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{"id":3108280,"date":"2020-03-24T18:00:00","date_gmt":"2020-03-24T17:00:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/virtual_reality-welches_headset_fuer_half-life_alyx__co_wir_geben_einen_ueberblick\/3108280"},"modified":"2024-05-11T01:55:46","modified_gmt":"2024-05-10T23:55:46","slug":"virtual_reality-welches_headset_fuer_half-life_alyx__co_wir_geben_einen_ueberblick","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/news\/virtual_reality-welches_headset_fuer_half-life_alyx__co_wir_geben_einen_ueberblick\/3108280","title":{"rendered":"Virtual Reality: Welches Headset f\u00fcr Half-Life: Alyx & Co? Wir geben einen \u00dcberblick"},"content":{"rendered":"Half-Life: Alyx<\/a> wird nicht nur unserer Meinung nach seinem Hype gerecht (zum Test<\/a>), sondern facht auch das Interesse von VR-Neulingen an. Welches Headset brauchte ich f\u00fcr den Shooter (sofern es nicht nach wie vor ausverkauft ist)? Gibt es vielleicht auch Schn\u00e4ppchen-Hardware zum Hineinschnuppern? Wir geben euch einen \u00dcberblick (und Ausblick) \u00fcber die beliebtesten Exemplare der aktuellen Generation sowie den Hardware-Tests dazu.

Der K\u00f6nigsweg ist nat\u00fcrlich Valves hauseigenes Headset, die Valve Index<\/strong> (
zum Test<\/a>). Ihre auch einzeln erh\u00e4ltliche Controller bieten feinf\u00fchliges Fingertracking, mit dem man richtig sch\u00f6n physikalisch in der detailreichen Welt herumpfuschen kann, Dinge in die Hand nimmt, zerquetscht oder wirft. Mit bis zu fl\u00fcssigen 144 Hertz, einem \u00fcppigen Sichtfeld von 130 Grad (weniger Taucherbrillen-Effekt!), einer ordentlichen Aufl\u00f6sung von 1440×1600 Pixeln pro Auge, den pr\u00e4zisen, im Raum angebrachten Lighthouse-Tracking-W\u00fcrfeln und der bisher besten eingebauten Audiol\u00f6sung bietet sie das rundeste, am besten verarbeitete Gesamtpaket. Mit einem Preis von 1.079 Euro f\u00fcrs Gesamtpaket ist aber eine ordentliche Investition n\u00f6tig; die Lieferzeit im Steam-Store<\/a> betr\u00e4gt momentan etwa acht bis zehn Wochen.

<\/figure>

Die mit 449 Euro deutlich g\u00fcnstigere Alternative mit dem besten Exklusivtiteln (u.a.
Asgard’s Wrath<\/a>, Stormland<\/a>, sp\u00e4ter auch Lone Echo 2<\/a> und Medal of Honor: Above and Beyond<\/a>) bietet Facebooks aktuelles PC-Headset Oculus Rift S<\/strong> (zum Test<\/a>). Toll auch der einfache Einstieg: Einfach die zwei Kabel an den PC und schon kann man das gut funktionierende Inside-out-Tracking der im Headset eingebauten Kameras nutzen. Bildqualit\u00e4t (Aufl\u00f6sung: 1280 x 1440 pro Auge, also auch sinnvoll bei schw\u00e4cheren Grafikkarten!), Touch-Controller und Tragekomfort sind gar nicht so weit von der Index entfernt \u2013 zumal man hier in dunklen Szenen sogar weniger wei\u00dfe Schlieren (God-rays) zu sehen bekommt. Der blecherne eingebaute Sound l\u00e4sst sich mit angest\u00f6pselten Ohrh\u00f6rern umgehen. Aber Vorsicht: Wer besonders nah zusammen oder weit auseinander stehende Augen hat, wird hier nicht gl\u00fccklich, da es im Gegensatz zu den meisten Konkurrenzmodellen keinen mechanischen Regler f\u00fcr den Pupillenabstand (IPD) gibt!

Wer mehr f\u00fcrs Geld m\u00f6chte (64 GB: 449 Euro; 128 GB: 549 Euro) und auch unterwegs mal eine Runde VR einlegen m\u00f6chte, d\u00fcrfte mit der Oculus Quest<\/strong> von Facebook auf seine Kosten kommen. Sie ist quasi der GameBoy der VR-Systeme \u2013 mit eingebautem Prozessor und Grafikchip, so dass man mit den Bluetooth-Controllern und dem gleichen Inside-out-Tracking wie bei der Rift S gleich loslegen kann. Das kabellose Spielgef\u00fchl ganz ohne st\u00f6rendes Kabel ist herrlich frei, das Bild mit 1.600 x 1.440 Pixeln pro Auge gut und sogar experimentelles Handtracking wird schon geboten. Anspruchsvolle PC-Spiele lassen sich damit aber nur spielen, wenn man das Ger\u00e4t mit einem speziellen hochwertigen und teuren USB-Kabel (Oculus Link<\/a>) an einen f\u00e4higen Gaming-PC anschlie\u00dft. Das funktioniert trotz Beta-Stadium der Software aber bei den meisten Spielern schon erfreulich gut (mit Hilfe der App “Virtual Desktop” und eines 5GHz-Routers l\u00e4sst sich \u00fcbrigens sogar schon eine drahtlose Verbindung zum PC herstellen, zumal Oculus f\u00fcr die Zukunft auch schon eine offizielle drahtlose Quest-Verbindung zum PC angedeutet hat<\/a>). Bei langen Spielzeiten wie den rund 15 Stunden von Half-Life: Alyx k\u00f6nnen allerdings das hohe Gewicht und der altbackene Kopfriemen auf Dauer f\u00fcr Nackenschmerzen sorgen.

<\/div>
<\/div>
<\/figure>

<\/div>Sparf\u00fcchse k\u00f6nnen z.B. zum WMR-Headset Samsung HMD Odyssey+<\/strong> greifen, das man mit etwas Gl\u00fcck in Microsofts US-Store (
aktuell ausverkauft<\/a>) oder etwa dem US-Store von Amazon schon ab 279 Dollar findet. Das unkomplizierte Inside-out-Tracking von Microsofts VR-Standard Windows Mixed Reality ist an den R\u00e4ndern zwar nicht ganz so verl\u00e4sslich wie bei Oculus Rift S oder Quest, das Ger\u00e4t punktet aber mit einem hochwertigen Bild (Aufl\u00f6sung: 1.600 x 1.440 Pixeln pro Auge). Auch der Youtube-Kanal MRTV hat den Geheimtipp unter die Lupe genommen:



Sicherer und schneller d\u00fcrfte man in der momentanen Situation nat\u00fcrlich an ein gebrauchtes Headset der ersten Generation<\/strong> gelangen (am besten vorher \u00e4u\u00dferlich gut reinigen, das Gesichtskissen desinfizieren und erst einmal ein paar Tage in der Dachboden-Quarant\u00e4ne liegen lassen!). Ab gut 300 Euro gibt es gebrauchte Komplettpakete der alten Oculus Rift<\/strong> (
zum Test<\/a>) mit zwei aufstellbaren Tracking-Kameras und den bereits richtig guten ersten Oculus-Touch-Controllern (zum Test<\/a>). Die erste HTC Vive<\/strong> (zum Test<\/a>) ben\u00f6tigt dagegen die gleichen pr\u00e4zisen (und mittlerweile raren) externen Tracking-W\u00fcrfel wie die Valve Index und ist daher im Komplettpaket deutlich teurer bzw. seltener. Beide alten Headsets lassen sich \u00fcbrigens kabellos \u00fcber Funk betreiben \u2013 mit Hilfe von TPCast oder HTCs offiziellem Wireless-Adapter! Trotzdem wirkt das Bild beider Oldies mittlerweile ziemlich unscharf und schlierenlastig. Wer einmal ein neueres Headset erlebt hat, will meist nicht mehr zur\u00fcck. Auch die oft noch g\u00fcnstigeren diversen \u00e4lteren Headsets des WMR-Standards bieten nat\u00fcrlich Schn\u00e4ppchen-Potenzial.

Nicht empfehlen k\u00f6nnen wir trotz des tollen Bildes HTCs aktuelle Vive Cosmos<\/strong> (zum Test<\/a>, 1.440 mal 1.700 Pixel pro Auge) \u2013 weil sich das schwache Inside-out-Tracking nicht f\u00fcr Shooter und zweih\u00e4ndige Aktionen eignet. Mittlerweile gibt es aber zum Gl\u00fcck eine wechselbare Frontplatte<\/a> und das Premium-Modell<\/a> “Vive Cosmos Elite” (999 Euro inklusive Half-Life: Alyx<\/a>), die beide wieder das verl\u00e4ssliche externe Lighthouse-Tracking (siehe Index und Vive) nutzen. Die \u00e4lteren, ehemals kostspieligen Premium-Modelle Vive Pro<\/strong> (zum Test<\/a>; 1440 x 1600 Pixel pro Auge) und Vive Pro Eye<\/strong> (mit Augentracking!) lohnen sich dagegen auf jeden Fall, falls ihr sie zum Schn\u00e4ppchenpreis auftreibt. Sie haben mit ihren hochwertigen, fein ausbalancierten Kopfb\u00fcgeln nach wie vor den besten Tragekomfort! Ein klarer Pluspunkt der diversen Modelle von Vive Cosmos und Pro ist nat\u00fcrlich, dass sie HTCs schon erw\u00e4hnten Wireless-Adapter f\u00fcr kabelloses Spielen unterst\u00fctzen – also wie die alte Vive.

<\/figure>

Mit einem leichten Fliegengitter muss man \u00fcbrigens noch bei fast allen Systemen leben \u2013 es sei denn, man greift zu experimentierfreudigeren kostspieligen Enthusiasten-Headsets wie
die Pimax 8K X<\/a><\/strong> (z.B. auf Alternate.de<\/a> f\u00fcr 1.399 Euro vorbestellbar) mit ihrer doppelten 4K-Aufl\u00f6sung und einem sehr breiten Sichtfeld (rekordverd\u00e4chtige 200 Grad). Die erstaunlich gro\u00dfe Produktreihe von Pimax-Ger\u00e4ten hat allerdings nicht gerade den besten Ruf – aufgrund von Problemen wie oft leicht verzerrten Bildr\u00e4ndern und dem laut zahlreicher Nutzerkommentaren schlechten Service.<\/div>
In der ferneren Zukunft k\u00f6nnte u.a. der Nachfolger der Oculus Quest eine Rolle spielen, f\u00fcr dessen Prototypen \u201eDel Mar\u201c und seinen \u201eJedi Controllern\u201c neulich Hinweise in Entwicklerdokumenten gefunden wurde –
wie hier auf VR-Legion.de beschrieben<\/a>. Ebenfalls wahrscheinlich, aber noch nicht von Sony versprochen oder angek\u00fcndigt ist der Nachfolger von PlayStation VR<\/a>. Er k\u00f6nnte unserer Glaskugel nach gegen Mitte der PS5-Generation ver\u00f6ffentlicht werden. Valve hat zumindest bereits angedeutet, dass man sich durchaus Umsetzungen von Half-Life: Alyx auf k\u00fcnftigen Plattformen vorstellen k\u00f6nnte.

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