomailx

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This shit looks ugly inside and out. I can't see people playing this all day. It's a maximum 10 min fun in your friend's home, trying it and that's it.

You have to wear sht like an astronaut, for what? 10 DPI graphcis???

This is like the Guitar Heroes instruments they sold years ago. Fun 10 min, but after a while you're all for the good old keyboard and mouse.

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Thelostscribe

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Edited By Thelostscribe

@nomailx: I dunno about that, the guitar hero and rock band instruments got pretty intuitive. Personally I spent many hours playing that game between the guitar and drum set, mostly in a group. I don't think you could ever play a game like guitar hero using a keyboard and mouse, that would zap enjoyment out of the game unless you just like playing Simon says with your mouse. That idea seems stranger than people who would play DDR with their keyboard arrows. I mean it's impressive, but still robs the game of it's meant enjoyment.

VR has a long way to go, these power wands with the HTC Vibe do appear to be strange and unnatural. The most impressive set up I have ever seen was the Wii mote nun chuck combo and motion pad that you could run in place on with Skyrim. That's the only way to me that VR will ever truly take off and the only way I'll ever sink a lot of money into it. Also, why not adapt a power glove that senses the movement of your actual hands, I guess affordability.

Standing blind in your living room walking around and punching holes through windows, walls and tvs seems like a major set back.

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StokeMeAClipper

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At the moment the HTC Vive isn't for me. I don't have enough room to swing a hamster let alone a cat (disclaimer: I have not and nor is it advisable to swing hamsters, cats, dogs or any other animals typically kept as household pets).

Being one of my interests is racing games/sims, VR should lend itself well to that and is the biggest incentive for me. What I am concerned about is other first person titles like shooters for example. When you are playing these games normally (not in VR), when you look left and right with a mouse you are moving the characters head and body in unison. I don't know how it will play out having your head being able to look around independently from the characters body. I guess the solution could be to have a swivel chair and have that tracked. That would then represent your character's body orientation. Because you are sat in the chair, your heads position relative to the chair would be as it is in relation to your body in real life. I could see this being slightly cumbersome though, for example when you need to navigate quickly in game.

I keep thinking what the best solution to the problem of not being able to move freely and naturally in VR is. At the moment I see no real way to do it without the constraints exhibited with the Vive. This means your gaming area is going to be extremely restricted. I've seen those omnidirectional treadmills and to me they look extremely awkward. Neither the Vive or the treadmills are able to address the issue of in game geometry, obstacles or terrain like stairs.

Obviously when it comes to slopes and stairs, there is no way to simulate it with any existing method. What I do wonder though is if navigating stairs and slopes will feel more jarring with the treadmill/Vive approach than it would with a controller/revolving chair. With the controller/chair scenario, I'd imagine you'd have a certain level of detachment anyway. As gamers we are already accustomed to navigating environments in this fashion (not the chair, but you get the idea). With the Vive/treadmill, because you are moving in a more intuitive fashion, I wonder if scenarios like slopes and stairs will be more disorientating because your body is expecting to feel them.

I'm really excited for VR and really hope to see it evolve. Even experiences like virtual environments for watching movies and playing non-VR games, virtual tourism and on rails experiences make it very appealing. Vehicle simulation should be a great fit for VR too. I have my concerns regarding first person type experiences, but I'm looking forward to seeing how companies intend to address these issues and other tech like hand tracking and tactile feedback.

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walterg74

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Edited By walterg74

Such a long article and yet the most important item is missing... In your opinion vive y better than rift. Fine. So what support from REAL games does each have?

I'm not gonna spend 600 or worse 800 just to play demos...

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Halloll

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How much did Valve invest in the Vive compared to HTC? I'd find it really strange if they were too involved since Valve rarely take risks. I feel that HTC would be in deep trouble if this doesn't sell.

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incrediblmullet

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Edited By incrediblmullet

If Valve now makes and incorporates an OmniTred, then we are getting somewhere!

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nyran125tk

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Edited By nyran125tk

one day I might care. A lot of it reminds me when Wii first came out. That eventually became just a family novelty. My question is, can I use it as a massive movie theatre sized monitor and just use it with mouse and keyboard and play normal games? Can I use it to play NBA 2K16 for example? I might consider it , IF it is a giant monitor experience aswell, not just for VR. So a mix of VR, Track IR and just a normal monitor that's huge. Can I use VLC Media player with it, to watch movies in a giant movie theatre environment? Stuff like this would make me think a little more seriously about it.

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cracka123

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@nyran125tk:

https://www.youtube.com/watch?v=bjE6qXd6Itw

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squall_83

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@nyran125tk: Steam has it's own built in VR theater mode for all non-vr games and for everything else, there's Virtual Desktop, an app that lets you use your PC like you normally would in VR on a giant screen.

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Scarshi

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I'm waiting for a wireless version with a battery I can strap to my back/belt. The tech right now is only bare-bones for the basic consumer. Just like phones, the tech will only get better IF the software can break boundaries.

Too many hardware epic fail all because of bad support and bland features that amount to frustration.

If this does keep momentum, the next decade will be very interesting.

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Johny_47

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So it's even more bonkers money than Rift and you still need very high end pc parts to play the bloody thing, no thanks, I'll pass for a couple of years =P

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topmounter

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I'll wait for versions of ES VI, GTA6, Witcher 4, etc. with compelling VR implementations. By the time that happens I'd expect that gen2 hardware will be on its way as well.

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nyran125tk

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Edited By nyran125tk

@topmounter: I dont even need VR. The question I have is, can I just use it AS a giant moniter experience and play these games anyway, using this hardware?

Can i just use Keyboard and Mouse to just play games with it?

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walterg74

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@nyran125tk: that has already existed for some time and several companies released glasses to watch movies on them. Espic fail...

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HeavyGavel

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@nyran125tk: Yep.

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harharhar69

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@topmounter: Hey, that is your right but you will be waiting a long time.

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DuaneDog

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@walidras: From what I understand the Hive tools from Steam will let you take any game for the Vive and move it to Oculus easily. That bears out in Steam where there are 7 full pages of games for most games that are on Oculus they are also on Vive but not vice versa. I think the Steam platform and their tools making it easy to build for Vive first then go to Oculus gives them a huge edge in the longrun.

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swedishfriend

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@walidras: Almost every game will be on all three major VR platforms. Very few actual exclusives. You have completely the wrong idea.

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Snakepond1

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At that price it better have AAA games to back it.

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fatalbanana

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It's great that the hardware on all sides is good and it works but whats holding this back for the mainstream and me personally is the lack of killer software that will make this viable for the price. We just need a few "this is amazing and you can only do this in VR" type of experiences to make this make since. Those will come eventually but I don't see it happening anytime in the near future.

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chatphon

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if i don't want graphic (4k /fullHD , 8x AA) just VR land low-med setting will i5-4590s + gtx 960 handle it?

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chatphon

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@chatphon: thanks all for answer , gotta try it when i got a chance (and when it available in local store in my country) , lol wanted to avoid upgrade until new GTX 10xx and CPU i think i'll continues using 4590s around 1 and a half year.

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walterg74

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Edited By walterg74

@chatphon: if I were you I'd use that money to invest in english lessons...

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Myron117

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Edited By Myron117

@chatphon: short answer is yes. If you want a Vive the minimum is 4GB NOT 8GB. Your gfx card and processor are fine to run. (A better gfx card is always preferred however)

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Mantiis

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@chatphon: Simple answer: yes. Ensure your system RAM meets the minimum requirements of 8GB, though, I would personally suggest 16GB. If you are limited on USB 3.0 ports, pick up a four port USB 3.0 hub. I prefer the powered variety. Your CPU is fine. A GTX 960, while not as powerful, is still close enough to a GTX 970 to be supported. According to the testing done by Tom's, you should achieve medium fidelity with this GPU (the same as I will with my R9 380 4 GB).

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fatalbanana

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@chatphon: The bare minimum for VR is a GTX 970 gpu. Your cpu should be fine. It also requires at least 8 gigs of ram and 3 usb 3.0 ports (for the rift).

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chatphon

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@fatalbanana: ัีyup , i'm using Gigabyte Z97N Gaming 5 (itx) there's 4 usb 3 on it.

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They both look great, and if I had money blowing out from my ass i'd probably get both.

...but as it stands, $600 and $800 is a hell of a lot of money to spend on such new hardware with limited games and software support. Think i'll wait till next year when the tech and everything is more stable, and things have panned out a bit.

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JonBeecham

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@TwitchSharer Team Jesus Needs your Help: https://goo.gl/tuUahE

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Frozzik

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I was undecided on which VR system to get. After reading many reviews of late on Rift and Vive as well as many comparisons between the big 3 (Rift/Vive/PSVR) I'm definitely getting Vive.

I have the space so thats not an issue. It just seems the best of the bunch. Some reviews/previews claim it's the best by a substantial margin.

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Myron117

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@Frozzik: indeed. It's the choice I'm going for because, as you say, it is the better experience.

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TOMBRAIDERHADI

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İ wanna Just fotget my Pains..So i like this Stuff....

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luert

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the space to move around is nice but also a bit of a problem for those who lack the room to use it, thanks for the review (=

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swedishfriend

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Edited By swedishfriend

@luert: Being able to do the room stuff is an addition more than a problem, The Vive is still great for sit-down experiences as well.

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