My buddies and I over at TTLG all went for Rift.
Initially, as noted by SOAPboy, the price was more attractive than that of the Vive.
However, that's almost negated by a few hidden extras you may need to buy.
One thing that isn't brilliantly explained to you when you're buying Rift is that it's very fussy about USB 3 chipsets. If you have an older motherboard, you will in all likelihood have to also buy a PCI USB 3 card such as the Inateck KTU3FR-4P.
Here's a link to the
Rift USB Compatibility Page.
And if you want totally reliable roomscale VR, you'll need a third sensor, as well as some USB extender cables like these:
Three metre
Five metre
The sensor heads themselves are detachable from their stands and can be mounted on standard camera mounts.
I've mounted mine on the ceiling in my living room using
these.
And I've tidied the cables with some cable track.
The
Oculus Roomscale Tips page has some excellent guidelines on how best to set up the sensors.
But with those additions, you're golden.
On top of which, out of the box the Rift has far superior audio to the Vive.
It has excellent built-in headphones that are cleverly designed to fit all heads and latch in an outward position for when you're putting the headset on or taking it off. And if you really want to use a different set of headphones, the default ones can be easily detached.
And the built in microphone is superb. It's completely hidden and provides crystal clarity. As well as excellent excess noise cancellation and some of the best voice activation I've seen in a microphone.
It is noticeably better than the default mic available to Vive users. We regularly play Rec Room, and once had a Vive user sub for one of our Rift using friends. Their mic was
awful compared to that of the Rift.
The Rift's one lets you forget you're even talking using a microphone, it's so natural; whereas the Vive one had awful sound quality and virtually no noise cancellation or voice activation, making us very aware of the fact that the Vive user was using a (poor quality) mic to speak to us. And as Rec Room is quite an active game, we eventually had this dude breathing heavily in our ears. Not cool.
Of course, HTC have sought to remedy the headphone situation by releasing the
Deluxe Audio Strap, but that's another hundred quid on top of the Vive's base price. And it does fuck-all to fix the dogshit microphone.
The one thing I'm hoping Oculus steal from HTC is the
Vive Tracker idea, where the tracker puck can be attached to anything physical in order to bring it in to VR. That's pretty damn cool.