At Quakecon 2012, John Carmack described his "end-game" ultimate fantasy solution for VR: something wireless that tracks you through a playroom and allows you to bring in real-world props to VR. At CES 2017, Valve and HTC filled in the last gaps with wireless and the new tracking puck.

I'm well aware Oculus use their own SDK and not an open platform - I agree they should use a unified SDK. Oculus' SDK has some better features however and because this is the first gen of VR we won't be seeing any main paths being taken towards unifying such as ways of tracking etc.

My point is that with a Rift you click a button in the Oculus app that lets you use the Headset with outside sources - such as Steam. With a Vive you don't get that luxury and if you wish to use other software you need to download a hack from the internet (or the drivers) and it isn't as simple as the way Oculus has it implemented.

The Rift is imo the better consumer device right now (I always said the Vive was better (because it had motion controls and Rift didn't) but Touch made that change, it will likely go back to Vive once they have the puck on sale). The Vive is the better device for developers as it is easier to hack and mess around with. I have however always preferred the Rift headset, it's more comfortable, weighs less and the integrated audio is such a nice little thing that I missed when using my Vive.

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