Reverb impressions after a few days:
The clarity is worth every penny for flight sims.
The controllers have worked fine in all the games I’ve tried. I’m sure on a 1:1 comparison there are other controllers with better precision, fewer blind spots, etc. but in practice it hasn’t been an issue with any game I’ve tried.
Only complaint is SteamVR ecosystem when not using Oculus equipment. I’ve only had Oculus VR equipment until now, and the biggest argument in its favor is that it just works. No configuration, no quirks, just plug it in and go. Stuff written for the DK2 still works on the Rift S, for the most part. All but the earliest SteamVR stuff recognizes you might be using a Rift instead of a Vive, so most of that just works too.
But while the Reverb G2 controllers pretty much mirror the Rift controllers in functionality and button placement, games and SteamVR aren’t smart about that. My son went to play Walking Dead last night and it told him to hit a non-existent button to switch between standing and sitting. So I figured out how to customize a button and programmed that. Got past that and then he could point at menu items, but not select them. He ended up just playing some Contractors until he got motion sick and then quit for the night. Afterwards, I was able to find a controller profile in the SteamVR software for the Reverb G2 and Walking Dead, but it wasn’t easy, or obvious, nor is it something I want someone to have to deal with when selecting a new game to play in VR.
It’s like the worst part of using a HOTAS with flight sims, brought to the consumer-friendly VR genre.
SteamVR should have a controller profile for your current device and just automatically map that to the game. I mean, yay, at least you can customize things now (apparently it used to be even worse), but this should be under the hood unless you choose to create a custom profile.
(Anyone interested in a mint-condition Rift S setup? Not as sharp visually as the Reverb G2, but cheaper, it just works, and ships from me tomorrow. :)