Vive has a wider FOV, Rift has higher resolution in the middle.
Vive has a spinning laser for tracking that makes a little noise. Rift uses a camera instead.
Vive requires Steam software which you can switch off. Rift doesn't give you an option to stop the software and it is on as soon as you boot up your PC even if you are not using the Rift. It is possible to stop it running at startup though by using one of their programs with a command line option. Their software agreement is pretty bad, allowing them to collect info about your use of the PC including things not related to the Rift and even if the Rift is not connected.
So you have to take your pick, maybe read as much as possible then see what you feel like. So far I like the look of the new LG headset that is still in development.
Well... the Vive does work in a small space, it's just that it has the capability to be used in a medium sized room too. Having a small space just means you can't use software that requires room scale movement.
If it's primarily for sim-racing, and you're not interested in other applications of VR, then I'd go for a ViveRift. From the comparison review's I've read, it is apparently lighter and more comfortable than the Vive for long sessions, has less of a screen-door effect, and is cheaper as you only need the headset and camera.
For sim-racing, most of the time is spent with your eyes forward looking as far up the road as you can, and you swivel your head to glance at mirrors or blind spots, so the higher density of pixels in the middle of the viewing area might be of benefit to you there.
This is just looking at the hardware/cost side of things, before you get to the software and any privacy concerns.
I'm recommending my dad get a new ViveRift for the reasons above to replace his DK2, but his PC literally has nothing at all on it except iRacing, Live For Speed, Assetto Corsa, and a Chrome browser that's used for nothing but launching iRacing. It is used for nothing but those sims, and doesn't even have it's own monitor or a place to sit with a keyboard & mouse, so I'm not so fussed about the Oculus bloatware and the statistics it may collect.
I got the Oculus last night, and tried it with Project Cars. After about 1/3 of the Nordschleife lap I got so motion sick that my brain was melting. I will try it with LFS right now and if it's the same, the Oculus goes back.
Just tried it with LFS, and its just not working out for me. It is utterly amazing and immersive, but I can't even complete a single lap without feeling like I'm about to collapse and puke my brains out.
It sounds like you are more than average susceptiple to motion sickness. I'm not sure if that is good or bad. It's like your brain is really paying attention to your balance sense and the confusion has a bad result.
Just as a matter of interest, do you easily get motion sickness on boats or softly sprung vehicles, if you aren't driving and if you don't look out of the window?
Well that is interesting but there are some points to consider.
- The software for motion seats often adds extra motions that aren't really there. For example the seat may lean back to simulate acceleration. I think in your case you want the seat angle to exactly match the car's angle. This may be available depending on which seat you buy.
- Normally the seats don't rotate so there is still a disconnection from what you are seeing.
- Most importantly, VR headsets don't naturally work with motion seats. There are serious problems, because the movement of the seat affects the input to the sensor. There are related problems no matter if the camera is mounted on the seat platform, or the floor. The guys at VectionVR have been solving these problems by hooking into the software and taking account of the position of the motion platform. http://www.vectionvr.com/en/index.html They know about Live for Speed and used it for early testing.
My dad managed about half a lap of South City Classic in our DK2 before feeling ill for the rest of the day. Long story I've posted here before, but now he's on it hours every night, and just won his second ever race in iRacing tonight at 57.
Took him a couple of weeks to find a way to deal with it. Few months until it wasn't an issue. A year later and he can do donuts and J-turns in LFS that make me queazy.
You CAN find your VR legs if you keep doing it bit by bit, and avoiding stuff that triggers it at first.
For my dad it was reversing, and if he got in a spin he'd have to close his eyes until it stopped.
Also, play in a cool environment with a breeze or a small fan blowing your way.
I chose the Rift, and I did notice some slight motion sickness when I first started... but now I can play endlessly without any problems in any driving sim. Still feels weird to come to a stop and not feel the "lurch" when the car comes to a complete standstill, but my brain seems to have gotten over it. Anything with Z axis rotation (barrel rolling like in space sims) still gets me within minutes though. Thankfully I don't do much of that in driving sims. Usually.
For me motion sickness comes not from my vision and motion senses being out of wack—I can read or play games in a car—but from a control input not working as I expect it too. I even got it while trying to use a mouse to controller emulator on PS4 for an FPS.
After years of playing Quake in the office LAN, I bet anything that interferes with my expected view movement from a mouse will trigger the hot flushes and sweats.
My nausea comes from input-vision 'errors', whether from an old game I'm familiar with, or a new one just not moving as I like. 2D or 3D.